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
- TObject
- TPersistent
- TX3DFileItem
- TX3DNode
- TAbstractNode
- TAbstractGeometryNode
- TAbstractParametricGeometryNode
- TAbstractNurbsSurfaceGeometryNode
- TNurbsTrimmedSurfaceNode
Overview
Methods
function DirectEnumerateActive(Func: TEnumerateChildrenFunction): Pointer; override; |
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function Proxy(var State: TX3DGraphTraverseState): TAbstractGeometryNode; override; |
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procedure CreateNode; override; |
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class function ClassX3DType: String; override; |
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procedure SetTrimmingContour(const Value: array of TContour2DNode); |
Properties
property EventAddTrimmingContour: TMFNodeEvent read FEventAddTrimmingContour; |
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property EventRemoveTrimmingContour: TMFNodeEvent read FEventRemoveTrimmingContour; |
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property FdTrimmingContour: TMFNode read FFdTrimmingContour; |
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 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. |
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 SetTrimmingContour(const Value: array of TContour2DNode); |
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This item has no description. |
Properties
property EventAddTrimmingContour: TMFNodeEvent read FEventAddTrimmingContour; |
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This item has no description. |
property EventRemoveTrimmingContour: TMFNodeEvent read FEventRemoveTrimmingContour; |
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This item has no description. |
property FdTrimmingContour: TMFNode read FFdTrimmingContour; |
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Internal wrapper for property |
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