Class TCollisionNode
Unit
Declaration
type TCollisionNode = class(TAbstractGroupingNode)
Description
Grouping node that specifies the collision detection properties for its children.
Hierarchy
- TObject
- TPersistent
- TX3DFileItem
- TX3DNode
- TAbstractNode
- TAbstractChildNode
- TAbstractInternalGroupingNode
- TAbstractGroupingNode
- TCollisionNode
Overview
Methods
function DirectEnumerateActive(Func: TEnumerateChildrenFunction): Pointer; override; |
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function DirectEnumerateActiveForTraverse( Func: TEnumerateChildrenFunction; StateStack: TX3DGraphTraverseStateStack): Pointer; override; |
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constructor Create(const AX3DName: string = ''; const ABaseUrl: String = ''); override; |
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procedure CollideAsBox(const Box: TBox3D); overload; |
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procedure CollideAsBox(const VisibleNode: TX3DNode; const Box: TBox3D); overload; |
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procedure CreateNode; override; |
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class function ClassX3DType: String; override; |
Properties
property FdEnabled: TSFBool read FFdEnabled; |
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property Enabled: Boolean read GetEnabled write SetEnabled; |
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property EventCollideTime: TSFTimeEvent read FEventCollideTime; |
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property EventIsActive: TSFBoolEvent read FEventIsActive; |
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property FdProxy: TSFNode read FFdProxy; |
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property Proxy: TAbstractChildNode read GetProxy write SetProxy; |
Description
Methods
function DirectEnumerateActive(Func: TEnumerateChildrenFunction): Pointer; override; |
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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. |
function DirectEnumerateActiveForTraverse( Func: TEnumerateChildrenFunction; StateStack: TX3DGraphTraverseStateStack): Pointer; override; |
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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. |
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 CollideAsBox(const Box: TBox3D); overload; |
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Setup this Collision node to collide as a Box. This sets the Proxy field to a simple box with given bounds. The 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 |
procedure CollideAsBox(const VisibleNode: TX3DNode; const Box: TBox3D); overload; |
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This item has no description. |
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 FdEnabled: TSFBool read FFdEnabled; |
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Internal wrapper for property |
property Enabled: Boolean read GetEnabled write SetEnabled; |
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This item has no description. |
property EventCollideTime: TSFTimeEvent read FEventCollideTime; |
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This item has no description. |
property EventIsActive: TSFBoolEvent read FEventIsActive; |
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This item has no description. |
property FdProxy: TSFNode read FFdProxy; |
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Internal wrapper for property |
property Proxy: TAbstractChildNode read GetProxy write SetProxy; |
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This item has no description. |
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