Class TTextNode

Unit

Declaration

type TTextNode = class(TAbstractGeometryNode)

Description

Multiline text, visualized as a set of flat and textured polygons.

Hierarchy

Overview

Methods

Public destructor Destroy; override;
Public function TexCoordField: TSFNode; override;
Public function Proxy(var State: TX3DGraphTraverseState): TAbstractGeometryNode; override;
Public function LocalBoundingBox(State: TX3DGraphTraverseState; ProxyGeometry: TAbstractGeometryNode; ProxyState: TX3DGraphTraverseState): TBox3D; override;
Public function BoundingBox(State: TX3DGraphTraverseState; ProxyGeometry: TAbstractGeometryNode; ProxyState: TX3DGraphTraverseState): TBox3D; override;
Public function SolidField: TSFBool; override;
Public function FontTextureNode: TAbstractTexture2DNode; override;
Public procedure FontChanged;
Public procedure SetString(const Value: array of string); overload; deprecated 'use SetText';
Public procedure SetString(const Value: TCastleStringList); overload; deprecated 'use SetText';
Public procedure CreateNode; override;
Public class function ClassX3DType: String; override;
Public procedure SetLength(const Value: array of Single); overload;
Public procedure SetLength(const Value: TSingleList); overload;
Public procedure SetText(const Value: array of string); overload;
Public procedure SetText(const Value: TCastleStringList); overload;

Properties

Public property FdFontStyle: TSFNode read FFdFontStyle;
Public property FontStyle: TAbstractFontStyleNode read GetFontStyle write SetFontStyle;
Public property FdLength: TMFFloat read FFdLength;
Public property FdMaxExtent: TSFFloat read FFdMaxExtent;
Public property MaxExtent: Single read GetMaxExtent write SetMaxExtent;
Public property FdMaxDisplayChars: TSFInt32 read FFdMaxDisplayChars;
Public property MaxDisplayChars: Integer read GetMaxDisplayChars write SetMaxDisplayChars;
Public property FdString: TMFString read FFdString;
Public property EventLineBounds: TMFVec2fEvent read FEventLineBounds;
Public property EventOrigin: TSFVec3fEvent read FEventOrigin;
Public property EventTextBounds: TSFVec2fEvent read FEventTextBounds;
Public property FdSolid: TSFBool read FFdSolid;
Public property FdTexCoord: TSFNode read FFdTexCoord;
Public property TexCoord: TX3DNode read GetTexCoord write SetTexCoord;

Description

Methods

Public destructor Destroy; override;

This item has no description.

Public function TexCoordField: TSFNode; override;

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

Node's texCoord field, or Nil if not available. Various nodes may have different exact rules about what is allowed here, but everything allows TextureCoordinateGenerator and ProjectedTextureCoordinate instances.

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).

Public function Proxy(var State: TX3DGraphTraverseState): TAbstractGeometryNode; override;

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 Nil indicating that no conversion is known.

The resulting node's Name (if the result is not Nil) must be equal to our Name.

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.

Public function LocalBoundingBox(State: TX3DGraphTraverseState; ProxyGeometry: TAbstractGeometryNode; ProxyState: TX3DGraphTraverseState): TBox3D; override;

This item has no description.

Public function BoundingBox(State: TX3DGraphTraverseState; ProxyGeometry: TAbstractGeometryNode; ProxyState: TX3DGraphTraverseState): TBox3D; override;

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 BoundingBox gives a bounding box taking current transformation into account.

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.

  1. For nodes based on coordinates (when InternalCoord returns True), LocalBoundingBox and BoundingBox already have optimal and correct implementation in this class. Using Coord and CoordIndex, no other information is needed.

  2. For other nodes, we first check ProxyGeometry and ProxyState. If ProxyGeometry is non-nil, we assume these came from Proxy call and we will use them to calculate bounding boxes, local and not local.

    So for nodes with Proxy overridden, you don't have to implement bounding box calculation, instead a ProxyGeometry will be created and provided here by the caller. This will work Ok if Proxy node will have bounding box calculation implemented.

    You can always override these methods, if you don't want to use proxy (for example, maybe there exists much faster method to calculate bounding box, or maybe tighter bounding box may be calculated directly).

