This component describes the time-dependent nodes, that react
directly to the time changes. The TimeSensor
node
defined here simply propagates the time information to other nodes
(and, as such, is the basis of almost all VRML/X3D animations).
See also X3D specification of the Time component.
This component defines only one node called TimeSensor
.
It is supported, see the details below.
Moreover, see also Castle Game Engine (and view3dscene) extensions related to time.
TimeSensor
(Pascal API: TTimeSensorNode
):
This node sends events as time passes.
It is used to "drive" animations.
The description
how to make animations in X3D, combining TimeSensor
and interpolator nodes, along with examples in X3D and Pascal,
is part of the "X3D Interpolation component".
The node is implemented fully, following X3D 3.2 spec. The only exception is:
TODO: We do not gracefully react to enabled := FALSE on active node (see X3D TimeSensor spec "If a set_enabled FALSE event is received while the TimeSensor node is running, the sensor performs the following actions:...").
Note: "Time origin" for all time-related fields and nodes
follows the X3D standard. So "time = 0" means "January 1, 1970".
But it can be changed
by our extension NavigationInfo.timeOriginAtLoad
.
Copyright Michalis Kamburelis and Castle Game Engine Contributors.
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