Class TTimeSensorNode

Unit

Declaration

type TTimeSensorNode = class(TAbstractTimeDependentNode, IAbstractSensorNode)

Description

Generate events as time passes.

Hierarchy

Overview

Methods

Public procedure CreateNode; override;
Public class function ClassX3DType: string; override;
Public class function URNMatching(const URN: string): boolean; override;
Public function GetCycleInterval: TFloatTime; override;
Public procedure FakeTime(const TimeInAnimation: TFloatTime; const ALoop: boolean); overload;
Public procedure FakeTime(const TimeInAnimation: TFloatTime; const ALoop: boolean; const TimeOfEvents: TX3DTime); overload;

Properties

Public property FdCycleInterval: TSFTimeIgnoreWhenActive read FFdCycleInterval;
Public property CycleInterval: TFloatTime read GetCycleInterval write SetCycleInterval;
Public property EventCycleTime: TSFTimeEvent read FEventCycleTime;
Public property EventFraction_changed: TSFFloatEvent read FEventFraction_changed;
Public property EventTime: TSFTimeEvent read FEventTime;
Public property FdEnabled: TSFBool read FFdEnabled;
Public property Enabled: boolean read GetEnabled write SetEnabled;

Description

Methods

Public procedure CreateNode; override;
 
Public class function ClassX3DType: string; override;
 
Public class function URNMatching(const URN: string): boolean; override;
 
Public function GetCycleInterval: TFloatTime; override;
 
Public procedure FakeTime(const TimeInAnimation: TFloatTime; const ALoop: boolean); overload;

Send TimeSensor output events, without actually activating the TimeSensor.

This is useful in situations when you want the X3D scene state to reflect given time, but you do not want to activate sensor and generally you do not want to initialize anything that would continue animating on it's own.

Using TimeSensor this way is contrary to the VRML/X3D specified behavior. But it's useful when we have VRML/X3D scene inside T3DResource, that is shared by many T3D instances (like creatures and items) that want to simultaneusly display different time moments of the same scene within a single frame. In other words, this is useful when a single scene is shared (if you have a 100 creatures in your game using the same 3D model, you don't want to create 100 copies of this 3D model in memory).

We ignore TimeSensor.loop (FdLoop) field, instead we follow our own Loop parameter. We take into account TimeSensor.cycleInterval (FdCycleInterval) and TimeSensor.enabled (FdEnabled) fields, just like normal TimeSensor. We send out isActive:=true, fraction_changed, elapsedTime and time X3D output events, and they should drive the rest of animation.

Public procedure FakeTime(const TimeInAnimation: TFloatTime; const ALoop: boolean; const TimeOfEvents: TX3DTime); overload;
 

Properties

Public property FdCycleInterval: TSFTimeIgnoreWhenActive read FFdCycleInterval;
 
Public property CycleInterval: TFloatTime read GetCycleInterval write SetCycleInterval;
 
Public property EventCycleTime: TSFTimeEvent read FEventCycleTime;
 
Public property EventFraction_changed: TSFFloatEvent read FEventFraction_changed;
 
Public property EventTime: TSFTimeEvent read FEventTime;
 
Public property FdEnabled: TSFBool read FFdEnabled;
 
Public property Enabled: boolean read GetEnabled write SetEnabled;
 

Generated by PasDoc 0.15.0.