Class TMatrixTransformNode

Unit

Declaration

type TMatrixTransformNode = class(TAbstractGroupingNode)

Description

Transform children by an explicit 4x4 matrix.

This is an extension, not present in the X3D standard. See https://castle-engine.io/x3d_extensions.php#section_ext_matrix_transform . It is compatible with InstantReality, see http://instant-reality.com/documentation/nodetype/MatrixTransform/ .

Hierarchy

Overview

Methods

Protected function DirectEnumerateActive(Func: TEnumerateChildrenFunction): Pointer; override;
Public constructor Create(const AX3DName: string = ''; const ABaseUrl: String = ''); override;
Public class function ForVRMLVersion(const Version: TX3DVersion): boolean; override;
Public function TransformationChange: TNodeTransformationChange; override;
Public procedure CreateNode; override;
Public class function ClassX3DType: String; override;

Properties

Public property FdMatrix: TSFMatrix4f read FFdMatrix;
Public property Matrix: TMatrix4 read GetMatrix write SetMatrix;

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 class function ForVRMLVersion(const Version: TX3DVersion): boolean; override;

This item has no description. Showing description inherited from TX3DNode.ForVRMLVersion.

Some nodes are present only in specific VRML/X3D version. This functions decides it.

For example some nodes can only work in VRML < 2.0, some others only in VRML >= 2.0. There are even some pairs of nodes: for example TConeNode_1 works with VRML < 2.0, TConeNode works with VRML >= 2.0.

NodesManager will use this.

Default implementation of this function returns always True. Generally, I don't try to set this too aggresively — in other words, for all cases when it's sensible, I allow nodes to be used in every VRML/X3D version, even when official specification doesn't. This means that when reading VRML 1.0 files actually a large part of VRML 2.0 is allowed too, and also while reading VRML 2.0 many constructs from VRML 1.0 (officially no longer present in VRML 2.0) are allowed too. I'm trying to support what I call a "sum of VRML 1.0 and 2.0".

In practice I only use this function when various VRML/X3D versions specify the same node name but

  • With different fields.

    For example Cone and Cylinder have slightly different fields, due to the fact that VRML 2.0 resigned from using TSFBitMask fields.

  • With different behavior.

    For example definitions of Sphere for VRML 1.0 and 2.0 are practically equal. However, the behavior from where to take texture and material info is different — in VRML 1.0 we take last Texture2, Material etc. nodes, while in VRML 2.0 we look in parent Shape's "appearance" field. So once again two different Sphere classes are needed.

Public function TransformationChange: TNodeTransformationChange; override;

This item has no description.

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.

Properties

Public property FdMatrix: TSFMatrix4f read FFdMatrix;

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

Public property Matrix: TMatrix4 read GetMatrix write SetMatrix;

This item has no description.


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