Class TIndexedTriangleSetNode
Unit
X3DNodes
Declaration
type TIndexedTriangleSetNode = class(TAbstractComposedGeometryNode)
Description
A collection of triangles.
Hierarchy
Overview
Methods
Properties
Description
Methods
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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.
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function FieldSetByEvent(const Event: TX3DEvent): TX3DField; override; |
This item has no description. Showing description inherited from TX3DNode.FieldSetByEvent.
Find field set by given event of this node. Nil if not found (including when this Event doesn't actually belong to this node).
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procedure InternalCoordPolygons( State: TX3DGraphTraverseState; PolygonHandler: TIndexedPolygonHandler); override; |
This item has no description. Showing description inherited from TAbstractGeometryNode.InternalCoordPolygons.
Splits coordinate-based node into polygons.
Indexes in PolygonHandler point to CoordIndex, if assigned, or directly to Coord. The ordering of generated polygons is correct, so what pointed CCW in the node field, will still point CCW according to generated PolygonHandler indexes.
In this class this does nothing. Some, but not all, coordinate-based nodes (the ones when InternalCoord returns True ) override this. So currently, whether this is implemented is coordinated with CastleInternalNormals and such internal needs.
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procedure CreateNode; override; |
Create node fields and events.
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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.
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procedure SetIndex(const Value: array of Int32); overload; |
This item has no description. |
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procedure SetIndex(const Value: TInt32List); overload; |
This item has no description. |
Properties
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property EventSet_index: TMFInt32Event read FEventSet_index; |
This item has no description. |
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property FdIndex: TMFInt32 read FFdIndex; |
Internal wrapper for property Index . This wrapper API may change, we advise to access simpler Index instead, if it is defined (TODO: for now, some field types do not have a simpler counterpart).
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