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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="TArraysGenerator"></a><h1 class="cio">Class TArraysGenerator</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>
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<a href="CastleArraysGenerator.html">CastleArraysGenerator</a></p>
<h2 class="declaration">Declaration</h2>
<p class="declaration">
<code>type TArraysGenerator = class(TObject)</code></p>
<h2 class="description">Description</h2>
<p>
Generate <a class="normal" href="CastleGeometryArrays.TGeometryArrays.html">TGeometryArrays</a> for a VRML/X3D shape. This is the basis of our renderer: generate a <a class="normal" href="CastleGeometryArrays.TGeometryArrays.html">TGeometryArrays</a> for a shape, then <a class="normal" href="CastleRenderer.TGLRenderer.html">TGLRenderer</a> will pass <a class="normal" href="CastleGeometryArrays.TGeometryArrays.html">TGeometryArrays</a> to OpenGL.
<p>Geometry must be based on coordinates when using this, that is <a class="normal" href="X3DNodes.TAbstractGeometryNode.html#Coord">TAbstractGeometryNode.Coord</a> must return <code>True</code>.</p>
<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
<ul class="hierarchy"><li class="ancestor">TObject</li>
<li class="thisitem">TArraysGenerator</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="CastleArraysGenerator.TArraysGenerator.html#IndexesFromCoordIndex">IndexesFromCoordIndex</a></b>: <a href="CastleUtils.TLongIntList.html">TLongIntList</a>;</code></td>
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<td class="itemcode"><code><b><a href="CastleArraysGenerator.TArraysGenerator.html#ArrayIndexNum">ArrayIndexNum</a></b>: Integer;</code></td>
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<td class="itemcode"><code><b><a href="CastleArraysGenerator.TArraysGenerator.html#Arrays">Arrays</a></b>: <a href="CastleGeometryArrays.TGeometryArrays.html">TGeometryArrays</a>;</code></td>
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<td class="itemcode"><code><b><a href="CastleArraysGenerator.TArraysGenerator.html#TexCoordsNeeded">TexCoordsNeeded</a></b>: Cardinal;</code></td>
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<td class="itemcode"><code><b><a href="CastleArraysGenerator.TArraysGenerator.html#MaterialOpacity">MaterialOpacity</a></b>: Single;</code></td>
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<td class="itemcode"><code><b><a href="CastleArraysGenerator.TArraysGenerator.html#FogVolumetric">FogVolumetric</a></b>: boolean;</code></td>
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<td class="itemcode"><code><b><a href="CastleArraysGenerator.TArraysGenerator.html#FogVolumetricDirection">FogVolumetricDirection</a></b>: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>;</code></td>
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<td class="itemcode"><code><b><a href="CastleArraysGenerator.TArraysGenerator.html#FogVolumetricVisibilityStart">FogVolumetricVisibilityStart</a></b>: Single;</code></td>
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<td class="itemcode"><code><b><a href="CastleArraysGenerator.TArraysGenerator.html#ShapeBumpMappingUsed">ShapeBumpMappingUsed</a></b>: boolean;</code></td>
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<td class="itemcode"><code><b><a href="CastleArraysGenerator.TArraysGenerator.html#OnRadianceTransfer">OnRadianceTransfer</a></b>: <a href="CastleArraysGenerator.html#TRadianceTransferFunction">TRadianceTransferFunction</a>;</code></td>
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<td class="itemcode"><code><b><a href="CastleArraysGenerator.TArraysGenerator.html#OnVertexColor">OnVertexColor</a></b>: <a href="CastleArraysGenerator.html#TVertexColorFunction">TVertexColorFunction</a>;</code></td>
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<td class="itemcode"><code><b><a href="CastleArraysGenerator.TArraysGenerator.html#FacesNeeded">FacesNeeded</a></b>: boolean;</code></td>
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<a name="PasDoc-Methods"></a><h3 class="summary">Methods</h3>
