Class TShapeHintsNode_1
Unit
Declaration
type TShapeHintsNode_1 = class(TAbstractChildNode)
Description
This item has no description. Showing description inherited from TAbstractChildNode.
Abstract node type that indicates that the node may be used as a child of a grouping node, e.g. inside TAbstractGroupingNode.FdChildren.
Hierarchy
- TObject
- TPersistent
- TX3DFileItem
- TX3DNode
- TAbstractNode
- TAbstractChildNode
- TShapeHintsNode_1
Overview
Methods
function ParseNodeBodyElement(Lexer: TX3DLexer; Reader: TX3DReaderNames; const APositionInParent: Integer): boolean; override; |
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procedure CreateNode; override; |
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class function ClassX3DType: String; override; |
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class function ForVRMLVersion(const Version: TX3DVersion): Boolean; override; |
Properties
property FdVertexOrdering: TSFEnum read FFdVertexOrdering; |
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property FdShapeType: TSFEnum read FFdShapeType; |
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property FdFaceType: TSFEnum read FFdFaceType; |
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property FdCreaseAngle: TSFFloat read FFdCreaseAngle; |
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property CreaseAngle: Single read GetCreaseAngle write SetCreaseAngle; |
Description
Methods
function ParseNodeBodyElement(Lexer: TX3DLexer; Reader: TX3DReaderNames; const APositionInParent: Integer): boolean; override; |
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This item has no description. Showing description inherited from TX3DNode.ParseNodeBodyElement. Parse VRML node body element. Usually, this is a field. May also be VRML 1.0 style child node. May also be VRML 2.0 Script node interface declaration, etc. — see VRML 2.0 grammar spec. This should be overriden to parse special features within particular nodes. While generally VRML is very clean and there's no need to override this, there's one use for this currently:
When overriding, always check inherited result first, and exit if inherited handled successfully. Otherwise either read your stuff and return |
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. |
class function ForVRMLVersion(const Version: TX3DVersion): Boolean; override; |
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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 In practice I only use this function when various VRML/X3D versions specify the same node name but
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Properties
property FdVertexOrdering: TSFEnum read FFdVertexOrdering; |
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Internal wrapper for property |
property FdShapeType: TSFEnum read FFdShapeType; |
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Internal wrapper for property |
property FdFaceType: TSFEnum read FFdFaceType; |
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Internal wrapper for property |
property FdCreaseAngle: TSFFloat read FFdCreaseAngle; |
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Internal wrapper for property |
property CreaseAngle: Single read GetCreaseAngle write SetCreaseAngle; |
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This item has no description. |
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