This component defines nodes for simple event processing. In simple cases, they may be used instead of the more flexible (but also more complicated, and less portable across VRML/X3D browsers) Scripting component.
See also X3D specification of the Event utilities component.
Contents:
See also Castle Game Engine (and view3dscene) extensions related to event utilities.
For demos and tests of these nodes,
see the event_utilities
subdirectory inside our VRML/X3D demo models.
A nice reference sheet for the X3D event utility nodes is available here, thanks to Don Brutzman!
We support all nodes from this component:
BooleanFilter
(Pascal API: TBooleanFilterNode
),
BooleanToggle
(Pascal API: TBooleanToggleNode
),
BooleanTrigger
(Pascal API: TBooleanTriggerNode
),
IntegerTrigger
(Pascal API: TIntegerTriggerNode
),
TimeTrigger
(Pascal API: TTimeTriggerNode
),
BooleanSequencer
(Pascal API: TBooleanSequencerNode
),
IntegerSequencer
(Pascal API: TIntegerSequencerNode
).
Copyright Michalis Kamburelis and Castle Game Engine Contributors.
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