File: Castle3D.T3DList.html

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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/1999/REC-html401-19991224/loose.dtd">
<html>
<head>
<title>Castle Game Engine: Castle3D: Class T3DList</title>
<meta name="generator" content="PasDoc 0.13.0">
<meta http-equiv="content-type" content="text/html; charset=utf-8">
<link rel="StyleSheet" type="text/css" href="pasdoc.css">
</head>
<body>
<table class="container"><tr><td class="navigation">
<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="T3DList"></a><h1 class="cio">Class T3DList</h1>
<table class="sections wide_list">
<tr>
<td><a class="section" href="#PasDoc-Description">Description</a></td><td><a class="section" href="#PasDoc-Hierarchy">Hierarchy</a></td><td>Fields</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 T3DList = class(<a class="normal" href="Castle3D.T3D.html">T3D</a>)</code></p>
<h2 class="description">Description</h2>
<p>
List of 3D objects (<a class="normal" href="Castle3D.T3D.html">T3D</a> instances), that can be treated like another, larger 3D object.

<p>It inherits from <a class="normal" href="Castle3D.T3D.html">T3D</a> class, so this list is itself a 3D object, representing a sum of all it's children 3D objects. This allows you to group many 3D objects, and treat them as one <a class="normal" href="Castle3D.T3D.html">T3D</a> descendant.</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="thisitem">T3DList</li></ul><h2 class="overview">Overview</h2>
<a name="PasDoc-Methods"></a><h3 class="summary">Methods</h3>
<table class="summary wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code>function <b><a  href="Castle3D.T3DList.html#GetChild">GetChild</a></b>: <a  href="Castle3D.T3D.html">T3D</a>; virtual;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code>procedure <b><a  href="Castle3D.T3DList.html#Notification">Notification</a></b>(AComponent: TComponent; Operation: TOperation); override;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code>function <b><a  href="Castle3D.T3DList.html#HeightCollision">HeightCollision</a></b>(const Position, GravityUp: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>; const TrianglesToIgnoreFunc: <a  href="CastleTriangles.html#T3DTriangleIgnoreFunc">T3DTriangleIgnoreFunc</a>; out AboveHeight: Single; out AboveGround: <a  href="CastleTriangles.html#P3DTriangle">P3DTriangle</a>): boolean; override;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code>function <b><a  href="Castle3D.T3DList.html#MoveCollision">MoveCollision</a></b>( const OldPos, ProposedNewPos: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>; out NewPos: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>; const IsRadius: boolean; const Radius: Single; const OldBox, NewBox: <a  href="CastleBoxes.TBox3D.html">TBox3D</a>; const TrianglesToIgnoreFunc: <a  href="CastleTriangles.html#T3DTriangleIgnoreFunc">T3DTriangleIgnoreFunc</a>): boolean; override;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code>function <b><a  href="Castle3D.T3DList.html#MoveCollision">MoveCollision</a></b>( const OldPos, NewPos: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>; const IsRadius: boolean; const Radius: Single; const OldBox, NewBox: <a  href="CastleBoxes.TBox3D.html">TBox3D</a>; const TrianglesToIgnoreFunc: <a  href="CastleTriangles.html#T3DTriangleIgnoreFunc">T3DTriangleIgnoreFunc</a>): boolean; override;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code>function <b><a  href="Castle3D.T3DList.html#SegmentCollision">SegmentCollision</a></b>(const Pos1, Pos2: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>; const TrianglesToIgnoreFunc: <a  href="CastleTriangles.html#T3DTriangleIgnoreFunc">T3DTriangleIgnoreFunc</a>; const ALineOfSight: boolean): boolean; override;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code>function <b><a  href="Castle3D.T3DList.html#SphereCollision">SphereCollision</a></b>(const Pos: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>; const Radius: Single; const TrianglesToIgnoreFunc: <a  href="CastleTriangles.html#T3DTriangleIgnoreFunc">T3DTriangleIgnoreFunc</a>): boolean; override;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code>function <b><a  href="Castle3D.T3DList.html#BoxCollision">BoxCollision</a></b>(const Box: <a  href="CastleBoxes.TBox3D.html">TBox3D</a>; const TrianglesToIgnoreFunc: <a  href="CastleTriangles.html#T3DTriangleIgnoreFunc">T3DTriangleIgnoreFunc</a>): boolean; override;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code>function <b><a  href="Castle3D.T3DList.html#RayCollision">RayCollision</a></b>(const RayOrigin, RayDirection: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>; const TrianglesToIgnoreFunc: <a  href="CastleTriangles.html#T3DTriangleIgnoreFunc">T3DTriangleIgnoreFunc</a>): <a  href="Castle3D.TRayCollision.html">TRayCollision</a>; override;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>constructor <b><a  href="Castle3D.T3DList.html#Create">Create</a></b>(AOwner: TComponent); override;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>destructor <b><a  href="Castle3D.T3DList.html#Destroy">Destroy</a></b>; override;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a  href="Castle3D.T3DList.html#Add">Add</a></b>(const Item: <a  href="Castle3D.T3D.html">T3D</a>);</code></td>
