Class TNurbsPositionInterpolatorNode

Unit

Declaration

type TNurbsPositionInterpolatorNode = class(TAbstractChildNode)

Description

Interpolate (animate) positions along the 3D NURBS curve.

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 procedure CreateNode; override;
Public class function ClassX3DType: String; override;
Public procedure SetKnot(const Value: array of Double); overload;
Public procedure SetKnot(const Value: TDoubleList); overload;
Public procedure SetWeight(const Value: array of Double); overload;
Public procedure SetWeight(const Value: TDoubleList); overload;

Properties

Public property EventSet_fraction: TSFFloatEvent read FEventSet_fraction;
Public property FdControlPoint: TSFNode read FFdControlPoint;
Public property ControlPoint: TAbstractCoordinateNode read GetControlPoint write SetControlPoint;
Public property FdKnot: TMFDouble read FFdKnot;
Public property FdOrder: TSFInt32 read FFdOrder;
Public property Order: Integer read GetOrder write SetOrder;
Public property FdWeight: TMFDouble read FFdWeight;
Public property EventValue_changed: TSFVec3fEvent read FEventValue_changed;

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 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.

Public procedure SetKnot(const Value: array of Double); overload;

This item has no description.

Public procedure SetKnot(const Value: TDoubleList); overload;

This item has no description.

Public procedure SetWeight(const Value: array of Double); overload;

This item has no description.

Public procedure SetWeight(const Value: TDoubleList); overload;

This item has no description.

Properties

Public property EventSet_fraction: TSFFloatEvent read FEventSet_fraction;

This item has no description.

Public property FdControlPoint: TSFNode read FFdControlPoint;

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

Public property ControlPoint: TAbstractCoordinateNode read GetControlPoint write SetControlPoint;

This item has no description.

Public property FdKnot: TMFDouble read FFdKnot;

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

Public property FdOrder: TSFInt32 read FFdOrder;

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

Public property Order: Integer read GetOrder write SetOrder;

This item has no description.

Public property FdWeight: TMFDouble read FFdWeight;

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

Public property EventValue_changed: TSFVec3fEvent read FEventValue_changed;

This item has no description.


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