Class TCastleTerrainCombine

Unit

Declaration

type TCastleTerrainCombine = class(TCastleTerrainData)

Description

Combine (add, multiply, do maximum or minimum) two other terrain data sources. This allows to e.g. combine TCastleTerrainNoise with TCastleTerrainImage in a flexible way. For example you can use TCastleTerrainImage to force some mountains / valleys even where TCastleTerrainNoise doesn't have them.

Source: scene/castleterrain.pas (line 405).

Hierarchy

Show Additional Members:

Overview

Constants

Public DefaultOperation = opMax;

Methods

Protected function GetInternalText: String; virtual;
Protected procedure SetInternalText(const Value: String); virtual;
Protected procedure SetName(const Value: TComponentName); override;
Protected procedure TranslateProperties(const TranslatePropertyEvent: TTranslatePropertyEvent); virtual;
Public destructor Destroy; override;
Public procedure CustomSerialization(const SerializationProcess: TSerializationProcess); virtual;
Public function PropertySections(const PropertyName: String): TPropertySections; virtual;
Public procedure SetTransient;
Public procedure AddNonVisualComponent(const NonVisualComponent: TComponent);
Public procedure InsertNonVisualComponent(const Index: Integer; const NonVisualComponent: TComponent);
Public procedure RemoveNonVisualComponent(const NonVisualComponent: TComponent);
Public function NonVisualComponentsIndexOf(const NonVisualComponent: TComponent): Integer;
Public function NonVisualComponentsCount: Integer;
Public function NonVisualComponentsEnumerate: TNonVisualComponentsEnumerator;
Public function ValueIsStreamed: Boolean; virtual;
Public procedure DesignerInfo(const SList: TStrings); virtual;
Public procedure DesignerWarnings(const SList: TStrings); virtual;
Protected procedure DoChange;
Public constructor Create(AOwner: TComponent); override;
Public destructor Destroy; override;
Public function Height(const Coord, TexCoord: TVector2): Single; virtual; abstract;
Public procedure AddChangeNotification(const Notify: TNotifyEvent);
Public procedure RemoveChangeNotification(const Notify: TNotifyEvent);
Public constructor Create(AOwner: TComponent); override;
Public function Height(const Coord, TexCoord: TVector2): Single; override;
Public function PropertySections(const PropertyName: String): TPropertySections; override;

Properties

Public property NonVisualComponents [const Index: Integer]: TComponent read GetNonVisualComponents;
Public property IsLoading: Boolean read FIsLoading;
Published property Data1: TCastleTerrainData read FData1 write SetData1;
Published property Data2: TCastleTerrainData read FData2 write SetData2;
Published property Operation: TCastleTerrainCombineOperation read FOperation write SetOperation default opMax;

Description

Constants

Public DefaultOperation = opMax;

This item has no description.

Source: scene/castleterrain.pas (line 424).

Methods

Protected function GetInternalText: String; virtual;

This item has no description.

Source: base/castleclassutils.pas (line 575).

Protected procedure SetInternalText(const Value: String); virtual;

This item has no description.

Source: base/castleclassutils.pas (line 576).

Protected procedure SetName(const Value: TComponentName); override;

This item has no description.

Source: base/castleclassutils.pas (line 577).

Protected procedure TranslateProperties(const TranslatePropertyEvent: TTranslatePropertyEvent); virtual;

Enumerate all properties that are possible to translate in this component. E.g. in TCastleLabel it will return TCastleLabel.Caption, in TCastleEdit it will return TCastleEdit.Text and TCastleEdit.Placeholder.

Returns only non-empty properties, thus assuming that if current (by convention, English) text is empty, then there is no point in translating it. Moreover descendants may define boolean properties to exclude particular text from translating, e.g. TCastleLabel.CaptionTranslate, TCastleEdit.TextTranslate, TCastleEdit.PlaceholderTranslate.

It is not recursive (it doesn't enumerate children properties). Use global TranslateProperties procedure to call this on a hierarchy of TComponent.

You usually don't want to call this method (it is called by other engine routines). But you may find it useful to override this, if you define new component.

Source: base/castleclassutils.pas (line 598).

Public destructor Destroy; override;

This item has no description.

Source: base/castleclassutils.pas (line 604).

