Class TExtrusionNode

Unit

Declaration

type TExtrusionNode = class(TAbstractGeometryNode)

Description

2D cross-section shape extruded along a 3D spine.

Hierarchy

Overview

Methods

Protected function DirectEnumerateActive(Func: TEnumerateChildrenFunction): Pointer; override;
Public constructor Create(const AX3DName: String = ''; const ABaseUrl: String = ''); override;
Public function TexCoordField: TSFNode; override;
Public function SolidField: TSFBool; override;
Public function ConvexField: TSFBool; override;
Public function CrossSection3D(Index: integer): TVector3;
Public function SpineClosed: boolean;
Public function CrossSectionClosed: boolean;
Public function Proxy(var State: TX3DGraphTraverseState): TAbstractGeometryNode; override;
Public function LocalBoundingBox(State: TX3DGraphTraverseState; ProxyGeometry: TAbstractGeometryNode; ProxyState: TX3DGraphTraverseState): TBox3D; override;
Public function BoundingBox(State: TX3DGraphTraverseState; ProxyGeometry: TAbstractGeometryNode; ProxyState: TX3DGraphTraverseState): TBox3D; override;
Public function TrianglesCount(State: TX3DGraphTraverseState; ProxyGeometry: TAbstractGeometryNode; ProxyState: TX3DGraphTraverseState): Cardinal; override;
Public function AutoGenerate3DTexCoords: boolean; override;
Public procedure CreateNode; override;
Public class function ClassX3DType: String; override;
Public procedure SetCrossSection(const Value: array of TVector2); overload;
Public procedure SetCrossSection(const Value: TVector2List); overload;
Public procedure SetOrientation(const Value: array of TVector4); overload;
Public procedure SetOrientation(const Value: TVector4List); overload;
Public procedure SetScale(const Value: array of TVector2); overload;
Public procedure SetScale(const Value: TVector2List); overload;
Public procedure SetSpine(const Value: array of TVector3); overload;
Public procedure SetSpine(const Value: TVector3List); overload;

Properties

Public property EventSet_crossSection: TMFVec2fEvent read FEventSet_crossSection;
Public property EventSet_orientation: TMFRotationEvent read FEventSet_orientation;
Public property EventSet_scale: TMFVec2fEvent read FEventSet_scale;
Public property EventSet_spine: TMFVec3fEvent read FEventSet_spine;
Public property FdBeginCap: TSFBool read FFdBeginCap;
Public property BeginCap: Boolean read GetBeginCap write SetBeginCap;
Public property FdCcw: TSFBool read FFdCcw;
Public property Ccw: Boolean read GetCcw write SetCcw;
Public property FdConvex: TSFBool read FFdConvex;
Public property Convex: Boolean read GetConvex write SetConvex;
Public property FdCreaseAngle: TSFFloat read FFdCreaseAngle;
Public property CreaseAngle: Single read GetCreaseAngle write SetCreaseAngle;
Public property FdCrossSection: TMFVec2f read FFdCrossSection;
Public property FdEndCap: TSFBool read FFdEndCap;
Public property EndCap: Boolean read GetEndCap write SetEndCap;
Public property FdOrientation: TMFRotation read FFdOrientation;
Public property FdScale: TMFVec2f read FFdScale;
Public property FdSolid: TSFBool read FFdSolid;
Public property FdSpine: TMFVec3f read FFdSpine;
Public property FdTexCoord: TSFNode read FFdTexCoord;
Public property TexCoord: TX3DNode read GetTexCoord write SetTexCoord;

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.

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 function TexCoordField: TSFNode; override;

This item has no description. Showing description inherited from TAbstractGeometryNode.TexCoordField.

Node's texCoord field, or Nil if not available. Various nodes may have different exact rules about what is allowed here, but everything allows TextureCoordinateGenerator and ProjectedTextureCoordinate instances.

This gives you more possibilities than the InternalTexCoord method (as you can assign texCoord using this), however it may be not available in all cases — for example VRML 1.0 nodes do not have texCoord field, but they may have a texture coordinate node (from the state).

Public function SolidField: TSFBool; override;

This item has no description. Showing description inherited from TAbstractGeometryNode.SolidField.

Is backface culling used. Nil if given geometry node doesn't have a field to control it.

Public function ConvexField: TSFBool; override;

This item has no description. Showing description inherited from TAbstractGeometryNode.ConvexField.

Are faces guaranteed to be convex. Nil if given geometry node doesn't have a field to control it.

Public function CrossSection3D(Index: integer): TVector3;

For given Index, return appropriate FdCrossIndex item as 3D vertex. That is, uses FdCrossIndex values as X, Z of 3D vertex and sets Y = 0 (that's how Extrusion is defined in VRML / X3D).

Public function SpineClosed: boolean;

Check is spine closed. This happens when "spine" field is non-empty and it's first and last points are equal.

Public function CrossSectionClosed: boolean;

Check is crossSection closed. This happens when "crossSection" field is non-empty and it's first and last points are equal.

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 Nil indicating that no conversion is known.

The resulting node's Name (if the result is not Nil) must be equal to our Name.

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.

Public function LocalBoundingBox(State: TX3DGraphTraverseState; ProxyGeometry: TAbstractGeometryNode; ProxyState: TX3DGraphTraverseState): TBox3D; override;

This item has no description.

