Class TImageBackgroundNode

Unit

Declaration

type TImageBackgroundNode = class(TAbstractBackgroundNode)

Description

Display a 2D image as a background.

Hierarchy

Overview

Methods

Protected function DirectEnumerateActive(Func: TEnumerateChildrenFunction): Pointer; override;
Public procedure CreateNode; override;
Public class function ClassX3DType: string; override;
Public procedure SetTexCoords(const Value: array of TVector2); overload;
Public procedure SetTexCoords(const Value: TVector2List); overload;

Properties

Public property FdColor: TSFColorRGBA read FFdColor;
Public property Color: TCastleColor read GetColor write SetColor;
Public property FdTexture: TSFNode read FFdTexture;
Public property Texture: TAbstractTextureNode read GetTexture write SetTexture;
Public property FdTexCoords: TMFVec2f read FFdTexCoords;

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 procedure CreateNode; override;

This item has no description. Showing description inherited from TAbstractBackgroundNode.CreateNode.

Automatically generated node properties.

Do not edit this file manually! To add new properties: - add them to the text files in tools/internal/x3d-nodes-to-pascal/nodes-specification/ , - and regenerate include files by running x3d-nodes-to-pascal

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 SetTexCoords(const Value: array of TVector2); overload;

Texture coordinates of the full-screen quad. By default they use the whole texture area:

  1. Vector2(0, 0),

  2. Vector2(1, 0),

  3. Vector2(1, 1),

  4. Vector2(0, 1)

It is undefined what happens if there are not exactly 4 items.

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

Texture coordinates of the full-screen quad. By default they use the whole texture area:

  1. Vector2(0, 0),

  2. Vector2(1, 0),

  3. Vector2(1, 1),

  4. Vector2(0, 1)

It is undefined what happens if there are not exactly 4 items.

Properties

Public property FdColor: TSFColorRGBA read FFdColor;

Internal wrapper for property Color. This wrapper API may change, we advise to access simpler Color instead.

Public property Color: TCastleColor read GetColor write SetColor;

Color that is multiplied by the texture color. Opaque white by default. Note that the alpha component of this color matters (just like the alpha channel of the texture in Texture). If the resulting image is partially-transparent, it will be mixed with black underneath.

Public property FdTexture: TSFNode read FFdTexture;

Internal wrapper for property Texture. This wrapper API may change, we advise to access simpler Texture instead.

Public property Texture: TAbstractTextureNode read GetTexture write SetTexture;

Texture displayed in a full-screen quad. Only 2D single-texture nodes are supported now. If you leave this as Nil, the TImageBackgroundNode has no visible effect.

Public property FdTexCoords: TMFVec2f read FFdTexCoords;

Internal wrapper for property TexCoords. This wrapper API may change, we advise to access simpler TexCoords instead.


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