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<td class="itemcode"><code>procedure <b><a href="CastleArraysGenerator.TArraysGenerator.html#WarningShadingProblems">WarningShadingProblems</a></b>( const ColorPerVertex, NormalPerVertex: boolean);</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleArraysGenerator.TArraysGenerator.html#GenerateVertex">GenerateVertex</a></b>(IndexNum: Integer); virtual;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleArraysGenerator.TArraysGenerator.html#GetVertex">GetVertex</a></b>(IndexNum: integer): <a href="CastleVectors.html#TVector3Single">TVector3Single</a>;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleArraysGenerator.TArraysGenerator.html#CoordCount">CoordCount</a></b>: Integer;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleArraysGenerator.TArraysGenerator.html#GenerateCoordinate">GenerateCoordinate</a></b>; virtual; abstract;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleArraysGenerator.TArraysGenerator.html#GenerateCoordinateBegin">GenerateCoordinateBegin</a></b>; virtual;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleArraysGenerator.TArraysGenerator.html#GenerateCoordinateEnd">GenerateCoordinateEnd</a></b>; virtual;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleArraysGenerator.TArraysGenerator.html#GenerateCoordsRange">GenerateCoordsRange</a></b>( const RangeNumber: Cardinal; BeginIndex, EndIndex: Integer); virtual;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleArraysGenerator.TArraysGenerator.html#PrepareIndexesPrimitives">PrepareIndexesPrimitives</a></b>; virtual; abstract;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleArraysGenerator.TArraysGenerator.html#PrepareAttributes">PrepareAttributes</a></b>(var AllowIndexed: boolean); virtual;</code></td>
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<td class="itemcode"><code>constructor <b><a href="CastleArraysGenerator.TArraysGenerator.html#Create">Create</a></b>(AShape: <a href="CastleShapes.TShape.html">TShape</a>; AOverTriangulate: boolean); virtual;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleArraysGenerator.TArraysGenerator.html#GenerateArrays">GenerateArrays</a></b>: <a href="CastleGeometryArrays.TGeometryArrays.html">TGeometryArrays</a>;</code></td>
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<td class="itemcode"><code>class function <b><a href="CastleArraysGenerator.TArraysGenerator.html#BumpMappingAllowed">BumpMappingAllowed</a></b>: boolean; virtual;</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="CastleArraysGenerator.TArraysGenerator.html#Shape">Shape</a></b>: <a href="CastleShapes.TShape.html">TShape</a> read FShape;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleArraysGenerator.TArraysGenerator.html#State">State</a></b>: <a href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a> read FState;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleArraysGenerator.TArraysGenerator.html#Geometry">Geometry</a></b>: <a href="X3DNodes.TAbstractGeometryNode.html">TAbstractGeometryNode</a> read FGeometry;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleArraysGenerator.TArraysGenerator.html#Coord">Coord</a></b>: <a href="X3DFields.TMFVec3f.html">TMFVec3f</a> read FCoord;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleArraysGenerator.TArraysGenerator.html#CoordIndex">CoordIndex</a></b>: <a href="X3DFields.TMFLong.html">TMFLong</a> read FCoordIndex;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleArraysGenerator.TArraysGenerator.html#CurrentRangeNumber">CurrentRangeNumber</a></b>: Cardinal read FCurrentRangeNumber;</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="IndexesFromCoordIndex"></a><code><b>IndexesFromCoordIndex</b>: <a href="CastleUtils.TLongIntList.html">TLongIntList</a>;</code></td>
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<p>
Indexes, only when Arrays.Indexes = nil but original node was indexed.</p>
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<td class="itemcode"><a name="ArrayIndexNum"></a><code><b>ArrayIndexNum</b>: Integer;</code></td>
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<p>
Index to <a class="normal" href="CastleArraysGenerator.TArraysGenerator.html#Arrays">Arrays</a>. Suitable always to index Arrays.Position / Color / Normal and other <a class="normal" href="CastleArraysGenerator.TArraysGenerator.html#Arrays">Arrays</a> attribute <a class="normal" href="CastleArraysGenerator.TArraysGenerator.html#Arrays">arrays</a>. Calculated in each TAbstractCoordinateGenerator.GenerateVertex, always call "inherited" first fro <a class="normal" href="CastleArraysGenerator.TArraysGenerator.html#GenerateVertex">GenerateVertex</a> overrides.