Public function BoundingBox(State: TX3DGraphTraverseState; ProxyGeometry: TAbstractGeometryNode; ProxyState: TX3DGraphTraverseState): TBox3D; override;

This item has no description. Showing description inherited from TAbstractGeometryNode.BoundingBox.

Calculate bounding box of this geometry node. They require State of this node during VRML traverse state — this is mainly for VRML 1.0 nodes, that depend on such state.

LocalBoundingBox gives a bounding box ignoring current transformation (or, equivalently, assuming like Transform = IdentityMatrix). Normal BoundingBox gives a bounding box taking current transformation into account.

Notes for descendants implementors:

The default implementations of these methods in TAbstractGeometryNode try to be smart and cover all common bases, so that you have to do as little work as possible to implement working descendant.

  1. For nodes based on coordinates (when InternalCoord returns True), LocalBoundingBox and BoundingBox already have optimal and correct implementation in this class. Using Coord and CoordIndex, no other information is needed.

  2. For other nodes, we first check ProxyGeometry and ProxyState. If ProxyGeometry is non-nil, we assume these came from Proxy call and we will use them to calculate bounding boxes, local and not local.

    So for nodes with Proxy overridden, you don't have to implement bounding box calculation, instead a ProxyGeometry will be created and provided here by the caller. This will work Ok if Proxy node will have bounding box calculation implemented.

    You can always override these methods, if you don't want to use proxy (for example, maybe there exists much faster method to calculate bounding box, or maybe tighter bounding box may be calculated directly).

  3. For other nodes (not coordinate-based and without a proxy):

    The default implementation of LocalBoundingBox just calls BoundingBox with a specially modified State, such that Transform is identity.

    The default implementation of BoundingBox, in turn, just calls LocalBoundingBox and transforms this bounding box.

    So the default implementations call each other, and will loop infinitely... But if you override any one of them (local or not local), the other one will magically work.

    Note that the default implementation of LocalBoundingBox may be non-optimal as far as time is concerned, as we'll do useless multiplications by identity matrix. And the default implementation of BoundingBox may generate non-optimal bounding box, more direct approach (transforming each vertex) may give much tightier bounding box.

    So you only have to override one method — although if you want the best implementation, fastest and with the best tight bounding boxes, you may need to override both of them for some nodes.

Public function TrianglesCount(State: TX3DGraphTraverseState; ProxyGeometry: TAbstractGeometryNode; ProxyState: TX3DGraphTraverseState): Cardinal; override;

This item has no description.

Public function AutoGenerate3DTexCoords: boolean; override;

This item has no description. Showing description inherited from TAbstractGeometryNode.AutoGenerate3DTexCoords.

Should renderer automatically generate 3D texture coordinates, in case we will apply 3D texture on this geometry.

The generated coordinates will follow the X3D specification at "Texturing3D" component: "Texture coordinate generation for primitive objects". The 3D texture space will be mapped nicely to the shape bounding box.

Implementation in this class (TAbstractGeometryNode) returns always False. Override it for primitives that have no texture coordinates to return True.

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.

Public procedure SetCrossSection(const Value: array of TVector2); overload;

This item has no description.

Public procedure SetCrossSection(const Value: TVector2List); overload;

This item has no description.

Public procedure SetOrientation(const Value: array of TVector4); overload;

This item has no description.

Public procedure SetOrientation(const Value: TVector4List); overload;

This item has no description.

Public procedure SetScale(const Value: array of TVector2); overload;

This item has no description.

Public procedure SetScale(const Value: TVector2List); overload;

This item has no description.

Public procedure SetSpine(const Value: array of TVector3); overload;

This item has no description.

Public procedure SetSpine(const Value: TVector3List); overload;

This item has no description.

Properties

Public property EventSet_crossSection: TMFVec2fEvent read FEventSet_crossSection;

This item has no description.

Public property EventSet_orientation: TMFRotationEvent read FEventSet_orientation;

This item has no description.

Public property EventSet_scale: TMFVec2fEvent read FEventSet_scale;

This item has no description.

Public property EventSet_spine: TMFVec3fEvent read FEventSet_spine;

This item has no description.

Public property FdBeginCap: TSFBool read FFdBeginCap;

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

Public property BeginCap: Boolean read GetBeginCap write SetBeginCap;

This item has no description.

Public property FdCcw: TSFBool read FFdCcw;

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

Public property Ccw: Boolean read GetCcw write SetCcw;

This item has no description.

Public property FdConvex: TSFBool read FFdConvex;

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

Public property Convex: Boolean read GetConvex write SetConvex;

This item has no description.

Public property FdCreaseAngle: TSFFloat read FFdCreaseAngle;

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

Public property CreaseAngle: Single read GetCreaseAngle write SetCreaseAngle;

This item has no description.

Public property FdCrossSection: TMFVec2f read FFdCrossSection;

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

Public property FdEndCap: TSFBool read FFdEndCap;

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

Public property EndCap: Boolean read GetEndCap write SetEndCap;

This item has no description.

Public property FdOrientation: TMFRotation read FFdOrientation;

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

Public property FdScale: TMFVec2f read FFdScale;

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

Public property FdSolid: TSFBool read FFdSolid;

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

Public property FdSpine: TMFVec3f read FFdSpine;

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

Public property FdTexCoord: TSFNode read FFdTexCoord;

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

Public property TexCoord: TX3DNode read GetTexCoord write SetTexCoord;

This item has no description.


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