Class TNurbsSwungSurfaceNode
Unit
Declaration
type TNurbsSwungSurfaceNode = class(TAbstractParametricGeometryNode)
Description
Path in 2D space (that can be constructed from NURBS curves, or straight segments) extruded along a 2D NURBS curve. Rendering of this node is not implemented yet.
Hierarchy
- TObject
- TPersistent
- TX3DFileItem
- TX3DNode
- TAbstractNode
- TAbstractGeometryNode
- TAbstractParametricGeometryNode
- TNurbsSwungSurfaceNode
Overview
Methods
function DirectEnumerateActive(Func: TEnumerateChildrenFunction): Pointer; override; |
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function SolidField: TSFBool; override; |
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function LocalBoundingBox(State: TX3DGraphTraverseState; ProxyGeometry: TAbstractGeometryNode; ProxyState: TX3DGraphTraverseState): TBox3D; override; |
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function VerticesCount(State: TX3DGraphTraverseState; ProxyGeometry: TAbstractGeometryNode; ProxyState: TX3DGraphTraverseState): Cardinal; override; |
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function TrianglesCount(State: TX3DGraphTraverseState; ProxyGeometry: TAbstractGeometryNode; ProxyState: TX3DGraphTraverseState): Cardinal; override; |
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procedure CreateNode; override; |
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class function ClassX3DType: String; override; |
Properties
property FdProfileCurve: TSFNode read FFdProfileCurve; |
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property ProfileCurve: TAbstractNurbsControlCurveNode read GetProfileCurve write SetProfileCurve; |
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property FdTrajectoryCurve: TSFNode read FFdTrajectoryCurve; |
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property TrajectoryCurve: TAbstractNurbsControlCurveNode read GetTrajectoryCurve write SetTrajectoryCurve; |
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property FdCcw: TSFBool read FFdCcw; |
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property Ccw: Boolean read GetCcw write SetCcw; |
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property FdSolid: TSFBool read FFdSolid; |
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. |
function SolidField: TSFBool; override; |
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This item has no description. Showing description inherited from TAbstractGeometryNode.SolidField.
Is backface culling used. |
function LocalBoundingBox(State: TX3DGraphTraverseState; ProxyGeometry: TAbstractGeometryNode; ProxyState: TX3DGraphTraverseState): TBox3D; override; |
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This item has no description. |
function VerticesCount(State: TX3DGraphTraverseState; ProxyGeometry: TAbstractGeometryNode; ProxyState: TX3DGraphTraverseState): Cardinal; override; |
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This item has no description. Showing description inherited from TAbstractGeometryNode.VerticesCount. Calculate vertex and triangles count of this node. They require State of this node during VRML traverse state — this is mainly for VRML 1.0 nodes, that depend on such state. Vertices count calculates number of different vertexes in this node. That is, it doesn't eliminate doubles in cases like Coordinate node with multiple points the same. But if some face is known to use twice the same vertex index, then this counts like a single vertex. The idea is that this indicates rendering speed. For triangles count, the returned value may be different then actual if some faces were non-convex. Things like TriangulateFace may remove degenerate triangles, so actual number of triangles may be slightly less. So don't depend on TrianglesCount as a precise measure — but it's a good fast measure of complexity of given node, how fast it will be rendered, used with collision detection etc. Notes for descendants implementors: For coordinate-based nodes (when InternalCoord returns For other nodes, the default implementation of both |
function TrianglesCount(State: TX3DGraphTraverseState; ProxyGeometry: TAbstractGeometryNode; ProxyState: TX3DGraphTraverseState): Cardinal; 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 FdProfileCurve: TSFNode read FFdProfileCurve; |
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Internal wrapper for property |
property ProfileCurve: TAbstractNurbsControlCurveNode read GetProfileCurve write SetProfileCurve; |
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This item has no description. |
property FdTrajectoryCurve: TSFNode read FFdTrajectoryCurve; |
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Internal wrapper for property |
property TrajectoryCurve: TAbstractNurbsControlCurveNode read GetTrajectoryCurve write SetTrajectoryCurve; |
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This item has no description. |
property FdCcw: TSFBool read FFdCcw; |
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Internal wrapper for property |
property Ccw: Boolean read GetCcw write SetCcw; |
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This item has no description. |
property FdSolid: TSFBool read FFdSolid; |
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Internal wrapper for property |
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