<p>There are three cases:
<p>1. When <a class="normal" href="CastleArraysGenerator.TArraysGenerator.html#CoordIndex">CoordIndex</a> <> nil (so we have indexed node) and Arrays.Indexes <> nil (so we can render it by indexes, because AllowIndexed = true) then it's an index to node coordinates. It's equivalent to <a class="normal" href="CastleArraysGenerator.TArraysGenerator.html#CoordIndex">CoordIndex</a>[IndexNum], and it can be used to index node's <a class="normal" href="CastleArraysGenerator.TArraysGenerator.html#Coord">Coord</a> as well as Arrays.Position (since they are ordered the same in this case).
<p>2. When <a class="normal" href="CastleArraysGenerator.TArraysGenerator.html#CoordIndex">CoordIndex</a> <> nil (so we have indexed node) and Arrays.Indexes = nil (so we cannot render it by indexes, because AllowIndexed = false) then it's a number of vertex, that is it's incremented in each TAbstractCoordinateGenerator.GenerateVertex call.
<p>In this case <a class="normal" href="CastleArraysGenerator.TArraysGenerator.html#IndexesFromCoordIndex">IndexesFromCoordIndex</a> <> nil, and <a class="normal" href="CastleArraysGenerator.TArraysGenerator.html#Arrays">Arrays</a> attributes have the same count as IndexesFromCoordIndex.Count. <a class="normal" href="CastleArraysGenerator.TArraysGenerator.html#GenerateVertex">GenerateVertex</a> must be called in exactly the same order as <a class="normal" href="CastleArraysGenerator.TArraysGenerator.html#IndexesFromCoordIndex">IndexesFromCoordIndex</a> were generated for this.
<p>3. When <a class="normal" href="CastleArraysGenerator.TArraysGenerator.html#CoordIndex">CoordIndex</a> = nil (so we don't have an indexed node, also Arrays.Indexes = <a class="normal" href="CastleArraysGenerator.TArraysGenerator.html#IndexesFromCoordIndex">IndexesFromCoordIndex</a> = nil always in this case) then it's an index to attributes. This is the trivial case, as <a class="normal" href="CastleArraysGenerator.TArraysGenerator.html#Arrays">Arrays</a> attributes are then ordered just like node's <a class="normal" href="CastleArraysGenerator.TArraysGenerator.html#Coord">Coord</a>. It's equal to IndexNum then.</p>
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<td class="itemcode"><a name="Arrays"></a><code><b>Arrays</b>: <a href="CastleGeometryArrays.TGeometryArrays.html">TGeometryArrays</a>;</code></td>
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Generated <a class="normal" href="CastleGeometryArrays.TGeometryArrays.html">TGeometryArrays</a> instance, available inside <a class="normal" href="CastleArraysGenerator.TArraysGenerator.html#GenerateCoordinate">GenerateCoordinate</a>*.</p>
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<td class="itemcode"><a name="TexCoordsNeeded"></a><code><b>TexCoordsNeeded</b>: Cardinal;</code></td>
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<p>
Assign these before calling <a class="normal" href="CastleArraysGenerator.TArraysGenerator.html#GenerateArrays">GenerateArrays</a>. </p>
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<td class="itemcode"><a name="MaterialOpacity"></a><code><b>MaterialOpacity</b>: Single;</code></td>
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<td class="itemcode"><a name="FogVolumetric"></a><code><b>FogVolumetric</b>: boolean;</code></td>
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<td class="itemcode"><a name="FogVolumetricDirection"></a><code><b>FogVolumetricDirection</b>: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>;</code></td>
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<td class="itemcode"><a name="FogVolumetricVisibilityStart"></a><code><b>FogVolumetricVisibilityStart</b>: Single;</code></td>
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<td class="itemcode"><a name="ShapeBumpMappingUsed"></a><code><b>ShapeBumpMappingUsed</b>: boolean;</code></td>
