Class TQuadSetNode
Unit
Declaration
type TQuadSetNode = class(TAbstractComposedGeometryNode)
Description
Quads, not indexed.
Hierarchy
- TObject
- TPersistent
- TX3DFileItem
- TX3DNode
- TAbstractNode
- TAbstractGeometryNode
- TAbstractComposedGeometryNode
- TQuadSetNode
Overview
Methods
constructor Create(const AX3DName: String = ''; const ABaseUrl: String = ''); override; |
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destructor Destroy; override; |
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function InternalTrianglesCoordIndex: TMFLong; |
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procedure InternalCoordPolygons( State: TX3DGraphTraverseState; PolygonHandler: TIndexedPolygonHandler); 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; |
Description
Methods
constructor Create(const AX3DName: String = ''; const ABaseUrl: String = ''); override; |
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This item has no description. Showing description inherited from TX3DNode.Create. Constructor. Initializes various properties:
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destructor Destroy; override; |
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This item has no description. |
function InternalTrianglesCoordIndex: TMFLong; |
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Internal TMFLong field that allows to treat the TQuadSetNode essentially like TIndexedTriangleSetNode. That is, these indexes have 3 items for each triangle, 6 items for each quad. You can use them to index all the vertex coordinates and per-vertex attributes, and thus render TQuadSetNode just like you would render TIndexedTriangleSetNode. |
procedure InternalCoordPolygons( State: TX3DGraphTraverseState; PolygonHandler: TIndexedPolygonHandler); override; |
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This item has no description. Showing description inherited from TAbstractGeometryNode.InternalCoordPolygons. Splits coordinate-based node into polygons. Indexes in PolygonHandler point to CoordIndex, if assigned, or directly to Coord. The ordering of generated polygons is correct, so what pointed CCW in the node field, will still point CCW according to generated PolygonHandler indexes. In this class this does nothing. Some, but not all, coordinate-based nodes (the ones when InternalCoord returns |
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. |
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