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<h2>Castle Game Engine</h2><p><a href="introduction.html" class="navigation">Introduction</a></p><p><a href="AllUnits.html" class="navigation">Units</a></p><p><a href="ClassHierarchy.html" class="navigation">Class Hierarchy</a></p><p><a href="AllClasses.html" class="navigation">Classes, Interfaces, Objects and Records</a></p><p><a href="AllTypes.html" class="navigation">Types</a></p><p><a href="AllVariables.html" class="navigation">Variables</a></p><p><a href="AllConstants.html" class="navigation">Constants</a></p><p><a href="AllFunctions.html" class="navigation">Functions and Procedures</a></p><p><a href="AllIdentifiers.html" class="navigation">Identifiers</a></p></td><td class="content">
<a name="T3DLinearMoving"></a><h1 class="cio">Class T3DLinearMoving</h1>
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<td><a class="section" href="#PasDoc-Description">Description</a></td><td><a class="section" href="#PasDoc-Hierarchy">Hierarchy</a></td><td><a class="section" href="#PasDoc-Fields">Fields</a></td><td><a class="section" href="#PasDoc-Methods">Methods</a></td><td><a class="section" href="#PasDoc-Properties">Properties</a></td></tr></table>
<a name="PasDoc-Description"></a><h2 class="unit">Unit</h2>
<p class="unitlink">
<a href="Castle3D.html">Castle3D</a></p>
<h2 class="declaration">Declaration</h2>
<p class="declaration">
<code>type T3DLinearMoving = class(<a class="normal" href="Castle3D.T3DMoving.html">T3DMoving</a>)</code></p>
<h2 class="description">Description</h2>
<p>
3D moving with constant speed between 2 points. Moves with a constant speed from (0, 0, 0) to <a class="normal" href="Castle3D.T3DLinearMoving.html#TranslationEnd">TranslationEnd</a>. They are called <i>begin position</i> and <i>end position</i>.
<p>This is a simplified, more comfortable descendant of <a class="normal" href="Castle3D.T3DMoving.html">T3DMoving</a>. You get easy to use <a class="normal" href="Castle3D.T3DLinearMoving.html#GoBeginPosition">GoBeginPosition</a>, <a class="normal" href="Castle3D.T3DLinearMoving.html#GoEndPosition">GoEndPosition</a> properties, you can easily set sounds by <a class="normal" href="Castle3D.T3DLinearMoving.html#SoundGoBeginPosition">SoundGoBeginPosition</a> and <a class="normal" href="Castle3D.T3DLinearMoving.html#SoundGoEndPosition">SoundGoEndPosition</a> and such.</p>
<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
<ul class="hierarchy"><li class="ancestor">TComponent</li>
<li class="ancestor"><a class="normal" href="Castle3D.T3D.html">T3D</a></li>
<li class="ancestor"><a class="normal" href="Castle3D.T3DList.html">T3DList</a></li>
<li class="ancestor"><a class="normal" href="Castle3D.T3DCustomTransform.html">T3DCustomTransform</a></li>
<li class="ancestor"><a class="normal" href="Castle3D.T3DMoving.html">T3DMoving</a></li>
<li class="thisitem">T3DLinearMoving</li></ul><h2 class="overview">Overview</h2>
<a name="PasDoc-Fields"></a><h3 class="summary">Fields</h3>
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<td class="itemcode"><code><b><a href="Castle3D.T3DLinearMoving.html#MoveTime">MoveTime</a></b>: Single;</code></td>
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<td class="itemcode"><code><b><a href="Castle3D.T3DLinearMoving.html#TranslationEnd">TranslationEnd</a></b>: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>;</code></td>
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<a name="PasDoc-Methods"></a><h3 class="summary">Methods</h3>
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<td class="itemcode"><code>constructor <b><a href="Castle3D.T3DLinearMoving.html#Create">Create</a></b>(AOwner: TComponent); override;</code></td>
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<td class="itemcode"><code>destructor <b><a href="Castle3D.T3DLinearMoving.html#Destroy">Destroy</a></b>; override;</code></td>
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<td class="itemcode"><code>function <b><a href="Castle3D.T3DLinearMoving.html#CompletelyEndPosition">CompletelyEndPosition</a></b>: boolean;</code></td>
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<td class="itemcode"><code>function <b><a href="Castle3D.T3DLinearMoving.html#CompletelyBeginPosition">CompletelyBeginPosition</a></b>: boolean;</code></td>
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<td class="itemcode"><code>procedure <b><a href="Castle3D.T3DLinearMoving.html#GoBeginPosition">GoBeginPosition</a></b>;</code></td>
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<td class="itemcode"><code>procedure <b><a href="Castle3D.T3DLinearMoving.html#GoEndPosition">GoEndPosition</a></b>;</code></td>
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<td class="itemcode"><code>procedure <b><a href="Castle3D.T3DLinearMoving.html#RevertGoEndPosition">RevertGoEndPosition</a></b>;</code></td>
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<td class="itemcode"><code>procedure <b><a href="Castle3D.T3DLinearMoving.html#RevertGoBeginPosition">RevertGoBeginPosition</a></b>;</code></td>
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<td class="itemcode"><code>procedure <b><a href="Castle3D.T3DLinearMoving.html#GoOtherPosition">GoOtherPosition</a></b>;</code></td>