  3. For other nodes (not coordinate-based and without a proxy):

    The default implementation of LocalBoundingBox just calls BoundingBox with a specially modified State, such that Transform is identity.

    The default implementation of BoundingBox, in turn, just calls LocalBoundingBox and transforms this bounding box.

    So the default implementations call each other, and will loop infinitely... But if you override any one of them (local or not local), the other one will magically work.

    Note that the default implementation of LocalBoundingBox may be non-optimal as far as time is concerned, as we'll do useless multiplications by identity matrix. And the default implementation of BoundingBox may generate non-optimal bounding box, more direct approach (transforming each vertex) may give much tightier bounding box.

    So you only have to override one method — although if you want the best implementation, fastest and with the best tight bounding boxes, you may need to override both of them for some nodes.

Public function SolidField: TSFBool; override;

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

Is backface culling used. Nil if given geometry node doesn't have a field to control it.

Public function FontTextureNode: TAbstractTexture2DNode; override;

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

Should renderer setup an extra texture slot with font texture when rendering this node. This is useful for rendering Text nodes, that want to cooperate with normal texturing and shading, and additionally they want to use extra texture determined by font (not by Appearance node).

Public procedure FontChanged;

Force recalculating the shape and font texture. Call this when TFontStyleNode.CustomFont returns something different.

Public procedure SetString(const Value: array of string); overload; deprecated 'use SetText';

Warning: this symbol is deprecated: use SetText

This item has no description.

Public procedure SetString(const Value: TCastleStringList); overload; deprecated 'use SetText';

Warning: this symbol is deprecated: use SetText

This item has no description.

Public procedure CreateNode; override;

Create node fields and events.

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 procedure SetLength(const Value: array of Single); overload;

This item has no description.

Public procedure SetLength(const Value: TSingleList); overload;

This item has no description.

Public procedure SetText(const Value: array of string); overload;

This item has no description.

Public procedure SetText(const Value: TCastleStringList); overload;

This item has no description.

Properties

Public property FdFontStyle: TSFNode read FFdFontStyle;

Internal wrapper for property FontStyle. This wrapper API may change, we advise to access simpler FontStyle instead, if it is defined (TODO: for now, some field types do not have a simpler counterpart).

Public property FontStyle: TAbstractFontStyleNode read GetFontStyle write SetFontStyle;

This item has no description.

Public property FdLength: TMFFloat read FFdLength;

Internal wrapper for property Length. This wrapper API may change, we advise to access simpler Length instead, if it is defined (TODO: for now, some field types do not have a simpler counterpart).

Public property FdMaxExtent: TSFFloat read FFdMaxExtent;

Internal wrapper for property MaxExtent. This wrapper API may change, we advise to access simpler MaxExtent instead, if it is defined (TODO: for now, some field types do not have a simpler counterpart).

Public property MaxExtent: Single read GetMaxExtent write SetMaxExtent;

This item has no description.

Public property FdMaxDisplayChars: TSFInt32 read FFdMaxDisplayChars;

Internal wrapper for property MaxDisplayChars. This wrapper API may change, we advise to access simpler MaxDisplayChars instead, if it is defined (TODO: for now, some field types do not have a simpler counterpart).

Public property MaxDisplayChars: Integer read GetMaxDisplayChars write SetMaxDisplayChars;

This item has no description.

Public property FdString: TMFString read FFdString;

Internal wrapper for property Text. This wrapper API may change, we advise to access simpler Text instead, if it is defined (TODO: for now, some field types do not have a simpler counterpart).

Public property EventLineBounds: TMFVec2fEvent read FEventLineBounds;

This item has no description.

Public property EventOrigin: TSFVec3fEvent read FEventOrigin;

This item has no description.

Public property EventTextBounds: TSFVec2fEvent read FEventTextBounds;

This item has no description.

Public property FdSolid: TSFBool read FFdSolid;

Internal wrapper for property Solid. This wrapper API may change, we advise to access simpler Solid instead, if it is defined (TODO: for now, some field types do not have a simpler counterpart).

Public property FdTexCoord: TSFNode read FFdTexCoord;

Internal wrapper for property TexCoord. This wrapper API may change, we advise to access simpler TexCoord instead, if it is defined (TODO: for now, some field types do not have a simpler counterpart).

Public property TexCoord: TX3DNode read GetTexCoord write SetTexCoord;

This item has no description.


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