</tr>
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a  href="Castle3D.T3DList.html#Insert">Insert</a></b>(const Index: Integer; const Item: <a  href="Castle3D.T3D.html">T3D</a>);</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a  href="Castle3D.T3DList.html#Remove">Remove</a></b>(const Item: <a  href="Castle3D.T3D.html">T3D</a>);</code></td>
</tr>
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a  href="Castle3D.T3DList.html#Count">Count</a></b>: Integer;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a  href="Castle3D.T3DList.html#Clear">Clear</a></b>;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a  href="Castle3D.T3DList.html#SortZ">SortZ</a></b>;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a  href="Castle3D.T3DList.html#BoundingBox">BoundingBox</a></b>: <a  href="CastleBoxes.TBox3D.html">TBox3D</a>; override;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a  href="Castle3D.T3DList.html#Render">Render</a></b>(const Frustum: <a  href="CastleFrustum.TFrustum.html">TFrustum</a>; const Params: <a  href="Castle3D.TRenderParams.html">TRenderParams</a>); override;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a  href="Castle3D.T3DList.html#RenderShadowVolume">RenderShadowVolume</a></b>( ShadowVolumeRenderer: <a  href="Castle3D.TBaseShadowVolumeRenderer.html">TBaseShadowVolumeRenderer</a>; const ParentTransformIsIdentity: boolean; const ParentTransform: <a  href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a>); override;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a  href="Castle3D.T3DList.html#PrepareResources">PrepareResources</a></b>( Options: <a  href="Castle3D.html#TPrepareResourcesOptions">TPrepareResourcesOptions</a>; ProgressStep: boolean; BaseLights: <a  href="Castle3D.html#TAbstractLightInstancesList">TAbstractLightInstancesList</a>); override;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a  href="Castle3D.T3DList.html#PrepareResourcesSteps">PrepareResourcesSteps</a></b>: Cardinal; override;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a  href="Castle3D.T3DList.html#Press">Press</a></b>(const Event: <a  href="CastleKeysMouse.TInputPressRelease.html">TInputPressRelease</a>): boolean; override;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a  href="Castle3D.T3DList.html#Release">Release</a></b>(const Event: <a  href="CastleKeysMouse.TInputPressRelease.html">TInputPressRelease</a>): boolean; override;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a  href="Castle3D.T3DList.html#Update">Update</a></b>(const SecondsPassed: Single; var RemoveMe: <a  href="Castle3D.html#TRemoveType">TRemoveType</a>); override;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a  href="Castle3D.T3DList.html#GLContextClose">GLContextClose</a></b>; override;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a  href="Castle3D.T3DList.html#UpdateGeneratedTextures">UpdateGeneratedTextures</a></b>( const RenderFunc: <a  href="Castle3D.html#TRenderFromViewFunction">TRenderFromViewFunction</a>; const ProjectionNear, ProjectionFar: Single; const OriginalViewport: <a  href="CastleRectangles.TRectangle.html">TRectangle</a>); override;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a  href="Castle3D.T3DList.html#VisibleChangeNotification">VisibleChangeNotification</a></b>(const Changes: <a  href="Castle3D.html#TVisibleChanges">TVisibleChanges</a>); override;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a  href="Castle3D.T3DList.html#Dragging">Dragging</a></b>: boolean; override;</code></td>
</tr>
</table>
<a name="PasDoc-Properties"></a><h3 class="summary">Properties</h3>
<table class="summary wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a  href="Castle3D.T3DList.html#Items">Items</a></b>[I:Integer]: <a  href="Castle3D.T3D.html">T3D</a> read GetItem write SetItem;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a  href="legend.html"><img  src="published.gif" alt="Published" title="Published"></a></td>
<td class="itemcode"><code>property <b><a  href="Castle3D.T3DList.html#List">List</a></b>: <a  href="Castle3D.T3DListCore.html">T3DListCore</a> read FList;</code></td>
</tr>
</table>
<h2 class="description">Description</h2>
<h3 class="detail">Methods</h3>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><a name="GetChild"></a><code>function <b>GetChild</b>: <a  href="Castle3D.T3D.html">T3D</a>; virtual;</code></td>
</tr>
<tr><td colspan="2">
<p>
Additional child inside the list, always processed before all children on the <a class="normal" href="Castle3D.T3DList.html#Items">Items</a> list. By default this method returns <code>Nil</code>, indicating no additional child exists. The presence of this child can be calculated in overriden method using any condition, which is sometimes more comfortable than adding item to Items.

