Class TTransformNode
Unit
Declaration
type TTransformNode = class(TAbstractGroupingNode)
Description
Grouping node that transforms (moves, rotates, scales) it's children.
Hierarchy
- TObject
- TPersistent
- TX3DFileItem
- TX3DNode
- TAbstractNode
- TAbstractChildNode
- TAbstractInternalGroupingNode
- TAbstractGroupingNode
- TTransformNode
Overview
Methods
function DirectEnumerateActive(Func: TEnumerateChildrenFunction): Pointer; override; |
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constructor Create(const AX3DName: String = ''; const ABaseUrl: String = ''); override; |
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class function ForVRMLVersion(const Version: TX3DVersion): boolean; override; |
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function TransformationChange: TNodeTransformationChange; override; |
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procedure CreateNode; override; |
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class function ClassX3DType: String; override; |
Properties
property FdCenter: TSFVec3f read FFdCenter; |
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property Center: TVector3 read GetCenter write SetCenter; |
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property FdRotation: TSFRotation read FFdRotation; |
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property Rotation: TVector4 read GetRotation write SetRotation; |
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property FdScale: TSFVec3f read FFdScale; |
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property Scale: TVector3 read GetScale write SetScale; |
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property FdScaleOrientation: TSFRotation read FFdScaleOrientation; |
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property ScaleOrientation: TVector4 read GetScaleOrientation write SetScaleOrientation; |
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property FdTranslation: TSFVec3f read FFdTranslation; |
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property Translation: TVector3 read GetTranslation write SetTranslation; |
Description
Methods
function DirectEnumerateActive(Func: TEnumerateChildrenFunction): Pointer; override; |
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This item has no description. Showing description inherited from TX3DNode.DirectEnumerateActive. Enumerate all active child nodes of given node. "Active nodes" are the ones affecting current look or collisions, e.g. from Switch node only one child will be enumerated. See Traverse for more precise definition. "Direct" means that this enumerates only direct descendants, i.e. this is not recursive. See methods like Traverse or EnumerateNodes if you want recursive behavior. This can enumerate both VRML1Children nodes and nodes within TSFNode and TMFNode fields. Default implementation in this class enumerates all Children nodes of VRML 1.0. If you need to remove some children for VRML 1.0 (e.g. for Switch or LOD nodes) or add some children for VRML 2.0 you have to override this. You do not need to call inherited when overriding this — in fact, you should not, if you want to omit some nodes. Stops and returns immediately if Func returns non-nil for some child. |
constructor Create(const AX3DName: String = ''; const ABaseUrl: String = ''); override; |
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This item has no description. Showing description inherited from TX3DNode.Create. Constructor. Initializes various properties:
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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 TransformationChange: TNodeTransformationChange; override; |
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This item has no description. |
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 FdCenter: TSFVec3f read FFdCenter; |
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Internal wrapper for property |
property Center: TVector3 read GetCenter write SetCenter; |
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Center point around which the Rotation and Scale is performed. |
property FdRotation: TSFRotation read FFdRotation; |
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Internal wrapper for property |
property Rotation: TVector4 read GetRotation write SetRotation; |
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Rotate children in 3D, around a specified axis. Rotation is expressed as a 4D vector, in which the first 3 components specify the rotation axis (does not need to be normalized, but must be non-zero) and the last component is the rotation angle in radians. Rotation is done around Center. |
property FdScale: TSFVec3f read FFdScale; |
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Internal wrapper for property |
property Scale: TVector3 read GetScale write SetScale; |
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Scale in 3D. Scaling is done around Center and with orientation given by ScaleOrientation. Note about negative scale: We do the best we can to work with any scale value, even negative or zero. But usually, it's best to keep the scale positive. See the TCastleTransform.Scale documentation for some good guidelines about the scale. |
property FdScaleOrientation: TSFRotation read FFdScaleOrientation; |
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Internal wrapper for property |
property ScaleOrientation: TVector4 read GetScaleOrientation write SetScaleOrientation; |
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Orientation in which 3D Scale is performed. |
property FdTranslation: TSFVec3f read FFdTranslation; |
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Internal wrapper for property |
property Translation: TVector3 read GetTranslation write SetTranslation; |
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Translation (move) the children nodes. |
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