Class TImageBackgroundNode
Unit
Declaration
type TImageBackgroundNode = class(TAbstractBackgroundNode)
Description
Display a 2D image as a background.
Hierarchy
- TObject
- TPersistent
- TX3DFileItem
- TX3DNode
- TAbstractNode
- TAbstractChildNode
- TAbstractBindableNode
- TAbstractBackgroundNode
- TImageBackgroundNode
Overview
Methods
function DirectEnumerateActive(Func: TEnumerateChildrenFunction): Pointer; override; |
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procedure CreateNode; override; |
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class function ClassX3DType: String; override; |
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procedure SetTexCoords(const Value: array of TVector2); overload; |
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procedure SetTexCoords(const Value: TVector2List); overload; |
Properties
property FdColor: TSFColorRGBA read FFdColor; |
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property Color: TCastleColor read GetColor write SetColor; |
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property FdTexture: TSFNode read FFdTexture; |
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property Texture: TAbstractTextureNode read GetTexture write SetTexture; |
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property FdTexCoords: TMFVec2f read FFdTexCoords; |
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. |
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. |
procedure SetTexCoords(const Value: array of TVector2); overload; |
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Texture coordinates of the full-screen quad. By default they use the whole texture area: It is undefined what happens if there are not exactly 4 items. |
procedure SetTexCoords(const Value: TVector2List); overload; |
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Texture coordinates of the full-screen quad. By default they use the whole texture area: It is undefined what happens if there are not exactly 4 items. |
Properties
property FdColor: TSFColorRGBA read FFdColor; |
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Internal wrapper for property |
property Color: TCastleColor read GetColor write SetColor; |
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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. |
property FdTexture: TSFNode read FFdTexture; |
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Internal wrapper for property |
property Texture: TAbstractTextureNode read GetTexture write SetTexture; |
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Texture displayed in a full-screen quad. Only 2D single-texture nodes are supported now. If you leave this as |
property FdTexCoords: TMFVec2f read FFdTexCoords; |
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Internal wrapper for property |
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