Class TLODNode
Unit
Declaration
type TLODNode = class(TAbstractGroupingNode)
Description
Provides various levels of detail for a given object, only one of which will be visible at a given time.
Compatibility note: We follow X3D specifications exactly. If use older VRML 97, note: when the level changes, we send "children_changed" (following X3D) not "level_changed" (which would follow VRML 97).
Hierarchy
- TObject
- TPersistent
- TX3DFileItem
- TX3DNode
- TAbstractNode
- TAbstractChildNode
- TAbstractInternalGroupingNode
- TAbstractGroupingNode
- TLODNode
Overview
Methods
function DirectEnumerateActive(Func: TEnumerateChildrenFunction): Pointer; override; |
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constructor Create(const AX3DName: string = ''; const ABaseUrl: String = ''); override; |
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function TransformationChange: TNodeTransformationChange; override; |
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procedure CreateNode; override; |
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class function ClassX3DType: String; override; |
Properties
property EventLevel_changed: TSFInt32Event read FEventLevel_changed; |
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property FdCenter: TSFVec3f read FFdCenter; |
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property FdForceTransitions: TSFBool read FFdForceTransitions; |
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property FdRange: TMFFloat read FFdRange; |
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. |
constructor Create(const AX3DName: string = ''; const ABaseUrl: String = ''); override; |
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This item has no description. Showing description inherited from TX3DNode.Create. Constructor. Initializes various properties:
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function TransformationChange: TNodeTransformationChange; override; |
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This item has no description. |
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 EventLevel_changed: TSFInt32Event read FEventLevel_changed; |
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This item has no description. |
property FdCenter: TSFVec3f read FFdCenter; |
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Internal wrapper for property |
property FdForceTransitions: TSFBool read FFdForceTransitions; |
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Internal wrapper for property |
property FdRange: TMFFloat read FFdRange; |
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Internal wrapper for property |
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