Class TCollisionNode

Unit

Declaration

type TCollisionNode = class(TAbstractGroupingNode)

Description

Grouping node that specifies the collision detection properties for its children.

Hierarchy

Overview

Methods

Protected function DirectEnumerateActive(Func: TEnumerateChildrenFunction): Pointer; override;
Protected function DirectEnumerateActiveForTraverse( Func: TEnumerateChildrenFunction; StateStack: TX3DGraphTraverseStateStack): Pointer; override;
Public constructor Create(const AX3DName: string = ''; const ABaseUrl: String = ''); override;
Public procedure CollideAsBox(const Box: TBox3D); overload;
Public procedure CollideAsBox(const VisibleNode: TX3DNode; const Box: TBox3D); overload;
Public procedure CreateNode; override;
Public class function ClassX3DType: String; override;

Properties

Public property FdEnabled: TSFBool read FFdEnabled;
Public property Enabled: Boolean read GetEnabled write SetEnabled;
Public property EventCollideTime: TSFTimeEvent read FEventCollideTime;
Public property EventIsActive: TSFBoolEvent read FEventIsActive;
Public property FdProxy: TSFNode read FFdProxy;
Public property Proxy: TAbstractChildNode read GetProxy write SetProxy;

Description

Methods

Protected function DirectEnumerateActive(Func: TEnumerateChildrenFunction): Pointer; override;

This item has no description. Showing description inherited from TX3DNode.DirectEnumerateActive.

Enumerate all active child nodes of given node.

"Active nodes" are the ones affecting current look or collisions, e.g. from Switch node only one child will be enumerated. See Traverse for more precise definition.

"Direct" means that this enumerates only direct descendants, i.e. this is not recursive. See methods like Traverse or EnumerateNodes if you want recursive behavior.

This can enumerate both VRML1Children nodes and nodes within TSFNode and TMFNode fields.

Default implementation in this class enumerates all Children nodes of VRML 1.0. If you need to remove some children for VRML 1.0 (e.g. for Switch or LOD nodes) or add some children for VRML 2.0 you have to override this. You do not need to call inherited when overriding this — in fact, you should not, if you want to omit some nodes.

Stops and returns immediately if Func returns non-nil for some child.

Protected function DirectEnumerateActiveForTraverse( Func: TEnumerateChildrenFunction; StateStack: TX3DGraphTraverseStateStack): Pointer; override;

This item has no description. Showing description inherited from TX3DNode.DirectEnumerateActiveForTraverse.

Enumerate all active child nodes of given node, and may additionally modify StateStack. It's used by Traverse.

Default implementation in this class simply calls DirectEnumerateActive, ignoring StateStack, and this is suitable for 99% of nodes. However, for some special nodes (only Collision node for now), they have to modify state during traversing into various children, and then they can override this.

Stops and returns immediately in Func returns non-nil for some child.

Public constructor Create(const AX3DName: string = ''; const ABaseUrl: String = ''); override;

This item has no description. Showing description inherited from TX3DNode.Create.

Constructor. Initializes various properties:

  • Name, BaseUrl are initialized from given parameters.

  • The Fields, Events lists are filled in every descendant, to have all the fields/events defined by the specification.

  • DefaultContainerField, and other node-specific stuff, is filled in descendants. This is actually implemented in CreateNode, that is called at the end of this constructor.

Public procedure CollideAsBox(const Box: TBox3D); overload;

Setup this Collision node to collide as a Box.

This sets the Proxy field to a simple box with given bounds.

The Enabled field is unchanged (by default True).

The overloaded version with VisibleNode also sets VisibleNode as the only displayed child of this collision node. The overloaded version without VisibleNode doesn't modify the displayed children.

It honors the case of Box being empty correctly. Proxy is then non-nil, but without any geometry. So the collisions are effectively disabled, in a consistent way (without changing the Enabled field).

Public procedure CollideAsBox(const VisibleNode: TX3DNode; const Box: TBox3D); overload;

This item has no description.

Public procedure CreateNode; override;

Create node fields and events.

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.

Properties

Public property FdEnabled: TSFBool read FFdEnabled;

Internal wrapper for property Enabled. This wrapper API may change, we advise to access simpler Enabled instead, if it is defined (TODO: for now, some field types do not have a simpler counterpart).

Public property Enabled: Boolean read GetEnabled write SetEnabled;

This item has no description.

Public property EventCollideTime: TSFTimeEvent read FEventCollideTime;

This item has no description.

Public property EventIsActive: TSFBoolEvent read FEventIsActive;

This item has no description.

Public property FdProxy: TSFNode read FFdProxy;

Internal wrapper for property Proxy. This wrapper API may change, we advise to access simpler Proxy instead, if it is defined (TODO: for now, some field types do not have a simpler counterpart).

Public property Proxy: TAbstractChildNode read GetProxy write SetProxy;

This item has no description.


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