Public procedure CustomSerialization(const SerializationProcess: TSerializationProcess); virtual;

Override this method to call various methods of SerializationProcess, which in turn allows to serialize/deserialize things that are not published. This allows to serialize/deserialize with more freedom, e.g. to serialize/deserialize some private field.

Source: base/castleclassutils.pas (line 610).

Public function PropertySections(const PropertyName: String): TPropertySections; virtual;

Section where to show property in the editor.

Source: base/castleclassutils.pas (line 631).

Public procedure SetTransient;

Ignore this component when serializing parent's TCastleUserInterface.Controls list or TCastleTransform.List, and do not show this component in CGE editor. This simply sets csTransient flag in ComponentStyle.

This is useful for children that are automatically managed by the parent, and should not be modified by user code. For example, TCastleCheckbox is internally composed from TCastleImageControl and TCastleLabel children, but we don't want to serialize or even show these children to user.

Note that if you want to prevent this component from serializing as part of TCastleUserInterface.Controls list or TCastleTransform.List, but you still want it to be visible in CGE editor, then make it a "subcomponent" instead, by SetSubComponent(true).

Note that both csSubComponent and csTransient only disable the component serialization as part of parent's lists enumerated by CustomSerialization (see internal TCastleUserInterface.SerializeChildrenEnumerate , TCastleTransform.SerializeChildrenEnumerate, TCastleTransform.SerializeBehaviorsEnumerate).

If you will make the component published in its own property (which is normal for "subcomponents") then it will be serialized anyway, just as part of it's own property (like TCastleScrollView.ScrollArea). So to really avoid serializing a children component make it csSubComponent and/or csTransient, and do not publish it.

Source: base/castleclassutils.pas (line 663).

Public procedure AddNonVisualComponent(const NonVisualComponent: TComponent);

Add non-visual component to this component. This is used to organize non-visual components in a tree hierarchy, in CGE designs and editor.

See also
NonVisualComponentsCount
Count of components added by AddNonVisualComponent.
NonVisualComponents
Components added by AddNonVisualComponent.
NonVisualComponentsEnumerate
You can enumerate current non-visual components using loop like for C in MyComponent.NonVisualComponentsEnumerate do ....

Source: base/castleclassutils.pas (line 672).

Public procedure InsertNonVisualComponent(const Index: Integer; const NonVisualComponent: TComponent);

Insert non-visual component to this component. This is used to organize non-visual components in a tree hierarchy, in CGE designs and editor.

See also
NonVisualComponentsCount
Count of components added by AddNonVisualComponent.
NonVisualComponents
Components added by AddNonVisualComponent.
NonVisualComponentsEnumerate
You can enumerate current non-visual components using loop like for C in MyComponent.NonVisualComponentsEnumerate do ....

Source: base/castleclassutils.pas (line 681).

Public procedure RemoveNonVisualComponent(const NonVisualComponent: TComponent);

Removes the component previously added by AddNonVisualComponent.

Source: base/castleclassutils.pas (line 684).

Public function NonVisualComponentsIndexOf(const NonVisualComponent: TComponent): Integer;

Index of the previously added non-visual component. Returns -1 if the component was not found.

Source: base/castleclassutils.pas (line 688).

Public function NonVisualComponentsCount: Integer;

Count of components added by AddNonVisualComponent.

See also
AddNonVisualComponent
Add non-visual component to this component.
NonVisualComponents
Components added by AddNonVisualComponent.
NonVisualComponentsEnumerate
You can enumerate current non-visual components using loop like for C in MyComponent.NonVisualComponentsEnumerate do ....

Source: base/castleclassutils.pas (line 695).

Public function NonVisualComponentsEnumerate: TNonVisualComponentsEnumerator;

You can enumerate current non-visual components using loop like for C in MyComponent.NonVisualComponentsEnumerate do .... Do not call this method in other contexts, it is only useful for "for..in" construction.

See also
AddNonVisualComponent
Add non-visual component to this component.

Source: base/castleclassutils.pas (line 705).

Public function ValueIsStreamed: Boolean; virtual;

Whether the current value of this object should be written to the stream. This should be True if anything inside this object should be serialized (which means it has non-default value or "stored" specifier indicates that it should be serialized).

