Class TPointSetNode_1

Unit

Declaration

type TPointSetNode_1 = class(TAbstractGeometryNode_1)

Description

This item has no description. Showing description inherited from TAbstractGeometryNode_1.

Geometry node allowed only in VRML <= 1.0.

In VRML 1.0 shape nodes are allowed pretty everywhere, while VRML 2.0 has different idea of how shapes are handled (they must be inside Shape node), so no shape node is suitable at the same time for VRML 1.0 and VRML 2.0.

Hierarchy

Overview

Methods

Public constructor Create(const AX3DName: string = ''; const ABaseUrl: string = ''); override;
Public destructor Destroy; override;
Public function InternalCoord(State: TX3DGraphTraverseState; out ACoord: TMFVec3f): boolean; override;
Public function TrianglesCount(State: TX3DGraphTraverseState; ProxyGeometry: TAbstractGeometryNode; ProxyState: TX3DGraphTraverseState): Cardinal; override;
Public function Lit(State: TX3DGraphTraverseState): boolean; override;
Public procedure CreateNode; override;
Public class function ClassX3DType: string; override;
Public class function ForVRMLVersion(const Version: TX3DVersion): Boolean; override;

Properties

Public property FdStartIndex: TSFLong read FFdStartIndex;
Public property FdNumPoints: TSFLong read FFdNumPoints;

Description

Methods

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 destructor Destroy; override;

This item has no description.

Public function InternalCoord(State: TX3DGraphTraverseState; out ACoord: TMFVec3f): boolean; override;

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

Return node's list of coordinates. Returns False if node is not based on coordinates. Returns True and sets ACoord if the node is based on coordinates. Even when returns True, it can set ACoord = Nil, which means that node is based on coordinates but they are empty right now (so for example bounding box may be considered empty).

In base TAbstractGeometryNode class this always returns False.

Override this for descendants that have some kind of "coord" field, then this should return True and set ACoord to coord.point field, assuming that coord is set and specifies Coordinate node. Override this even if coordinates affect the look indirectly, e.g. NURBS "controlPoint" fields also should be returned here. Otherwise should return True and set ACoord = Nil.

For VRML 1.0, coord may be taken from State, that's why we have to pass current traverse state here.

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

This item has no description.

Public function Lit(State: TX3DGraphTraverseState): boolean; override;

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

Is this object lit, disregarding the material. Default implementation in TAbstractGeometryNode says True.

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 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.

Properties

Public property FdStartIndex: TSFLong read FFdStartIndex;

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

Public property FdNumPoints: TSFLong read FFdNumPoints;

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


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