Class TNurbsTrimmedSurfaceNode

Unit

Declaration

type TNurbsTrimmedSurfaceNode = class(TAbstractNurbsSurfaceGeometryNode)

Description

Visible 3D NURBS surface (like a TNurbsPatchSurfaceNode) that is trimmed by a set of trimming loops.

The trimming is not implemented yet. This is rendered exactly like the normal TNurbsPatchSurfaceNode.

Hierarchy

Overview

Methods

Protected function DirectEnumerateActive(Func: TEnumerateChildrenFunction): Pointer; override;
Public function Proxy(var State: TX3DGraphTraverseState): TAbstractGeometryNode; override;
Public procedure CreateNode; override;
Public class function ClassX3DType: string; override;
Public procedure SetTrimmingContour(const Value: array of TContour2DNode);

Properties

Public property EventAddTrimmingContour: TMFNodeEvent read FEventAddTrimmingContour;
Public property EventRemoveTrimmingContour: TMFNodeEvent read FEventRemoveTrimmingContour;
Public property FdTrimmingContour: TMFNode read FFdTrimmingContour;

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 Proxy(var State: TX3DGraphTraverseState): TAbstractGeometryNode; override;

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 Nil indicating that no conversion is known.

The resulting node's Name (if the result is not Nil) must be equal to our Name.

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.

Public procedure CreateNode; override;

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.

Public procedure SetTrimmingContour(const Value: array of TContour2DNode);

This item has no description.

Properties

Public property EventAddTrimmingContour: TMFNodeEvent read FEventAddTrimmingContour;

This item has no description.

Public property EventRemoveTrimmingContour: TMFNodeEvent read FEventRemoveTrimmingContour;

This item has no description.

Public property FdTrimmingContour: TMFNode read FFdTrimmingContour;

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


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