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
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
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: TShapeSort 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
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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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. |
procedure SetAvatarSize(const Value: array of Single); overload; |
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This item has no description. |
procedure SetAvatarSize(const Value: TSingleList); overload; |
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This item has no description. |
procedure SetTransitionType(const Value: array of string); overload; |
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This item has no description. |
procedure SetTransitionType(const Value: TCastleStringList); overload; |
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This item has no description. |
procedure SetType(const Value: array of string); overload; |
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This item has no description. |
procedure SetType(const Value: TCastleStringList); overload; |
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This item has no description. |
Properties
property FdAvatarSize: TMFFloat read FFdAvatarSize; |
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Internal wrapper for property |
property FdHeadlight: TSFBool read FFdHeadlight; |
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Internal wrapper for property |
property Headlight: Boolean read GetHeadlight write SetHeadlight; |
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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. |
property FdSpeed: TSFFloat read FFdSpeed; |
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Internal wrapper for property |
property Speed: Single read GetSpeed write SetSpeed; |
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Warning: this symbol is deprecated.
Movement |
property FdTransitionTime: TSFTime read FFdTransitionTime; |
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Internal wrapper for property |
property TransitionTime: TFloatTime read GetTransitionTime write SetTransitionTime; |
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This item has no description. |
property FdTransitionType: TMFString read FFdTransitionType; |
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Internal wrapper for property |
property FdType: TMFString read FFdType; |
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Internal wrapper for property |
property FdVisibilityLimit: TSFFloat read FFdVisibilityLimit; |
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Internal wrapper for property |
property VisibilityLimit: Single read GetVisibilityLimit write SetVisibilityLimit; |
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This item has no description. |
property EventTransitionComplete: TSFBoolEvent read FEventTransitionComplete; |
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This item has no description. |
property FdBlendingSort: TSFStringEnum read FFdBlendingSort; |
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Internal wrapper for property |
property BlendingSort: TShapeSort read GetBlendingSort write SetBlendingSort; |
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Best blending sort for this scene. It may be honored by some model viewers, e.g. castle-model-viewer honors this to display currently loaded scene. Note: In CGE applications, the blending sort is determined by TCastleViewport.BlendingSort. It is up to each particular application if, and how, to honor this value on If an application wants to honor this property of if (Scene.NavigationInfoStack.Top <> nil) and (Scene.NavigationInfoStack.Top.BlendingSort <> sortAuto) then MainViewport.BlendingSort := Scene.NavigationInfoStack.Top.BlendingSort;
The value sortAuto (specified as string "AUTO" in X3D file) says to not change TCastleViewport.BlendingSort. The TCastleViewport.BlendingSort may be, in turn, also sortAuto, which means that we will detect whether to use sort2D or sort3D depending on camera. |
property FdTimeOriginAtLoad: TSFBool read FFdTimeOriginAtLoad; |
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Internal wrapper for property |
property TimeOriginAtLoad: Boolean read GetTimeOriginAtLoad write SetTimeOriginAtLoad; |
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Warning: this symbol is deprecated.
When this is |
property FdHeadBobbing: TSFFloat read FFdHeadBobbing; |
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Internal wrapper for property |
property HeadBobbing: Single read GetHeadBobbing write SetHeadBobbing; |
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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 |
property FdHeadBobbingTime: TSFFloat read FFdHeadBobbingTime; |
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Internal wrapper for property |
property HeadBobbingTime: Single read GetHeadBobbingTime write SetHeadBobbingTime; |
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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 |
property FdHeadlightNode: TSFNode read FFdHeadlightNode; |
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Internal wrapper for property |
property HeadlightNode: TAbstractLightNode read GetHeadlightNode write SetHeadlightNode; |
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Headlight to shine, if Headlight is |
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