Class TSphereNode
Unit
Declaration
type TSphereNode = class(TAbstractGeometryNode)
Description
Sphere.
Hierarchy
- TObject
- TPersistent
- TX3DFileItem
- TX3DNode
- TAbstractNode
- TAbstractGeometryNode
- TSphereNode
Overview
Methods
function TexCoordField: TSFNode; override; |
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function SolidField: TSFBool; override; |
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function CalculateSlices: Cardinal; |
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function CalculateStacks: Cardinal; |
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class function ForVRMLVersion(const Version: TX3DVersion): boolean; override; |
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function Proxy(var State: TX3DGraphTraverseState): TAbstractGeometryNode; override; |
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function BoundingBox(State: TX3DGraphTraverseState; ProxyGeometry: TAbstractGeometryNode; ProxyState: TX3DGraphTraverseState): TBox3D; override; |
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function LocalBoundingBox(State: TX3DGraphTraverseState; ProxyGeometry: TAbstractGeometryNode; ProxyState: TX3DGraphTraverseState): TBox3D; override; |
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function TrianglesCount(State: TX3DGraphTraverseState; ProxyGeometry: TAbstractGeometryNode; ProxyState: TX3DGraphTraverseState): Cardinal; override; |
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function AutoGenerate3DTexCoords: boolean; override; |
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procedure CreateNode; override; |
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class function ClassX3DType: String; override; |
Properties
property FdRadius: TSFFloat read FFdRadius; |
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property Radius: Single read GetRadius write SetRadius; |
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property FdSolid: TSFBool read FFdSolid; |
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property FdTexCoord: TSFNode read FFdTexCoord; |
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property TexCoord: TX3DNode read GetTexCoord write SetTexCoord; |
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property FdSlices: TSFInt32 read FFdSlices; |
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property Slices: Integer read GetSlices write SetSlices; |
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property FdStacks: TSFInt32 read FFdStacks; |
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property Stacks: Integer read GetStacks write SetStacks; |
Description
Methods
function TexCoordField: TSFNode; override; |
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This item has no description. Showing description inherited from TAbstractGeometryNode.TexCoordField.
Node's texCoord field, or This gives you more possibilities than the InternalTexCoord method (as you can assign texCoord using this), however it may be not available in all cases — for example VRML 1.0 nodes do not have texCoord field, but they may have a texture coordinate node (from the state). |
function SolidField: TSFBool; override; |
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This item has no description. Showing description inherited from TAbstractGeometryNode.SolidField.
Is backface culling used. |
function CalculateSlices: Cardinal; |
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This item has no description. |
function CalculateStacks: Cardinal; |
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This item has no description. |
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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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. |
function BoundingBox(State: TX3DGraphTraverseState; ProxyGeometry: TAbstractGeometryNode; ProxyState: TX3DGraphTraverseState): TBox3D; override; |
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This item has no description. Showing description inherited from TAbstractGeometryNode.BoundingBox. Calculate bounding box of this geometry node. They require State of this node during VRML traverse state — this is mainly for VRML 1.0 nodes, that depend on such state. LocalBoundingBox gives a bounding box ignoring current transformation (or, equivalently, assuming like Transform = IdentityMatrix). Normal Notes for descendants implementors: The default implementations of these methods in TAbstractGeometryNode try to be smart and cover all common bases, so that you have to do as little work as possible to implement working descendant.
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function LocalBoundingBox(State: TX3DGraphTraverseState; ProxyGeometry: TAbstractGeometryNode; ProxyState: TX3DGraphTraverseState): TBox3D; override; |
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This item has no description. |
function TrianglesCount(State: TX3DGraphTraverseState; ProxyGeometry: TAbstractGeometryNode; ProxyState: TX3DGraphTraverseState): Cardinal; override; |
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This item has no description. |
function AutoGenerate3DTexCoords: boolean; override; |
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This item has no description. Showing description inherited from TAbstractGeometryNode.AutoGenerate3DTexCoords. Should renderer automatically generate 3D texture coordinates, in case we will apply 3D texture on this geometry. The generated coordinates will follow the X3D specification at "Texturing3D" component: "Texture coordinate generation for primitive objects". The 3D texture space will be mapped nicely to the shape bounding box. Implementation in this class (TAbstractGeometryNode) returns always |
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. |
Properties
property FdRadius: TSFFloat read FFdRadius; |
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Internal wrapper for property |
property Radius: Single read GetRadius write SetRadius; |
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This item has no description. |
property FdSolid: TSFBool read FFdSolid; |
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Internal wrapper for property |
property FdTexCoord: TSFNode read FFdTexCoord; |
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Internal wrapper for property |
property TexCoord: TX3DNode read GetTexCoord write SetTexCoord; |
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This item has no description. |
property FdSlices: TSFInt32 read FFdSlices; |
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Internal wrapper for property |
property Slices: Integer read GetSlices write SetSlices; |
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How many "slices" to use to approximate the sphere. The sphere is rendered using polygons (triangles and quads) that approximate the sphere shape. The more slices, the more the sphere will look like a sphere. Slices divide the objects like slices of a pizza. The default value of 0 means to follow global variable DefaultTriangulationSlices. |
property FdStacks: TSFInt32 read FFdStacks; |
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Internal wrapper for property |
property Stacks: Integer read GetStacks write SetStacks; |
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How many "stacks" to use to approximate the sphere. The sphere is rendered using polygons (triangles and quads) that approximate the sphere shape. The more stacks, the more the sphere will look like a sphere. Stacks divide the objects like stacks of a tower. The default value of 0 means to follow global variable DefaultTriangulationStacks. |
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