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<td class="itemcode"><code>function <b><a href="Castle3D.T3DLinearMoving.html#GetTranslationFromTime">GetTranslationFromTime</a></b>(const AnAnimationTime: <a href="CastleTimeUtils.html#TFloatTime">TFloatTime</a>): <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; override;</code></td>
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<td class="itemcode"><code>procedure <b><a href="Castle3D.T3DLinearMoving.html#Update">Update</a></b>(const SecondsPassed: Single; var RemoveMe: <a href="Castle3D.html#TRemoveType">TRemoveType</a>); override;</code></td>
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<a name="PasDoc-Properties"></a><h3 class="summary">Properties</h3>
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<td class="itemcode"><code>property <b><a href="Castle3D.T3DLinearMoving.html#EndPosition">EndPosition</a></b>: boolean read FEndPosition;</code></td>
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<td class="itemcode"><code>property <b><a href="Castle3D.T3DLinearMoving.html#EndPositionStateChangeTime">EndPositionStateChangeTime</a></b>: Single read FEndPositionStateChangeTime;</code></td>
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<td class="itemcode"><code>property <b><a href="Castle3D.T3DLinearMoving.html#SoundGoBeginPosition">SoundGoBeginPosition</a></b>: <a href="CastleSoundEngine.html#TSoundType">TSoundType</a>
read FSoundGoBeginPosition write FSoundGoBeginPosition default <a href="CastleSoundEngine.html#stNone">stNone</a>;</code></td>
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<td class="itemcode"><code>property <b><a href="Castle3D.T3DLinearMoving.html#SoundGoEndPosition">SoundGoEndPosition</a></b>: <a href="CastleSoundEngine.html#TSoundType">TSoundType</a>
read FSoundGoEndPosition write FSoundGoEndPosition default <a href="CastleSoundEngine.html#stNone">stNone</a>;</code></td>
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<td class="itemcode"><code>property <b><a href="Castle3D.T3DLinearMoving.html#SoundGoBeginPositionLooping">SoundGoBeginPositionLooping</a></b>: boolean
read FSoundGoBeginPositionLooping write FSoundGoBeginPositionLooping
default false;</code></td>
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<td class="itemcode"><code>property <b><a href="Castle3D.T3DLinearMoving.html#SoundGoEndPositionLooping">SoundGoEndPositionLooping</a></b>: boolean
read FSoundGoEndPositionLooping write FSoundGoEndPositionLooping
default false;</code></td>
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<td class="itemcode"><code>property <b><a href="Castle3D.T3DLinearMoving.html#SoundTracksCurrentPosition">SoundTracksCurrentPosition</a></b>: boolean
read FSoundTracksCurrentPosition write FSoundTracksCurrentPosition
default false;</code></td>
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<h2 class="description">Description</h2>
<h3 class="detail">Fields</h3>
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<td class="itemcode"><a name="MoveTime"></a><code><b>MoveTime</b>: Single;</code></td>
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<td class="itemcode"><a name="TranslationEnd"></a><code><b>TranslationEnd</b>: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>;</code></td>
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<h3 class="detail">Methods</h3>
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<td class="itemcode"><a name="Create"></a><code>constructor <b>Create</b>(AOwner: TComponent); override;</code></td>
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<td class="itemcode"><a name="Destroy"></a><code>destructor <b>Destroy</b>; override;</code></td>
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<td class="itemcode"><a name="CompletelyEndPosition"></a><code>function <b>CompletelyEndPosition</b>: boolean;</code></td>
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<td class="itemcode"><a name="CompletelyBeginPosition"></a><code>function <b>CompletelyBeginPosition</b>: boolean;</code></td>
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<td class="itemcode"><a name="GoBeginPosition"></a><code>procedure <b>GoBeginPosition</b>;</code></td>
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<p>
Start going to <i>begin position</i>, assuming that currently we're in <i>end position</i> (i.e. CompletelyEndPosion).</p>
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<td class="itemcode"><a name="GoEndPosition"></a><code>procedure <b>GoEndPosition</b>;</code></td>
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<p>
Start going to <i>end position</i>, assuming that currently we're in <i>begin position</i> (i.e. CompletelyBeginPosion).</p>
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<td class="itemcode"><a name="RevertGoEndPosition"></a><code>procedure <b>RevertGoEndPosition</b>;</code></td>
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<p>
Stop going from <i>end position</i> to <i>begin position</i> and go back to <i>end position</i>. Call this only when currently <a class="normal" href="Castle3D.T3DLinearMoving.html#EndPosition">EndPosition</a> is <code>False</code> and we were in the middle of going to <i>begin position</i>.
