Class TDisk2DNode
Unit
Declaration
type TDisk2DNode = class(TAbstractGeometryNode)
Description
Disc (filled circle) in 2D.
Hierarchy
- TObject
- TPersistent
- TX3DFileItem
- TX3DNode
- TAbstractNode
- TAbstractGeometryNode
- TDisk2DNode
Overview
Methods
function Proxy(var State: TX3DGraphTraverseState): TAbstractGeometryNode; override; |
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function SolidField: TSFBool; override; |
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procedure CreateNode; override; |
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class function ClassX3DType: String; override; |
Properties
property FdInnerRadius: TSFFloat read FFdInnerRadius; |
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property InnerRadius: Single read GetInnerRadius write SetInnerRadius; |
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property FdOuterRadius: TSFFloat read FFdOuterRadius; |
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property OuterRadius: Single read GetOuterRadius write SetOuterRadius; |
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property FdSolid: TSFBool read FFdSolid; |
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property FdSlices: TSFInt32 read FFdSlices; |
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property Slices: Integer read GetSlices write SetSlices; |
Description
Methods
function Proxy(var State: TX3DGraphTraverseState): TAbstractGeometryNode; override; |
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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. |
function SolidField: TSFBool; override; |
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This item has no description. Showing description inherited from TAbstractGeometryNode.SolidField.
Is backface culling used. |
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 FdInnerRadius: TSFFloat read FFdInnerRadius; |
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Internal wrapper for property |
property InnerRadius: Single read GetInnerRadius write SetInnerRadius; |
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This item has no description. |
property FdOuterRadius: TSFFloat read FFdOuterRadius; |
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Internal wrapper for property |
property OuterRadius: Single read GetOuterRadius write SetOuterRadius; |
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This item has no description. |
property FdSolid: TSFBool read FFdSolid; |
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Internal wrapper for property |
property FdSlices: TSFInt32 read FFdSlices; |
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Internal wrapper for property |
property Slices: Integer read GetSlices write SetSlices; |
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How much to subdivide the circles (both inner and outer circles of the disk). Larger values result in a shape that looks smoother, but also mean that we need to render more triangles. The default value, 0 means to use the global DefaultTriangulationSlices parameter. |
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