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<td class="itemcode"><a name="OnRadianceTransfer"></a><code><b>OnRadianceTransfer</b>: <a href="CastleArraysGenerator.html#TRadianceTransferFunction">TRadianceTransferFunction</a>;</code></td>
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<td class="itemcode"><a name="OnVertexColor"></a><code><b>OnVertexColor</b>: <a href="CastleArraysGenerator.html#TVertexColorFunction">TVertexColorFunction</a>;</code></td>
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<td class="itemcode"><a name="FacesNeeded"></a><code><b>FacesNeeded</b>: boolean;</code></td>
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Do we need <a class="normal" href="CastleGeometryArrays.TGeometryArrays.html#Faces">TGeometryArrays.Faces</a></p>
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<h3 class="detail">Methods</h3>
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<td class="itemcode"><a name="WarningShadingProblems"></a><code>procedure <b>WarningShadingProblems</b>( const ColorPerVertex, NormalPerVertex: boolean);</code></td>
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<td class="itemcode"><a name="GenerateVertex"></a><code>procedure <b>GenerateVertex</b>(IndexNum: Integer); virtual;</code></td>
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Generate <a class="normal" href="CastleArraysGenerator.TArraysGenerator.html#Arrays">arrays</a> content for given vertex. Given IndexNum indexes <a class="normal" href="CastleArraysGenerator.TArraysGenerator.html#Coord">Coord</a>, or (if <a class="normal" href="CastleArraysGenerator.TArraysGenerator.html#CoordIndex">CoordIndex</a> is assigned) indexes <a class="normal" href="CastleArraysGenerator.TArraysGenerator.html#CoordIndex">CoordIndex</a> (and <a class="normal" href="CastleArraysGenerator.TArraysGenerator.html#CoordIndex">CoordIndex</a> then indexes actual <a class="normal" href="CastleArraysGenerator.TArraysGenerator.html#Coord">Coord</a>).</p>
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<td class="itemcode"><a name="GetVertex"></a><code>function <b>GetVertex</b>(IndexNum: integer): <a href="CastleVectors.html#TVector3Single">TVector3Single</a>;</code></td>
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Get vertex coordinate. Returned vertex is in local coordinate space (use State.Transform if you want to get global coordinates).</p>
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<td class="itemcode"><a name="CoordCount"></a><code>function <b>CoordCount</b>: Integer;</code></td>
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Count of indexes. You can pass index between 0 and <code>CoordCount</code> - 1 to various methods taking an index, like <a class="normal" href="CastleArraysGenerator.TArraysGenerator.html#GenerateVertex">GenerateVertex</a>.</p>
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<td class="itemcode"><a name="GenerateCoordinate"></a><code>procedure <b>GenerateCoordinate</b>; virtual; abstract;</code></td>
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Generate contents of <a class="normal" href="CastleArraysGenerator.TArraysGenerator.html#Arrays">Arrays</a>. These are all called only when <a class="normal" href="CastleArraysGenerator.TArraysGenerator.html#Coord">Coord</a> is assigned.
<p><code>GenerateCoordinate</code> can be overridden only by the class that actually knows how to deconstruct (triangulate etc.) this node. It must call <a class="normal" href="CastleArraysGenerator.TArraysGenerator.html#GenerateVertex">GenerateVertex</a> (or call <a class="normal" href="CastleArraysGenerator.TArraysGenerator.html#GenerateCoordsRange">GenerateCoordsRange</a>, that has to be then overridden to call <a class="normal" href="CastleArraysGenerator.TArraysGenerator.html#GenerateVertex">GenerateVertex</a> after inherited).