<p>As an example, this is what happens when door on DOOM level gets blocked. In the middle of closing (which ig going to <i>begin position</i>) it will realize that something blocks it, and open back (go back to <i>end position</i>).</p>
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<td class="itemcode"><a name="RevertGoBeginPosition"></a><code>procedure <b>RevertGoBeginPosition</b>;</code></td>
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<p>
Just like <a class="normal" href="Castle3D.T3DLinearMoving.html#RevertGoEndPosition">RevertGoEndPosition</a>, but this should be used in the middle of the move from <i>begin position</i> to <i>end position</i>, to go back to <i>begin position</i>.</p>
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<td class="itemcode"><a name="GoOtherPosition"></a><code>procedure <b>GoOtherPosition</b>;</code></td>
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<p>
This goes to the <i>other</i> position. Which means that if we're completely in <i>end position</i> or in the middle of move to <i>end position</i>, this goes back to <i>begin position</i>. And if we're in <i>begin position</i>, this goes back to <i>end position</i>.</p>
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<td class="itemcode"><a name="GetTranslationFromTime"></a><code>function <b>GetTranslationFromTime</b>(const AnAnimationTime: <a href="CastleTimeUtils.html#TFloatTime">TFloatTime</a>): <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; override;</code></td>
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<td class="itemcode"><a name="Update"></a><code>procedure <b>Update</b>(const SecondsPassed: Single; var RemoveMe: <a href="Castle3D.html#TRemoveType">TRemoveType</a>); override;</code></td>
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<h3 class="detail">Properties</h3>
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<td class="itemcode"><a name="EndPosition"></a><code>property <b>EndPosition</b>: boolean read FEndPosition;</code></td>
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<p>
Is this object in <i>end position</i>, or going to it. If <code>False</code>, then this object is in <i>begin position</i> or going to it. See also CompletelyEndPosion and <a class="normal" href="Castle3D.T3DLinearMoving.html#CompletelyBeginPosition">CompletelyBeginPosition</a>.
<p>Initially this is <code>False</code>, and <a class="normal" href="Castle3D.T3DLinearMoving.html#EndPositionStateChangeTime">EndPositionStateChangeTime</a> is set such that we're sure that we're in CompletelyBeginPosion,</p>
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<td class="itemcode"><a name="EndPositionStateChangeTime"></a><code>property <b>EndPositionStateChangeTime</b>: Single read FEndPositionStateChangeTime;</code></td>
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<p>
Last time <a class="normal" href="Castle3D.T3DLinearMoving.html#EndPosition">EndPosition</a> changed.</p>
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<td class="itemcode"><a name="SoundGoBeginPosition"></a><code>property <b>SoundGoBeginPosition</b>: <a href="CastleSoundEngine.html#TSoundType">TSoundType</a>
read FSoundGoBeginPosition write FSoundGoBeginPosition default <a href="CastleSoundEngine.html#stNone">stNone</a>;</code></td>
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<td class="itemcode"><a name="SoundGoEndPosition"></a><code>property <b>SoundGoEndPosition</b>: <a href="CastleSoundEngine.html#TSoundType">TSoundType</a>
read FSoundGoEndPosition write FSoundGoEndPosition default <a href="CastleSoundEngine.html#stNone">stNone</a>;</code></td>
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<td class="itemcode"><a name="SoundGoBeginPositionLooping"></a><code>property <b>SoundGoBeginPositionLooping</b>: boolean
read FSoundGoBeginPositionLooping write FSoundGoBeginPositionLooping
default false;</code></td>
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<td class="itemcode"><a name="SoundGoEndPositionLooping"></a><code>property <b>SoundGoEndPositionLooping</b>: boolean
read FSoundGoEndPositionLooping write FSoundGoEndPositionLooping
default false;</code></td>
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<td class="itemcode"><a name="SoundTracksCurrentPosition"></a><code>property <b>SoundTracksCurrentPosition</b>: boolean
read FSoundTracksCurrentPosition write FSoundTracksCurrentPosition
default false;</code></td>
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<p>
If <code>True</code> then the sound (set by <a class="normal" href="Castle3D.T3DLinearMoving.html#SoundGoBeginPosition">SoundGoBeginPosition</a> or <a class="normal" href="Castle3D.T3DLinearMoving.html#SoundGoEndPosition">SoundGoEndPosition</a>) 3D position changes as the 3D position of the object changes.
<p>Otherwise (default) sound is initially made at initial 3D position of this object, and then the sound position doesn't change (even if the position of the object changes).</p>
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