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

Overview

Methods

Protected function DirectEnumerateActive(Func: TEnumerateChildrenFunction): Pointer; override;
Public function SolidField: TSFBool; override;
Public function LocalBoundingBox(State: TX3DGraphTraverseState; ProxyGeometry: TAbstractGeometryNode; ProxyState: TX3DGraphTraverseState): TBox3D; override;
Public function VerticesCount(State: TX3DGraphTraverseState; ProxyGeometry: TAbstractGeometryNode; ProxyState: TX3DGraphTraverseState): Cardinal; override;
Public function TrianglesCount(State: TX3DGraphTraverseState; ProxyGeometry: TAbstractGeometryNode; ProxyState: TX3DGraphTraverseState): Cardinal; override;
Public procedure CreateNode; override;
Public class function ClassX3DType: string; override;

Properties

Public property FdProfileCurve: TSFNode read FFdProfileCurve;
Public property ProfileCurve: TAbstractNurbsControlCurveNode read GetProfileCurve write SetProfileCurve;
Public property FdTrajectoryCurve: TSFNode read FFdTrajectoryCurve;
Public property TrajectoryCurve: TAbstractNurbsControlCurveNode read GetTrajectoryCurve write SetTrajectoryCurve;
Public property FdCcw: TSFBool read FFdCcw;
Public property Ccw: Boolean read GetCcw write SetCcw;
Public property FdSolid: TSFBool read FFdSolid;

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 function SolidField: TSFBool; override;

This item has no description. Showing description inherited from TAbstractGeometryNode.SolidField.

Is backface culling used. Nil if given geometry node doesn't have a field to control it.

Public function LocalBoundingBox(State: TX3DGraphTraverseState; ProxyGeometry: TAbstractGeometryNode; ProxyState: TX3DGraphTraverseState): TBox3D; override;

This item has no description.

Public function VerticesCount(State: TX3DGraphTraverseState; ProxyGeometry: TAbstractGeometryNode; ProxyState: TX3DGraphTraverseState): Cardinal; override;

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 True), VerticesCount is already implemented in this class. Using Coord method, no other information is needed.

For other nodes, the default implementation of both VerticesCount and TrianglesCount in this TAbstractGeometryNode class will use ProxyGeometry and ProxyState to do the work. You should override these methods if Proxy is not available (so caller will always pass ProxyGeometry = Nil) or some faster approach is possible.

Public function TrianglesCount(State: TX3DGraphTraverseState; ProxyGeometry: TAbstractGeometryNode; ProxyState: TX3DGraphTraverseState): Cardinal; override;

This item has no description.

Public procedure CreateNode; override;

This item has no description. Showing description inherited from TAbstractParametricGeometryNode.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

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.

Properties

Public property FdProfileCurve: TSFNode read FFdProfileCurve;

Internal wrapper for property ProfileCurve. This wrapper API may change, we advise to access simpler ProfileCurve instead.

Public property ProfileCurve: TAbstractNurbsControlCurveNode read GetProfileCurve write SetProfileCurve;

This item has no description.

Public property FdTrajectoryCurve: TSFNode read FFdTrajectoryCurve;

Internal wrapper for property TrajectoryCurve. This wrapper API may change, we advise to access simpler TrajectoryCurve instead.

Public property TrajectoryCurve: TAbstractNurbsControlCurveNode read GetTrajectoryCurve write SetTrajectoryCurve;

This item has no description.

Public property FdCcw: TSFBool read FFdCcw;

Internal wrapper for property Ccw. This wrapper API may change, we advise to access simpler Ccw instead.

Public property Ccw: Boolean read GetCcw write SetCcw;

This item has no description.

Public property FdSolid: TSFBool read FFdSolid;

Internal wrapper for property Solid. This wrapper API may change, we advise to access simpler Solid instead.


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