Class TNurbsCurveNode
Unit
Declaration
type TNurbsCurveNode = class(TAbstractParametricGeometryNode)
Description
Visible NURBS curve in 3D.
Hierarchy
- TObject
- TPersistent
- TX3DFileItem
- TX3DNode
- TAbstractNode
- TAbstractGeometryNode
- TAbstractParametricGeometryNode
- TNurbsCurveNode
Overview
Methods
function DirectEnumerateActive(Func: TEnumerateChildrenFunction): Pointer; override; |
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class function ForVRMLVersion(const Version: TX3DVersion): boolean; override; |
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function Proxy(var State: TX3DGraphTraverseState): TAbstractGeometryNode; override; |
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function LocalBoundingBox(State: TX3DGraphTraverseState; ProxyGeometry: TAbstractGeometryNode; ProxyState: TX3DGraphTraverseState): TBox3D; override; |
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function BoundingBox(State: TX3DGraphTraverseState; ProxyGeometry: TAbstractGeometryNode; ProxyState: TX3DGraphTraverseState): TBox3D; override; |
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function TrianglesCount(State: TX3DGraphTraverseState; ProxyGeometry: TAbstractGeometryNode; ProxyState: TX3DGraphTraverseState): Cardinal; override; |
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function InternalCoord(State: TX3DGraphTraverseState; out ACoord: TMFVec3f): boolean; override; |
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function CoordField: TSFNode; override; |
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procedure PiecewiseBezier; |
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function Point(const U: Single; const Tangent: PVector3 = nil): TVector3; |
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procedure CreateNode; override; |
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class function ClassX3DType: String; override; |
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procedure SetWeight(const Value: array of Double); overload; |
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procedure SetWeight(const Value: TDoubleList); overload; |
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procedure SetKnot(const Value: array of Double); overload; |
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procedure SetKnot(const Value: TDoubleList); overload; |
Properties
property FdControlPoint: TSFNode read FFdControlPoint; |
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property ControlPoint: TAbstractCoordinateNode read GetControlPoint write SetControlPoint; |
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property FdTessellation: TSFInt32 read FFdTessellation; |
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property Tessellation: Integer read GetTessellation write SetTessellation; |
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property FdWeight: TMFDouble read FFdWeight; |
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property FdClosed: TSFBool read FFdClosed; |
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property Closed: Boolean read GetClosed write SetClosed; |
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property FdKnot: TMFDouble read FFdKnot; |
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property FdOrder: TSFInt32 read FFdOrder; |
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property Order: Integer read GetOrder write SetOrder; |
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. |
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 Proxy(var State: TX3DGraphTraverseState): TAbstractGeometryNode; override; |
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This item has no description. Showing description inherited from TAbstractGeometryNode.Proxy. Converts this node to another node class that may be better supported. Typically, converts some complex geometry node (like Extrusion or Teapot) into more common node like IndexedFaceSet or IndexedTriangleSet. TShape class wraps this method into a more comfortable interface, that is TShape methods simply automatically convert geometry nodes to their proxy versions if needed. In the base TAbstractGeometryNode class, returns The resulting node's Name (if the result is not Some Proxy implementations (especially for VRML 1.0) will have to create new State (TX3DGraphTraverseState) instance along with a new geometry node. You should do this by copying the State into a new TX3DGraphTraverseState instance, and modyfying the State reference. Simply speaking, do State := TX3DGraphTraverseState.CreateCopy(State);
You should not just modify the fields of the provided State instance. (Reasoning: some proxy methods rely on getting the original State, e.g. with original MaterialBinding, not the transformed state, to work correctly.) You can modify State variable only when returning non-nil geometry. |
function LocalBoundingBox(State: TX3DGraphTraverseState; ProxyGeometry: TAbstractGeometryNode; ProxyState: TX3DGraphTraverseState): TBox3D; override; |
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This item has no description. |
function BoundingBox(State: TX3DGraphTraverseState; ProxyGeometry: TAbstractGeometryNode; ProxyState: TX3DGraphTraverseState): TBox3D; override; |
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This item has no description. Showing description inherited from TAbstractGeometryNode.BoundingBox. Calculate bounding box of this geometry node. They require State of this node during VRML traverse state — this is mainly for VRML 1.0 nodes, that depend on such state. LocalBoundingBox gives a bounding box ignoring current transformation (or, equivalently, assuming like Transform = IdentityMatrix). Normal Notes for descendants implementors: The default implementations of these methods in TAbstractGeometryNode try to be smart and cover all common bases, so that you have to do as little work as possible to implement working descendant.
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function TrianglesCount(State: TX3DGraphTraverseState; ProxyGeometry: TAbstractGeometryNode; ProxyState: TX3DGraphTraverseState): Cardinal; override; |
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This item has no description. |
function InternalCoord(State: TX3DGraphTraverseState; out ACoord: TMFVec3f): boolean; override; |
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This item has no description. Showing description inherited from TAbstractGeometryNode.InternalCoord.
Return node's list of coordinates. Returns In base TAbstractGeometryNode class this always returns Override this for descendants that have some kind of "coord" field, then this should return For VRML 1.0, coord may be taken from State, that's why we have to pass current traverse state here. |
function CoordField: TSFNode; override; |
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This item has no description. Showing description inherited from TAbstractGeometryNode.CoordField.
Node's "coord" field where you can place TCoordinateNode, or This gives you more possibilities than the InternalCoord and InternalCoordinates methods (as you can assign texCoord using this). However, it doesn't work for old VRML 1.0 (since they have coordinate information, but no "coord" field). |
procedure PiecewiseBezier; |
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Make this NURBS curve equal to a piecewise Bezier curve by setting appropriate "knot". This looks at ControlPoint count and Order (set Order = 4 for a typical cubic Bezier curve). |
function Point(const U: Single; const Tangent: PVector3 = nil): TVector3; |
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Get the position of a point on the curve. The returned position is in the local transformation space of this shape. This method is guaranteed to work the same, regardless if this node is part of any TX3DRootNode and TCastleSceneCore or not.
Parameters
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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 SetWeight(const Value: array of Double); overload; |
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This item has no description. |
procedure SetWeight(const Value: TDoubleList); overload; |
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This item has no description. |
procedure SetKnot(const Value: array of Double); overload; |
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This item has no description. |
procedure SetKnot(const Value: TDoubleList); overload; |
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This item has no description. |
Properties
property FdControlPoint: TSFNode read FFdControlPoint; |
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Internal wrapper for property |
property ControlPoint: TAbstractCoordinateNode read GetControlPoint write SetControlPoint; |
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This item has no description. |
property FdTessellation: TSFInt32 read FFdTessellation; |
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Internal wrapper for property |
property Tessellation: Integer read GetTessellation write SetTessellation; |
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This item has no description. |
property FdWeight: TMFDouble read FFdWeight; |
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Internal wrapper for property |
property FdClosed: TSFBool read FFdClosed; |
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Internal wrapper for property |
property Closed: Boolean read GetClosed write SetClosed; |
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This item has no description. |
property FdKnot: TMFDouble read FFdKnot; |
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Internal wrapper for property |
property FdOrder: TSFInt32 read FFdOrder; |
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Internal wrapper for property |
property Order: Integer read GetOrder write SetOrder; |
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This item has no description. |
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