Class TNavigationInfoNode
Unit
Declaration
type TNavigationInfoNode = class(TAbstractBindableNode)
Description
Describe the physical characteristics of the viewer's avatar and navigation.
Hierarchy
- TObject
- TPersistent
- TX3DFileItem
- TX3DNode
- TAbstractNode
- TAbstractChildNode
- TAbstractBindableNode
- TNavigationInfoNode
Overview
Methods
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constructor Create(const AX3DName: string = ''; const ABaseUrl: string = ''); override; |
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procedure CreateNode; override; |
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class function ClassX3DType: string; override; |
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procedure SetAvatarSize(const Value: array of Single); overload; |
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procedure SetAvatarSize(const Value: TSingleList); overload; |
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procedure SetTransitionType(const Value: array of string); overload; |
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procedure SetTransitionType(const Value: TCastleStringList); overload; |
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procedure SetType(const Value: array of string); overload; |
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procedure SetType(const Value: TCastleStringList); overload; |
Properties
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property FdAvatarSize: TMFFloat read FFdAvatarSize; |
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property FdHeadlight: TSFBool read FFdHeadlight; |
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property Headlight: Boolean read GetHeadlight write SetHeadlight; |
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property FdSpeed: TSFFloat read FFdSpeed; |
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property Speed: Single read GetSpeed write SetSpeed; |
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property FdTransitionTime: TSFTime read FFdTransitionTime; |
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property TransitionTime: TFloatTime read GetTransitionTime write SetTransitionTime; |
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property FdTransitionType: TMFString read FFdTransitionType; |
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property FdType: TMFString read FFdType; |
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property FdVisibilityLimit: TSFFloat read FFdVisibilityLimit; |
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property VisibilityLimit: Single read GetVisibilityLimit write SetVisibilityLimit; |
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property EventTransitionComplete: TSFBoolEvent read FEventTransitionComplete; |
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property FdBlendingSort: TSFStringEnum read FFdBlendingSort; |
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property BlendingSort: TOptionalBlendingSort read GetBlendingSort write SetBlendingSort; |
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property FdTimeOriginAtLoad: TSFBool read FFdTimeOriginAtLoad; |
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property TimeOriginAtLoad: Boolean read GetTimeOriginAtLoad write SetTimeOriginAtLoad; |
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property FdHeadBobbing: TSFFloat read FFdHeadBobbing; |
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property HeadBobbing: Single read GetHeadBobbing write SetHeadBobbing; |
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property FdHeadBobbingTime: TSFFloat read FFdHeadBobbingTime; |
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property HeadBobbingTime: Single read GetHeadBobbingTime write SetHeadBobbingTime; |
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property FdHeadlightNode: TSFNode read FFdHeadlightNode; |
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property HeadlightNode: TAbstractLightNode read GetHeadlightNode write SetHeadlightNode; |
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:
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procedure CreateNode; override; |
This item has no description. Showing description inherited from TAbstractBindableNode.CreateNode. Automatically generated node properties. Do not edit this file manually! To add new properties: - add them to the text files in tools/internal/x3d-nodes-to-pascal/nodes-specification/ , - and regenerate include files by running x3d-nodes-to-pascal |
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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 SetAvatarSize(const Value: array of Single); overload; |
This item has no description. |
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procedure SetAvatarSize(const Value: TSingleList); overload; |
This item has no description. |
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procedure SetTransitionType(const Value: array of string); overload; |
This item has no description. |
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procedure SetTransitionType(const Value: TCastleStringList); overload; |
This item has no description. |
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procedure SetType(const Value: array of string); overload; |
This item has no description. |
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procedure SetType(const Value: TCastleStringList); overload; |
This item has no description. |
Properties
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property FdAvatarSize: TMFFloat read FFdAvatarSize; |
Internal wrapper for property |
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property FdHeadlight: TSFBool read FFdHeadlight; |
Internal wrapper for property Headlight. This wrapper API may change, we advise to access simpler Headlight instead. |
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property Headlight: Boolean read GetHeadlight write SetHeadlight; |
Warning: this symbol is deprecated. Control the headlight. Instead of this, control the headlight by placing light component (like TCastleDirectionalLight or TCastleSpotLight) as child of TCastleCamera. |
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property FdSpeed: TSFFloat read FFdSpeed; |
Internal wrapper for property Speed. This wrapper API may change, we advise to access simpler Speed instead. |
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property Speed: Single read GetSpeed write SetSpeed; |
Warning: this symbol is deprecated.
Movement |
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property FdTransitionTime: TSFTime read FFdTransitionTime; |
Internal wrapper for property TransitionTime. This wrapper API may change, we advise to access simpler TransitionTime instead. |
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property TransitionTime: TFloatTime read GetTransitionTime write SetTransitionTime; |
This item has no description. |
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property FdTransitionType: TMFString read FFdTransitionType; |
Internal wrapper for property |
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property FdType: TMFString read FFdType; |
Internal wrapper for property |
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property FdVisibilityLimit: TSFFloat read FFdVisibilityLimit; |
Internal wrapper for property VisibilityLimit. This wrapper API may change, we advise to access simpler VisibilityLimit instead. |
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property VisibilityLimit: Single read GetVisibilityLimit write SetVisibilityLimit; |
This item has no description. |
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property EventTransitionComplete: TSFBoolEvent read FEventTransitionComplete; |
This item has no description. |
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property FdBlendingSort: TSFStringEnum read FFdBlendingSort; |
Internal wrapper for property BlendingSort. This wrapper API may change, we advise to access simpler BlendingSort instead. |
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property BlendingSort: TOptionalBlendingSort read GetBlendingSort write SetBlendingSort; |
Blending sort to use for this scene. It is usually simpler to adjust |
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property FdTimeOriginAtLoad: TSFBool read FFdTimeOriginAtLoad; |
Internal wrapper for property TimeOriginAtLoad. This wrapper API may change, we advise to access simpler TimeOriginAtLoad instead. |
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property TimeOriginAtLoad: Boolean read GetTimeOriginAtLoad write SetTimeOriginAtLoad; |
Warning: this symbol is deprecated.
When this is |
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property FdHeadBobbing: TSFFloat read FFdHeadBobbing; |
Internal wrapper for property HeadBobbing. This wrapper API may change, we advise to access simpler HeadBobbing instead. |
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property HeadBobbing: Single read GetHeadBobbing write SetHeadBobbing; |
Intensity of head bobbing. 0 means to not do head bobbing. Must be >= 0 and < 1, but sensible values are close to 0 (while any values < 1 are technically allowed, but they make the head bobbing effect crazily exaggerated). See https://castle-engine.io/x3d_implementation_navigation_extensions.php |
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property FdHeadBobbingTime: TSFFloat read FFdHeadBobbingTime; |
Internal wrapper for property HeadBobbingTime. This wrapper API may change, we advise to access simpler HeadBobbingTime instead. |
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property HeadBobbingTime: Single read GetHeadBobbingTime write SetHeadBobbingTime; |
How much time passes to make full head bobbing sequence (camera swing up and then down back to original height). See https://castle-engine.io/x3d_implementation_navigation_extensions.php |
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property FdHeadlightNode: TSFNode read FFdHeadlightNode; |
Internal wrapper for property HeadlightNode. This wrapper API may change, we advise to access simpler HeadlightNode instead. |
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property HeadlightNode: TAbstractLightNode read GetHeadlightNode write SetHeadlightNode; |
Headlight to shine, if Headlight is |
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