Class TProximitySensorInstance
Unit
CastleShapes
Declaration
type TProximitySensorInstance = class(TShapeTree)
Description
no description available, TShapeTree description follows
Tree of shapes.
Although VRML/X3D model already provides the tree (graph of VRML/X3D nodes), it's a little too complicated to be used at each render call. It's especially true for VRML <= 1.0 (where properties may "leak out" from one node to the next), VRML/X3D >= 2.0 cleaned a lot here but still some work must be done when traversing (like accumulating transformations).
So we process VRML/X3D tree to this tree, which is much simpler with all the geometry nodes (TAbstractGeometryNode) along with their state (TX3DGraphTraverseState) as leafs (TShape).
Hierarchy
Overview
Fields
Methods
Properties
Description
Fields
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IsActive: boolean; |
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Methods
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procedure Traverse(Func: TShapeTraverseFunc; const OnlyActive: boolean; const OnlyVisible: boolean = false; const OnlyCollidable: boolean = false); override; |
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function ShapesCount(const OnlyActive: boolean; const OnlyVisible: boolean = false; const OnlyCollidable: boolean = false): Cardinal; override; |
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function DebugInfo(const Indent: string = ''): string; override; |
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Properties
Generated by PasDoc 0.13.0 on 2013-08-17 21:27:14
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