<p>This item cannot be removed by methods like <a class="normal" href="Castle3D.T3DList.html#Remove">T3DList.Remove</a> or by setting RemoveMe in it's <a class="normal" href="Castle3D.T3D.html#Update">T3D.Update</a> implementation. Presence of this item is completely determined by <code>GetChild</code> implementation.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><a name="Notification"></a><code>procedure <b>Notification</b>(AComponent: TComponent; Operation: TOperation); override;</code></td>
</tr>
<tr><td colspan="2">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><a name="HeightCollision"></a><code>function <b>HeightCollision</b>(const Position, GravityUp: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>; const TrianglesToIgnoreFunc: <a  href="CastleTriangles.html#T3DTriangleIgnoreFunc">T3DTriangleIgnoreFunc</a>; out AboveHeight: Single; out AboveGround: <a  href="CastleTriangles.html#P3DTriangle">P3DTriangle</a>): boolean; override;</code></td>
</tr>
<tr><td colspan="2">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><a name="MoveCollision"></a><code>function <b>MoveCollision</b>( const OldPos, ProposedNewPos: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>; out NewPos: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>; const IsRadius: boolean; const Radius: Single; const OldBox, NewBox: <a  href="CastleBoxes.TBox3D.html">TBox3D</a>; const TrianglesToIgnoreFunc: <a  href="CastleTriangles.html#T3DTriangleIgnoreFunc">T3DTriangleIgnoreFunc</a>): boolean; override;</code></td>
</tr>
<tr><td colspan="2">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><a name="MoveCollision"></a><code>function <b>MoveCollision</b>( const OldPos, NewPos: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>; const IsRadius: boolean; const Radius: Single; const OldBox, NewBox: <a  href="CastleBoxes.TBox3D.html">TBox3D</a>; const TrianglesToIgnoreFunc: <a  href="CastleTriangles.html#T3DTriangleIgnoreFunc">T3DTriangleIgnoreFunc</a>): boolean; override;</code></td>
</tr>
<tr><td colspan="2">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><a name="SegmentCollision"></a><code>function <b>SegmentCollision</b>(const Pos1, Pos2: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>; const TrianglesToIgnoreFunc: <a  href="CastleTriangles.html#T3DTriangleIgnoreFunc">T3DTriangleIgnoreFunc</a>; const ALineOfSight: boolean): boolean; override;</code></td>
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<td class="itemcode"><a name="SphereCollision"></a><code>function <b>SphereCollision</b>(const Pos: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>; const Radius: Single; const TrianglesToIgnoreFunc: <a  href="CastleTriangles.html#T3DTriangleIgnoreFunc">T3DTriangleIgnoreFunc</a>): boolean; override;</code></td>
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<td class="itemcode"><a name="BoxCollision"></a><code>function <b>BoxCollision</b>(const Box: <a  href="CastleBoxes.TBox3D.html">TBox3D</a>; const TrianglesToIgnoreFunc: <a  href="CastleTriangles.html#T3DTriangleIgnoreFunc">T3DTriangleIgnoreFunc</a>): boolean; override;</code></td>
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<td class="itemcode"><a name="RayCollision"></a><code>function <b>RayCollision</b>(const RayOrigin, RayDirection: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>; const TrianglesToIgnoreFunc: <a  href="CastleTriangles.html#T3DTriangleIgnoreFunc">T3DTriangleIgnoreFunc</a>): <a  href="Castle3D.TRayCollision.html">TRayCollision</a>; override;</code></td>
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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="Add"></a><code>procedure <b>Add</b>(const Item: <a  href="Castle3D.T3D.html">T3D</a>);</code></td>
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<p>
Operate on 3D objects contained in the list. You can also operate directly on <a class="normal" href="Castle3D.T3DList.html#List">List</a> instance. </p>
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<td class="itemcode"><a name="Insert"></a><code>procedure <b>Insert</b>(const Index: Integer; const Item: <a  href="Castle3D.T3D.html">T3D</a>);</code></td>
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<td class="itemcode"><a name="Remove"></a><code>procedure <b>Remove</b>(const Item: <a  href="Castle3D.T3D.html">T3D</a>);</code></td>