This is used by CastleComponentSerialize, which is used in Castle Game Engine for all serialization.

In simple cases, this just says whether the current value of this object equals to some default value.

The default implementation of this class returns True (so always write).

Descendants that override this to sometimes return False (so no need to write) must be very careful: any addition of a new field requires extending this method, otherwise new field may not be saved sometimes (when all other fields are default). Descentants of such classes must also be aware of it. This check must include everything that is inside this object in JSON, including subcomponents and children objects (as done e.g. by TSerializationProcess.ReadWriteList). In practice, overriding this method is only reasonable for simple classes that will not change much in the future, like TCastleVector3Persistent.

The name of this method is consistent with TPropertyEditor.ValueIsStreamed in LCL.

Source: base/castleclassutils.pas (line 739).

Public procedure DesignerInfo(const SList: TStrings); virtual;

Override to add information that should be visible at design-time. Call SList.Add for each new line of information.

Source: base/castleclassutils.pas (line 743).

Public procedure DesignerWarnings(const SList: TStrings); virtual;

Override to add warnings that should be visible at design-time. Call SList.Add for each new warning.

Source: base/castleclassutils.pas (line 747).

Protected procedure DoChange;

Use this in descendants implementation to notify that data (affecting Height results) changed. In the base class, it takes care to run notifications registered by AddChangeNotification.

Source: scene/castleterrain.pas (line 139).

Public constructor Create(AOwner: TComponent); override;

This item has no description.

Source: scene/castleterrain.pas (line 141).

Public destructor Destroy; override;

This item has no description.

Source: scene/castleterrain.pas (line 142).

Public function Height(const Coord, TexCoord: TVector2): Single; virtual; abstract;

Return height for given terrain point.

Parameters
Coord
The queried terrain height. Coord.X is the X position in local terrain coordinate space. Coord.Y is the Z position in local terrain coordinate space. They are in the range determined by TCastleTerrain.Size.
TexCoord
The texture coordinate at this point, assuming that TCastleTerrain.Size and texture UV scale would cancel each other, making both TexCoord.X and TexCoord.Y always in [0..1] range.

Note that TexCoord.Y grows in different direction than Coord.Y, this means that textures have natural look when viewer from above the terrain (otherwise they would seem flipped in one direction in CGE right-handed coordinate system).

Source: scene/castleterrain.pas (line 160).

Public procedure AddChangeNotification(const Notify: TNotifyEvent);

Add notification when data (affecting Height results) changes.

Source: scene/castleterrain.pas (line 163).

Public procedure RemoveChangeNotification(const Notify: TNotifyEvent);

Remove notification when data (affecting Height results) changes.

Source: scene/castleterrain.pas (line 165).

Public constructor Create(AOwner: TComponent); override;

This item has no description.

Source: scene/castleterrain.pas (line 425).

Public function Height(const Coord, TexCoord: TVector2): Single; override;

This item has no description. Showing description inherited from TCastleTerrainData.Height.

Return height for given terrain point.

Source: scene/castleterrain.pas (line 426).

Public function PropertySections(const PropertyName: String): TPropertySections; override;

This item has no description. Showing description inherited from TCastleComponent.PropertySections.

Section where to show property in the editor.

Source: scene/castleterrain.pas (line 427).

Properties

Public property NonVisualComponents [const Index: Integer]: TComponent read GetNonVisualComponents;

Components added by AddNonVisualComponent.

Source: base/castleclassutils.pas (line 698).

Public property IsLoading: Boolean read FIsLoading;

Is the component during deserialization now.

Note: We can't use csLoading in ComponentState because in Delphi it is not possible to control it from CastleComponentSerialize.

Source: base/castleclassutils.pas (line 711).

Published property Data1: TCastleTerrainData read FData1 write SetData1;

First data for terrain heights.

Source: scene/castleterrain.pas (line 430).

Published property Data2: TCastleTerrainData read FData2 write SetData2;

Second data for terrain heights.

Source: scene/castleterrain.pas (line 432).

Published property Operation: TCastleTerrainCombineOperation read FOperation write SetOperation default opMax;

How to combine results of Data1 and Data2.

Source: scene/castleterrain.pas (line 434).


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