Class TCircle2DNode
Unit
Declaration
type TCircle2DNode = class(TAbstractGeometryNode)
Description
Circle in 2D.
Source: scene/x3d/x3dnodes_standard_geometry2d.inc (line 53).
Hierarchy
- TObject
- TPersistent
- TX3DFileItem
- TX3DNode
- TAbstractNode
- TAbstractGeometryNode
- TCircle2DNode
Overview
Methods
| Public | function Proxy(var State: TX3DGraphTraverseState): TAbstractGeometryNode; override; |
| Public | procedure CreateNode; override; |
| Public | class function ClassX3DType: String; override; |
Properties
| Public | property FdRadius: TSFFloat read FFdRadius; |
| Public | property Radius: Single read GetRadius write SetRadius; |
| Public | property FdRadiusY: TSFFloat read FFdRadiusY; |
| Public | property RadiusY: Single read GetRadiusY write SetRadiusY; |
| Public | property FdSlices: TSFInt32 read FFdSlices; |
| Public | property Slices: Integer read GetSlices write SetSlices; |
Description
Methods
| Public | function Proxy(var State: TX3DGraphTraverseState): TAbstractGeometryNode; override; |
|
This item has no description. Showing description inherited from TAbstractGeometryNode.Proxy. Converts this node to another node class that may be better supported. Typically, converts some complex geometry node (like Extrusion or Teapot) into more common node like IndexedFaceSet or IndexedTriangleSet. TShape class wraps this method into a more comfortable interface, that is TShape methods simply automatically convert geometry nodes to their proxy versions if needed. In the base TAbstractGeometryNode class, returns The resulting node's Name (if the result is not Some Proxy implementations (especially for VRML 1.0) will have to create new State (TX3DGraphTraverseState) instance along with a new geometry node. You should do this by copying the State into a new TX3DGraphTraverseState instance, and modyfying the State reference. Simply speaking, do State := TX3DGraphTraverseState.CreateCopy(State);
You should not just modify the fields of the provided State instance. (Reasoning: some proxy methods rely on getting the original State, e.g. with original MaterialBinding, not the transformed state, to work correctly.) You can modify State variable only when returning non-nil geometry. Source: scene/x3d/x3dnodes_standard_geometry2d.inc (line 57). | |
| Public | procedure CreateNode; override; |
|
Create node fields and events. Source: scene/x3d/auto_generated_node_helpers/x3dnodes_circle2d.inc (line 35). | |
| Public | class function ClassX3DType: String; override; |
|
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. Source: scene/x3d/auto_generated_node_helpers/x3dnodes_circle2d.inc (line 36). | |
Properties
| Public | property FdRadius: TSFFloat read FFdRadius; |
|
Internal wrapper for property Source: scene/x3d/auto_generated_node_helpers/x3dnodes_circle2d.inc (line 40). | |
| Public | property Radius: Single read GetRadius write SetRadius; |
|
Radius of the circle. If the RadiusY is non-zero (so we have ellipse, not a circle) then this is the radius along the X axis. Source: scene/x3d/auto_generated_node_helpers/x3dnodes_circle2d.inc (line 42). | |
| Public | property FdRadiusY: TSFFloat read FFdRadiusY; |
|
Internal wrapper for property Source: scene/x3d/auto_generated_node_helpers/x3dnodes_circle2d.inc (line 46). | |
| Public | property RadiusY: Single read GetRadiusY write SetRadiusY; |
|
Radius of the circle along the Y axis. Leave zero (default) to have a circle using Radius for both X and Y. Set to non-zero to have an ellipse, with Radius along X and this value along Y. Source: scene/x3d/auto_generated_node_helpers/x3dnodes_circle2d.inc (line 48). | |
| Public | property FdSlices: TSFInt32 read FFdSlices; |
|
Internal wrapper for property Source: scene/x3d/auto_generated_node_helpers/x3dnodes_circle2d.inc (line 52). | |
| Public | property Slices: Integer read GetSlices write SetSlices; |
|
How much to subdivide the circle. Larger values result in a shape that looks smoother (like a correct circle), but also mean that we need to render more triangles. The default value, 0 means to use the global DefaultTriangulationSlices parameter. Source: scene/x3d/auto_generated_node_helpers/x3dnodes_circle2d.inc (line 54). | |
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