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<td class="itemcode"><a name="Count"></a><code>function <b>Count</b>: Integer;</code></td>
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<td class="itemcode"><a name="Clear"></a><code>procedure <b>Clear</b>;</code></td>
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<td class="itemcode"><a name="SortZ"></a><code>procedure <b>SortZ</b>;</code></td>
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<p>
Sort based on average Z of 3D item bounding box. Useful when multiple 3D scenes use blending, and they are ordered in Z (like in most 2D scenes).</p>
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<td class="itemcode"><a name="BoundingBox"></a><code>function <b>BoundingBox</b>: <a  href="CastleBoxes.TBox3D.html">TBox3D</a>; override;</code></td>
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<td class="itemcode"><a name="Render"></a><code>procedure <b>Render</b>(const Frustum: <a  href="CastleFrustum.TFrustum.html">TFrustum</a>; const Params: <a  href="Castle3D.TRenderParams.html">TRenderParams</a>); override;</code></td>
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<td class="itemcode"><a name="RenderShadowVolume"></a><code>procedure <b>RenderShadowVolume</b>( ShadowVolumeRenderer: <a  href="Castle3D.TBaseShadowVolumeRenderer.html">TBaseShadowVolumeRenderer</a>; const ParentTransformIsIdentity: boolean; const ParentTransform: <a  href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a>); override;</code></td>
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<td class="itemcode"><a name="PrepareResources"></a><code>procedure <b>PrepareResources</b>( Options: <a  href="Castle3D.html#TPrepareResourcesOptions">TPrepareResourcesOptions</a>; ProgressStep: boolean; BaseLights: <a  href="Castle3D.html#TAbstractLightInstancesList">TAbstractLightInstancesList</a>); override;</code></td>
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<td class="itemcode"><a name="PrepareResourcesSteps"></a><code>function <b>PrepareResourcesSteps</b>: Cardinal; override;</code></td>
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<td class="itemcode"><a name="Press"></a><code>function <b>Press</b>(const Event: <a  href="CastleKeysMouse.TInputPressRelease.html">TInputPressRelease</a>): boolean; override;</code></td>
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<td class="itemcode"><a name="Release"></a><code>function <b>Release</b>(const Event: <a  href="CastleKeysMouse.TInputPressRelease.html">TInputPressRelease</a>): boolean; 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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<td class="itemcode"><a name="GLContextClose"></a><code>procedure <b>GLContextClose</b>; override;</code></td>
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<td class="itemcode"><a name="UpdateGeneratedTextures"></a><code>procedure <b>UpdateGeneratedTextures</b>( const RenderFunc: <a  href="Castle3D.html#TRenderFromViewFunction">TRenderFromViewFunction</a>; const ProjectionNear, ProjectionFar: Single; const OriginalViewport: <a  href="CastleRectangles.TRectangle.html">TRectangle</a>); override;</code></td>
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<td class="itemcode"><a name="VisibleChangeNotification"></a><code>procedure <b>VisibleChangeNotification</b>(const Changes: <a  href="Castle3D.html#TVisibleChanges">TVisibleChanges</a>); override;</code></td>
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<td class="itemcode"><a name="Dragging"></a><code>function <b>Dragging</b>: boolean; override;</code></td>
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<h3 class="detail">Properties</h3>
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<td class="itemcode"><a name="Items"></a><code>property <b>Items</b>[I:Integer]: <a  href="Castle3D.T3D.html">T3D</a> read GetItem write SetItem;</code></td>
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<td class="visibility"><a  href="legend.html"><img  src="published.gif" alt="Published" title="Published"></a></td>
<td class="itemcode"><a name="List"></a><code>property <b>List</b>: <a  href="Castle3D.T3DListCore.html">T3DListCore</a> read FList;</code></td>
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<p>
3D objects inside. Freeing these items automatically removes them from this list.</p>
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