Class TTexture2Node_1

Unit

Declaration

type TTexture2Node_1 = class(TAbstractTexture2DNode)

Description

This item has no description. Showing description inherited from TAbstractTexture2DNode.

2D texture.

Hierarchy

Overview

Methods

Protected procedure ParseAfter(Reader: TX3DReaderNames); override;
Public function TextureDescription: string; override;
Public procedure CreateNode; override;
Public class function ClassX3DType: string; override;
Public class function ForVRMLVersion(const Version: TX3DVersion): Boolean; override;

Properties

Public property FdFilename: TSFString read FFdFilename;
Public property Filename: String read GetFilename write SetFilename;
Public property FdImage: TSFImage read FFdImage;
Public property FdWrapS: TSFEnum read FFdWrapS;
Public property FdWrapT: TSFEnum read FFdWrapT;
Public property FdModel: TSFEnum read FFdModel;
Public property FdBlendColor: TSFVec3f read FFdBlendColor;
Public property BlendColor: TVector3 read GetBlendColor write SetBlendColor;

Description

Methods

Protected procedure ParseAfter(Reader: TX3DReaderNames); override;

This item has no description. Showing description inherited from TX3DNode.ParseAfter.

Called at the end of parsing this node (including children) in any encoding.

Public function TextureDescription: string; override;

This item has no description. Showing description inherited from TAbstractTextureNode.TextureDescription.

Short description how texture is defined, is it inline or loaded from URL, is it video of simple image texture. "none" if it's not defined at all.

Calling this may not cause automatically loading the texture data (for exampe, from file in case of TAbstractTexture2DNode). So it cannot describe the actually loaded data.

In this class, simply returns X3DType. Override to say something more descriptive.

Public procedure CreateNode; override;

This item has no description. Showing description inherited from TAbstractTextureNode.CreateNode.

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 FdFilename: TSFString read FFdFilename;

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

Public property Filename: String read GetFilename write SetFilename;

This item has no description.

Public property FdImage: TSFImage read FFdImage;

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

Public property FdWrapS: TSFEnum read FFdWrapS;

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

Public property FdWrapT: TSFEnum read FFdWrapT;

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

Public property FdModel: TSFEnum read FFdModel;

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

Public property FdBlendColor: TSFVec3f read FFdBlendColor;

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

Public property BlendColor: TVector3 read GetBlendColor write SetBlendColor;

Ignored. Unknown extension to VRML 1.0 spec, found on models in http://www-vrl.umich.edu/sel_prj/EECS498/ .


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