Class TAbstractTouchSensorNode
Unit
Declaration
type TAbstractTouchSensorNode = class(TAbstractPointingDeviceSensorNode)
Description
Base type for all touch-style pointing device sensors.
Hierarchy
- TObject
- TPersistent
- TX3DFileItem
- TX3DNode
- TAbstractNode
- TAbstractChildNode
- TAbstractSensorNode
- TAbstractPointingDeviceSensorNode
- TAbstractTouchSensorNode
Overview
Methods
constructor Create(const AX3DName: string = ''; const ABaseUrl: String = ''); override; |
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procedure CreateNode; override; |
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class function ClassX3DType: String; override; |
Properties
property OnClick: TNotifyEvent read FOnClick write FOnClick; |
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property EventTouchTime: TSFTimeEvent read FEventTouchTime; |
Description
Methods
constructor Create(const AX3DName: string = ''; const ABaseUrl: String = ''); override; |
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This item has no description. Showing description inherited from TX3DNode.Create. Constructor. Initializes various properties:
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procedure CreateNode; override; |
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Create node fields and events. |
class function ClassX3DType: String; override; |
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This item has no description. Showing description inherited from TX3DNode.ClassX3DType. Node type name in VRML/X3D, for this class. Normal VRML/X3D node classes should override this to return something non-empty, and then X3DType automatically will return the same value. Empty for classes that don't have a hardcoded VRML/X3D node name, like a special TX3DUnknownNode. Such special classes should override then X3DType to return actual non-empty name there. You usually should call X3DType. The only use of this method is that it works on classes (it's "class function"), without needing at actual instance. |
Properties
property OnClick: TNotifyEvent read FOnClick write FOnClick; |
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Event generated when we register a "click" on the shapes within the same group as this TouchSensor node. The "click" definition corresponds to the X3D touchTime event generation. Note that, in order to register clicks, TCastleScene must be configured to process events (TCastleSceneCore.ProcessEvents) and be able to detect clicks on particular shapes (TCastleSceneCore.PreciseCollisions). Usually you will initialize scene like this:
MyScene := TCastleScene.Create(...);
MyScene.Load(...); // load X3D graph with TouchSensor node
MyScene.PreciseCollisions := true;
MyScene.ProcessEvents := true;
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property EventTouchTime: TSFTimeEvent read FEventTouchTime; |
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This item has no description. |
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