Class TShapeTreeSwitch
Unit
Declaration
type TShapeTreeSwitch = class(TShapeTreeGroup)
Description
Node of the TShapeTree representing an alternative, choosing one (or none) child from it's children list as active.
It's ideal for representing the VRML >= 2.0 Switch node (not possible for VRML 1.0 Switch node, as it may affect also other nodes after Switch). Actually, it even has a SwitchNode link that is used to decide which child to choose (using SwitchNode.FdWhichChoice).
Source: scene/castleshapes.pas (line 898).
Hierarchy
- TObject
- TShapeTree
- TShapeTreeGroup
- TShapeTreeSwitch
Overview
Methods
| Public | function MaxShapesCount: Integer; |
| Public | procedure Traverse(const Func: TShapeTraverseFunc; const OnlyActive: boolean; const OnlyVisible: boolean = false; const OnlyCollidable: boolean = false); |
| Public | function TraverseList( const OnlyActive: boolean; const OnlyVisible: boolean = false; const OnlyCollidable: boolean = false): TShapeList; |
| Public | function ShapesCount(const OnlyActive: boolean; const OnlyVisible: boolean = false; const OnlyCollidable: boolean = false): Cardinal; |
| Public | function FindGeometryNodeName(const GeometryNodeName: string; OnlyActive: boolean = false): TShape; |
| Public | function FindShapeWithParentNamed(const ParentNodeName: string; OnlyActive: boolean = false): TShape; |
| Public | procedure AssociateNode(const Node: TX3DNode); |
| Public | procedure UnAssociateNode(const Node: TX3DNode); |
| Public | class function AssociatedShape(const Node: TX3DNode; const Index: Integer): TShapeTree; static; |
| Public | class function AssociatedShapesCount(const Node: TX3DNode): Integer; static; |
| Public | constructor Create(const AParentScene: TX3DEventsEngine); |
| Public | destructor Destroy; override; |
| Public | function EnumerateTextures(const Enumerate: TEnumerateShapeTexturesFunction): Pointer; override; |
| Public | function DebugInfo(const Indent: string = ''): string; override; |
| Public | function DebugInfoWithoutChildren: String; override; |
Properties
| Public | property ParentScene: TX3DEventsEngine read FParentScene write FParentScene; |
| Public | property Depth: Cardinal read FDepth; |
| Public | property Children: TShapeTreeList read FChildren; |
| Public | property SwitchNode: TSwitchNode read FSwitchNode write FSwitchNode; |
Description
Methods
| Public | function MaxShapesCount: Integer; |
|
This item is declared in ancestor TShapeTree. Maximum value of ShapesCount. This is cached, so it's usually instant, in contrast to ShapesCount. | |
| Public | procedure Traverse(const Func: TShapeTraverseFunc; const OnlyActive: boolean; const OnlyVisible: boolean = false; const OnlyCollidable: boolean = false); |
|
This item is declared in ancestor TShapeTree. Traverse shapes inside. There are a few alternative ways to do this: - Use this method, and have a callback called for each TShape. - Use TraverseList, and have a list of TShape. - Use TShapeTreeIterator.Create, that has it's own GetNext / Current methods to enumerate. This is no longer advised – using TraverseList is simpler and equally fast. - Use TShapeList.Create(Tree, OnlyActive, OnlyVisible, OnlyCollidable) overload. This is no longer advised – using TraverseList is simpler and faster. | |
| Public | function TraverseList( const OnlyActive: boolean; const OnlyVisible: boolean = false; const OnlyCollidable: boolean = false): TShapeList; |
|
This item is declared in ancestor TShapeTree. Return TShapeList containing the traversed shapes, just like Traverse. Caller should never free the resulting list, it is owned by this TShapeTree instance. | |
| Public | function ShapesCount(const OnlyActive: boolean; const OnlyVisible: boolean = false; const OnlyCollidable: boolean = false): Cardinal; |
|
This item is declared in ancestor TShapeTree. How many shapes would be enumerated by Traverse. | |
| Public | function FindGeometryNodeName(const GeometryNodeName: string; OnlyActive: boolean = false): TShape; |
|
This item is declared in ancestor TShapeTree.
Look for shape with Geometry.X3DName = GeometryNodeName. Returns | |
| Public | function FindShapeWithParentNamed(const ParentNodeName: string; OnlyActive: boolean = false): TShape; |
|
This item is declared in ancestor TShapeTree.