<p><a class="normal" href="CastleArraysGenerator.TArraysGenerator.html#GenerateCoordinateBegin">GenerateCoordinateBegin</a>, <a class="normal" href="CastleArraysGenerator.TArraysGenerator.html#GenerateCoordinateEnd">GenerateCoordinateEnd</a> will be called before / after <code>GenerateCoordinate</code>. It's useful to override them for intermediate classes in this file, that cannot triangulate, but still want to add something before / after <code>GenerateCoordinate</code>. When overriding <a class="normal" href="CastleArraysGenerator.TArraysGenerator.html#GenerateCoordinateBegin">GenerateCoordinateBegin</a>, always call inherited at the begin. When overriding <a class="normal" href="CastleArraysGenerator.TArraysGenerator.html#GenerateCoordinateEnd">GenerateCoordinateEnd</a>, always call inherited at the end. </p>
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<td class="itemcode"><a name="GenerateCoordinateBegin"></a><code>procedure <b>GenerateCoordinateBegin</b>; virtual;</code></td>
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<td class="itemcode"><a name="GenerateCoordinateEnd"></a><code>procedure <b>GenerateCoordinateEnd</b>; virtual;</code></td>
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<td class="itemcode"><a name="GenerateCoordsRange"></a><code>procedure <b>GenerateCoordsRange</b>( const RangeNumber: Cardinal; BeginIndex, EndIndex: Integer); virtual;</code></td>
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Generate <a class="normal" href="CastleArraysGenerator.TArraysGenerator.html#Arrays">arrays</a> content for one coordinate range (like a face). This is not called, not used, anywhere in this base TAbstractCoordinateGenerator class. In descendants, it may be useful to use this, like Geometry.MakeCoordRanges(State, @<code>GenerateCoordsRange</code>).
<p><code>GenerateCoordsRange</code> is supposed to generate the parts of the mesh between BeginIndex and EndIndex - 1 vertices. BeginIndex and EndIndex are indexes to <a class="normal" href="CastleArraysGenerator.TArraysGenerator.html#CoordIndex">CoordIndex</a> array, if <a class="normal" href="CastleArraysGenerator.TArraysGenerator.html#CoordIndex">CoordIndex</a> is assigned, or just indexes to <a class="normal" href="CastleArraysGenerator.TArraysGenerator.html#Coord">Coord</a>.</p>
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<td class="itemcode"><a name="PrepareIndexesPrimitives"></a><code>procedure <b>PrepareIndexesPrimitives</b>; virtual; abstract;</code></td>
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If <a class="normal" href="CastleArraysGenerator.TArraysGenerator.html#CoordIndex">CoordIndex</a> assigned (this VRML/X3D node is IndexedXxx) then calculate and set <a class="normal" href="CastleArraysGenerator.TArraysGenerator.html#IndexesFromCoordIndex">IndexesFromCoordIndex</a> here. This is also the place to set Arrays.Primitive and Arrays.Counts.</p>
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<td class="itemcode"><a name="PrepareAttributes"></a><code>procedure <b>PrepareAttributes</b>(var AllowIndexed: boolean); virtual;</code></td>
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Called when constructing <a class="normal" href="CastleArraysGenerator.TArraysGenerator.html#Arrays">Arrays</a>, before the Arrays.Count is set. Descendants can override this to do stuff like Arrays.AddColor or Arrays.AddAttribute('foo'). Descendants can also set AllowIndexed to <code>False</code>, if we can't use indexed rendering (because e.g. we have colors per-face, which means that the same vertex position may have different colors, which means it has to be duplicated in <a class="normal" href="CastleArraysGenerator.TArraysGenerator.html#Arrays">arrays</a> anyway, so there's no point in indexing).</p>
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<td class="itemcode"><a name="Create"></a><code>constructor <b>Create</b>(AShape: <a href="CastleShapes.TShape.html">TShape</a>; AOverTriangulate: boolean); virtual;</code></td>
