Class TCastleSceneManager
Unit
CastleViewport
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
Overview
Methods
Properties
Description
Methods
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constructor Create(AOwner: TComponent); override; |
This item has no description. |
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destructor Destroy; override; |
This item has no description. |
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procedure Render; override; |
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).
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function GravityUp: TVector3; deprecated 'use Camera.GravityUp'; |
Warning: this symbol is deprecated: use Camera.GravityUp
Up vector, according to gravity. Gravity force pulls in -GravityUp direction.
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Properties
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property TimeScale: Single read GetTimeScale write SetTimeScale
default 1; deprecated 'use Items.TimeScale'; |
Warning: this symbol is deprecated: use Items.TimeScale
See TCastleAbstractRootTransform.TimeScale.
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property DefaultViewport: boolean
read FDefaultViewport write SetDefaultViewport default true; |
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.
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property FullSize default true; |
This item has no description. Showing description inherited from TCastleUserInterface.FullSize.
When FullSize , the control will always fill the whole parent area.
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property AutoCamera default true; |
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 True .
Also, only if this property is True , we synchronize camera when X3D Viewpoint node changes, or a new X3D Viewpoint node is bound.
By default it is False , which means you control Camera properties on your own.
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property AutoNavigation default true; |
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 False , which means that you control Navigation on your own.
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