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
- TObject
- TPersistent
- TX3DFileItem
- TX3DNode
- TAbstractNode
- TAbstractChildNode
- TAbstractInternalGroupingNode
- TAbstractGroupingNode
- TMatrixTransformNode
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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class function ForVRMLVersion(const Version: TX3DVersion): boolean; 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 FdMatrix: TSFMatrix4f read FFdMatrix; |
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property Matrix: TMatrix4 read GetMatrix write SetMatrix; |
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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class function ForVRMLVersion(const Version: TX3DVersion): boolean; override; |
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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 In practice I only use this function when various VRML/X3D versions specify the same node name but
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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 FdMatrix: TSFMatrix4f read FFdMatrix; |
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Internal wrapper for property |
property Matrix: TMatrix4 read GetMatrix write SetMatrix; |
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This item has no description. |
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