Class TAbstractBindableNode

DescriptionHierarchyFieldsMethodsProperties

Unit

Declaration

type TAbstractBindableNode = class(TAbstractChildNode)

Description

no description available, TAbstractChildNode description follows
no description available, TAbstractNode description follows

Base X3D node.

Almost all X3D nodes inherit from this. (Exception: X3DMetadataObject. So you cannot have metadata of metadata of...)

Hierarchy

Overview

Methods

Protected procedure BeforeTraverse(StateStack: TX3DGraphTraverseStateStack); override;
Public procedure CreateNode; override;

Properties

Public property EventSet_bind: TSFBoolEvent read FEventSet_bind;
Public property EventBindTime: TSFTimeEvent read FEventBindTime;
Public property EventIsBound: TSFBoolEvent read FEventIsBound;
Public property Transform: TMatrix4Single read FTransform;
Public property TransformScale: Single read FTransformScale;

Description

Methods

Protected procedure BeforeTraverse(StateStack: TX3DGraphTraverseStateStack); override;
 
Public procedure CreateNode; override;
 

Properties

Public property EventSet_bind: TSFBoolEvent read FEventSet_bind;
 
Public property EventBindTime: TSFTimeEvent read FEventBindTime;
 
Public property EventIsBound: TSFBoolEvent read FEventIsBound;
 
Public property Transform: TMatrix4Single read FTransform;

Transformation of this bindable node.

Bound nodes cannot be instantiated multiple number of times (this would make simple event like "set_bind" not possible, as it would not be known in what coordinate space the node is bound), so it's perfectly safe and comfortable to just keep their transformation here, a their property.

It is gathered during traversing. Last BeforeTraverse call for this node sets Transform properties. By default, these represent identity transformation.

Note that using TransformScale for bindable nodes like fog is a little simplification. Theoretically, the scale can be non-uniform, and around an arbitrary axis. So to apply e.g. fog, we should transform the 3D world back into local fog coordinate system, and calculate the distances there. Instead right now we do the opposite: transform stuff like fog VisibilityRange by TransformScale, and calculate distances in world coordinate system. This is a simplification, but in practice it's perfect (who uses non-uniform fog scale?) and it can be expressed for renderers (OpenGL) without any problems.

Public property TransformScale: Single read FTransformScale;
 

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