| Description | Hierarchy | Fields | Methods | Properties |
type TNodeShape = class(TVRMLNode)
VRML node.
Descendant implementors note: Each descendant should override constructor to create and add his fields and events. Like Fields.Add(TSFFloat.Create('width', 2, true)). Also, you should define FdXxx properties that allow fast, comfortable and type-secure way to retrieve and set these fields.
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procedure DirectEnumerateActive( Func: TEnumerateChildrenFunction); override; |
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constructor Create(const ANodeName: string; const AWWWBasePath: string); override; |
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class function ClassNodeTypeName: string; override; |
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function SuggestedVRMLVersion( out VerMajor, VerMinor, SuggestionPriority: Integer): boolean; override; |
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class function URNMatching(const URN: string): boolean; override; |
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procedure BeforeTraverse(var State: TVRMLGraphTraverseState); override; |
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procedure AfterTraverse(var State: TVRMLGraphTraverseState); override; |
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function Appearance: TNodeAppearance; |
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function Texture: TNodeGeneralTexture; |
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function NormalMap: TNodeGeneralTexture; |
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function HeightMap: TNodeGeneralTexture; |
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function HeightMapScale: Single; |
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function TextureTransform: TNodeTextureTransform; |
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function Material: TNodeMaterial_2; |
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property Fdappearance: TSFNode index 0 read GetFieldAsSFNode; |
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property Fdgeometry: TSFNode index 1 read GetFieldAsSFNode; |
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procedure DirectEnumerateActive( Func: TEnumerateChildrenFunction); override; |
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constructor Create(const ANodeName: string; const AWWWBasePath: string); override; |
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class function ClassNodeTypeName: string; override; |
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function SuggestedVRMLVersion( out VerMajor, VerMinor, SuggestionPriority: Integer): boolean; override; |
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class function URNMatching(const URN: string): boolean; override; |
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procedure BeforeTraverse(var State: TVRMLGraphTraverseState); override; |
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procedure AfterTraverse(var State: TVRMLGraphTraverseState); override; |
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function Appearance: TNodeAppearance; |
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This is a shortcut for FdAppearance.Value.FdTexture.Value. If anything makes this impossible (Apperance field is NULL, or wrong class) then returns | |
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function Texture: TNodeGeneralTexture; |
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This is a shortcut for FdAppearance.Value.FdTexture.Value. If anything makes this impossible (Apperance field is NULL, or Appearance.Texture field is NULL, or wrong node class is passed as Appearance or Texture node), then returns nil. | |
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function NormalMap: TNodeGeneralTexture; |
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This is like Texture, but it returns | |
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function HeightMap: TNodeGeneralTexture; |
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This is like Texture, but it returns | |
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function HeightMapScale: Single; |
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function TextureTransform: TNodeTextureTransform; |
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This is like Texture, but it returns | |
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function Material: TNodeMaterial_2; |
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This is like Texture, but it returns | |
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property Fdappearance: TSFNode index 0 read GetFieldAsSFNode; |
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property Fdgeometry: TSFNode index 1 read GetFieldAsSFNode; |