Look for shape with Geometry that has a parent named ParentNodeName. Parent is searched by Geometry.TryFindParentNodeByName. Returns | |
| Public | procedure AssociateNode(const Node: TX3DNode); |
|
This item is declared in ancestor TShapeTree. Using the TX3DNode.InternalSceneShape field, you can associate X3D node with a number of TShapeTree instances. This allows to map X3D node -> TShapeTree instances instantly (without e.g. searching the shapes tree for it), which is great to do some operations very quickly. Right now: - TShapeTreeTransform is associated with node implementing TTransformFunctionality (like TTransformNode, TBillboardNode, TX3DRootNode). - TShape is associated with TShapeNode, TAppearanceNode, TAbstractGeometryNode, TCoordinateNode (anything that can be inside TAbstractGeometryNode.CoordField), TNormalNode (anything that can be inside TAbstractGeometryNode.NormalField), TTangentNode (anything that can be inside TAbstractGeometryNode.TangentField), TColorNode, TColorRGBANode (anything that can be inside TAbstractGeometryNode.ColorField), TAbstractMaterialNode (anything that can be in TAppearanceNode.Material), TTextureCoordinateNode and other stuff that can be inside TAbstractGeometryNode.InternalTexCoord, TClipPlaneNode . Note that UnAssociateNode should only be called on nodes with which we are associated. Trying to call UnAssociateNode on a node on which we didn't call It is valid to associate X3D node with TShapeTree multiple times, but it must be unassociated the same number of times. Parameters
| |
| Public | procedure UnAssociateNode(const Node: TX3DNode); |
|
This item is declared in ancestor TShapeTree. This item has no description. | |
| Public | class function AssociatedShape(const Node: TX3DNode; const Index: Integer): TShapeTree; static; |
|
This item is declared in ancestor TShapeTree. This item has no description. | |
| Public | class function AssociatedShapesCount(const Node: TX3DNode): Integer; static; |
|
This item is declared in ancestor TShapeTree. This item has no description. | |
| Public | constructor Create(const AParentScene: TX3DEventsEngine); |
|
This item is declared in ancestor TShapeTreeGroup. This item has no description. | |
| Public | destructor Destroy; override; |
|
This item is declared in ancestor TShapeTreeGroup. This item has no description. | |
| Public | function EnumerateTextures(const Enumerate: TEnumerateShapeTexturesFunction): Pointer; override; |
|
This item is declared in ancestor TShapeTreeGroup. This item has no description. Showing description inherited from TShapeTree.EnumerateTextures. Enumerate all single texture nodes (possibly) used by the shapes (TShape) in this tree. This looks into all shapes (not only active, so e.g. it looks into all Switch/LOD children, not only the chosen one). This checks all possible ways how a texture may be used by a shape, so it looks at material fields, shaders (ComposedShader, CommonSurfaceShader) and more. If Enumerate callbacks returns non-nil for some texture, it should return the given value immediately, and stop further processing. Descendants: Implementation in this class does nothing, assuming this tree doesn't have any TShape that use any texture. Override it in descendants that contain TShape. Calling inherited is not necessary. | |
| Public | function DebugInfo(const Indent: string = ''): string; override; |
|
This item is declared in ancestor TShapeTreeGroup. This item has no description. Showing description inherited from TShapeTree.DebugInfo. Describe the shapes tree, recursively (with children), multi-line (ends with newline too). | |
| Public | function DebugInfoWithoutChildren: String; override; |
|
This item has no description. Showing description inherited from TShapeTree.DebugInfoWithoutChildren. Describe this shape, not recursively. | |
Properties
| Public | property ParentScene: TX3DEventsEngine read FParentScene write FParentScene; |
|
This item is declared in ancestor TShapeTree. Parent TCastleScene instance. This cannot be declared here as TCastleScene or TCastleSceneCore (this would create circular unit dependency), but it always is TCastleScene. May be | |
| Public | property Depth: Cardinal read FDepth; |
|
This item is declared in ancestor TShapeTree. Depth in the shapes tree. Root at TCastleSceneCore.Shapes starts with Depth = 0. Automatically set when you insert this TShapeTree as child of another. | |
| Public | property Children: TShapeTreeList read FChildren; |
|
This item is declared in ancestor TShapeTreeGroup. This item has no description. | |
| Public | property SwitchNode: TSwitchNode read FSwitchNode write FSwitchNode; |
|
This item has no description. | |
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