Class TCastleSceneManager
Unit
Declaration
type TCastleSceneManager = class(TCastleAutoNavigationViewport)
Description
Warning: this symbol is deprecated: use TCastleViewport to render scenes. To have the same initial behavior, set FullSize, AutoCamera and AutoNavigation to true
Deprecated way to manage transformations and scenes. To upgrade: - use TCastleViewport - set FullSize, AutoCamera and AutoNavigation to true.
Hierarchy
- TObject
- TPersistent
- TComponent
- TCastleComponent
- TCastleUserInterface
- TCastleScreenEffects
- TCastleViewport
- TCastleAutoNavigationViewport
- TCastleSceneManager
Overview
Methods
constructor Create(AOwner: TComponent); override; |
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destructor Destroy; override; |
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procedure Render; override; |
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function GravityUp: TVector3; deprecated 'use Camera.GravityUp'; |
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function PhysicsProperties: TPhysicsProperties; deprecated 'use Items.PhysicsProperties'; |
Properties
property MoveLimit: TBox3D read GetMoveLimit write SetMoveLimit; deprecated 'use Items.MoveLimit'; |
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property Viewports: TCastleViewportList read FViewports; |
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property HeadlightNode: TAbstractLightNode
read GetHeadlightNode write SetHeadlightNode; deprecated 'use Items.HeadlightNode'; |
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property MainCamera: TCastleCamera read GetMainCamera write SetMainCamera; deprecated 'use Items.MainCamera'; |
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property TimeScale: Single read GetTimeScale write SetTimeScale
default 1; deprecated 'use Items.TimeScale'; |
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property MainScene: TCastleScene read GetMainSceneInternal write SetMainScene; deprecated 'use Items.MainScene'; |
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property UseHeadlight: TUseHeadlight
read GetUseHeadlight write SetUseHeadlight default hlMainScene; deprecated 'use Items.UseHeadlight'; |
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property DefaultViewport: boolean
read FDefaultViewport write SetDefaultViewport default true; |
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property FullSize default true; |
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property AutoCamera default true; |
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property AutoNavigation default true; |
Description
Methods
constructor Create(AOwner: TComponent); override; |
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This item has no description. |
destructor Destroy; override; |
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This item has no description. |
procedure Render; override; |
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This item has no description. Showing description inherited from TCastleUserInterface.Render. Render a control. Called only when Exists and render context is initialized. Do not call this method. It will be automatically called by the engine when needed. It will be called when UI is part of TCastleContainer.Controls list or rendered (e.g. for off-screen rendering) by TCastleContainer.RenderControl. You should only override this method. See https://castle-engine.io/manual_2d_ui_custom_drawn.php for examples what you can put here. You can depend on some OpenGL state being set before calling this method. You can depend on it being set, and you can carelessly change it. This state we set:
Beware that GLSL RenderContext.CurrentProgram has undefined value when this is called. You should always set it, before making direct OpenGL drawing calls (all the engine drawing routines do it already, this is only a concern if you make direct OpenGL / OpenGLES calls). |
function GravityUp: TVector3; deprecated 'use Camera.GravityUp'; |
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Warning: this symbol is deprecated: use Camera.GravityUp
Up vector, according to gravity. Gravity force pulls in - |
function PhysicsProperties: TPhysicsProperties; deprecated 'use Items.PhysicsProperties'; |
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Warning: this symbol is deprecated: use Items.PhysicsProperties |
Properties
property MoveLimit: TBox3D read GetMoveLimit write SetMoveLimit; deprecated 'use Items.MoveLimit'; |
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Warning: this symbol is deprecated: use Items.MoveLimit Limit the movement allowed by TCastleAbstractRootTransform.WorldMoveAllowed. Ignored when empty (default). See also
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property Viewports: TCastleViewportList read FViewports; |
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List of viewports connected to this scene manager. This contains all TCastleViewport instances that have TCastleViewport.SceneManager set to us. Also it contains Self (this very scene manager) if and only if DefaultViewport = This list is read-only from the outside! It's automatically managed in this unit (when you change TCastleViewport.SceneManager or TCastleSceneManager.DefaultViewport, we automatically update this list as appropriate). |
property HeadlightNode: TAbstractLightNode
read GetHeadlightNode write SetHeadlightNode; deprecated 'use Items.HeadlightNode'; |
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Warning: this symbol is deprecated: use Items.HeadlightNode |
property MainCamera: TCastleCamera read GetMainCamera write SetMainCamera; deprecated 'use Items.MainCamera'; |
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Warning: this symbol is deprecated: use Items.MainCamera |
property TimeScale: Single read GetTimeScale write SetTimeScale
default 1; deprecated 'use Items.TimeScale'; |
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Warning: this symbol is deprecated: use Items.TimeScale |
property MainScene: TCastleScene read GetMainSceneInternal write SetMainScene; deprecated 'use Items.MainScene'; |
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Warning: this symbol is deprecated: use Items.MainScene |
property UseHeadlight: TUseHeadlight
read GetUseHeadlight write SetUseHeadlight default hlMainScene; deprecated 'use Items.UseHeadlight'; |
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Warning: this symbol is deprecated: use Items.UseHeadlight |
property DefaultViewport: boolean
read FDefaultViewport write SetDefaultViewport default true; |
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Should we render the 3D world in a default viewport that covers the whole window. This is usually what you want. For more complicated uses, you can turn this off, and use explicit TCastleViewport (connected to this scene manager by TCastleViewport.SceneManager property) for making your world visible. |
property FullSize default true; |
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This item has no description. Showing description inherited from TCastleUserInterface.FullSize.
When |
property AutoCamera default true; |
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This item has no description. Showing description inherited from TCastleViewport.AutoCamera. Assign initial camera properties (initial position, direction, up, TCastleCamera.ProjectionNear) by looking at the initial world (Items) when rendering the first frame. The AssignDefaultCamera is automatically called only if this property is Also, only if this property is By default it is |
property AutoNavigation default true; |
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This item has no description. Showing description inherited from TCastleAutoNavigationViewport.AutoNavigation. Assign sensible Navigation looking at the initial world (Items) if it is not assigned. This also allows to later synchronize navigation properties when X3D NavigationInfo node changes, or a new NavigationInfo node is bound. By default it is |
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