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<td class="itemcode"><a name="GenerateArrays"></a><code>function <b>GenerateArrays</b>: <a href="CastleGeometryArrays.TGeometryArrays.html">TGeometryArrays</a>;</code></td>
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Create and generate <a class="normal" href="CastleArraysGenerator.TArraysGenerator.html#Arrays">Arrays</a> contents.</p>
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<td class="itemcode"><a name="BumpMappingAllowed"></a><code>class function <b>BumpMappingAllowed</b>: boolean; virtual;</code></td>
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<h3 class="detail">Properties</h3>
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<td class="itemcode"><a name="Shape"></a><code>property <b>Shape</b>: <a href="CastleShapes.TShape.html">TShape</a> read FShape;</code></td>
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Current shape properties, constant for the whole lifetime of the generator, set in constructor. </p>
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<td class="itemcode"><a name="State"></a><code>property <b>State</b>: <a href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a> read FState;</code></td>
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<td class="itemcode"><a name="Geometry"></a><code>property <b>Geometry</b>: <a href="X3DNodes.TAbstractGeometryNode.html">TAbstractGeometryNode</a> read FGeometry;</code></td>
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<td class="itemcode"><a name="Coord"></a><code>property <b>Coord</b>: <a href="X3DFields.TMFVec3f.html">TMFVec3f</a> read FCoord;</code></td>
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Coordinates, taken from Geometry.Coord. Usually coming from (<code>coord</code> as Coordinate).points field. If <code>Nil</code> then nothing will be rendered.
<p>In our constructor we initialize <code>Coord</code> and <a class="normal" href="CastleArraysGenerator.TArraysGenerator.html#CoordIndex">CoordIndex</a> from Geometry, using <a class="normal" href="X3DNodes.TAbstractGeometryNode.html#Coord">TAbstractGeometryNode.Coord</a> and <a class="normal" href="X3DNodes.TAbstractGeometryNode.html#CoordIndex">TAbstractGeometryNode.CoordIndex</a> values.</p>
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<td class="itemcode"><a name="CoordIndex"></a><code>property <b>CoordIndex</b>: <a href="X3DFields.TMFLong.html">TMFLong</a> read FCoordIndex;</code></td>
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Coordinate index, taken from Geometry.CoordIndex.
<p>If <code>Nil</code>, then <a class="normal" href="CastleArraysGenerator.TArraysGenerator.html#GenerateVertex">GenerateVertex</a> (and all other routines taking some index) will just directly index <a class="normal" href="CastleArraysGenerator.TArraysGenerator.html#Coord">Coord</a> (this is useful for non-indexed geometry, like TriangleSet instead of IndexedTriangleSet).</p>
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<td class="itemcode"><a name="CurrentRangeNumber"></a><code>property <b>CurrentRangeNumber</b>: Cardinal read FCurrentRangeNumber;</code></td>
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The number of current range (like a face), equal to RangeNumber passed to <a class="normal" href="CastleArraysGenerator.TArraysGenerator.html#GenerateCoordsRange">GenerateCoordsRange</a>. Read this only while in <a class="normal" href="CastleArraysGenerator.TArraysGenerator.html#GenerateCoordsRange">GenerateCoordsRange</a>. In fact, this is just set by <a class="normal" href="CastleArraysGenerator.TArraysGenerator.html#GenerateCoordsRange">GenerateCoordsRange</a> in this class (so call <code>inherited</code> first when overriding it).
<p>It's comfortable e.g. when you need RangeNumber inside <a class="normal" href="CastleArraysGenerator.TArraysGenerator.html#GenerateVertex">GenerateVertex</a>, and you know that <a class="normal" href="CastleArraysGenerator.TArraysGenerator.html#GenerateVertex">GenerateVertex</a> will be called only from <a class="normal" href="CastleArraysGenerator.TArraysGenerator.html#GenerateCoordsRange">GenerateCoordsRange</a>.</p>
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