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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">
<h1 class="unit">Unit CastleArraysGenerator</h1>
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<td><a class="section" href="#PasDoc-Description">Description</a></td><td><a class="section" href="#PasDoc-Uses">Uses</a></td><td><a class="section" href="#PasDoc-Classes">Classes, Interfaces, Objects and Records</a></td><td><a class="section" href="#PasDoc-FuncsProcs">Functions and Procedures</a></td><td><a class="section" href="#PasDoc-Types">Types</a></td><td>Constants</td><td>Variables</td></tr></table>
<a name="PasDoc-Description"></a><h2 class="description">Description</h2>
<p>
Generating <a class="normal" href="CastleGeometryArrays.TGeometryArrays.html">TGeometryArrays</a> for VRML/X3D shapes (<a class="normal" href="CastleArraysGenerator.TArraysGenerator.html">TArraysGenerator</a>).</p>
<a name="PasDoc-Uses"></a><h2 class="uses">Uses</h2>
<ul class="useslist"><li><a href="CastleShapes.html">CastleShapes</a></li><li><a href="X3DNodes.html">X3DNodes</a></li><li><a href="X3DFields.html">X3DFields</a></li><li><a href="CastleUtils.html">CastleUtils</a></li><li><a href="CastleGeometryArrays.html">CastleGeometryArrays</a></li><li><a href="CastleVectors.html">CastleVectors</a></li></ul><h2 class="overview">Overview</h2>
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<td class="itemname">Class <a class="bold" href="CastleArraysGenerator.TArraysGenerator.html"><code>TArraysGenerator</code></a></td>
<td class="itemdesc">Generate <a class="normal" href="CastleGeometryArrays.TGeometryArrays.html">TGeometryArrays</a> for a VRML/X3D shape.</td>
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<td class="itemcode"><code>function <b><a href="CastleArraysGenerator.html#GetArraysGenerator">GetArraysGenerator</a></b>(AGeometry: <a href="X3DNodes.TAbstractGeometryNode.html">TAbstractGeometryNode</a>): <a href="CastleArraysGenerator.html#TArraysGeneratorClass">TArraysGeneratorClass</a>;</code></td>
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<td class="itemcode"><code><b><a href="CastleArraysGenerator.html#TRadianceTransferFunction">TRadianceTransferFunction</a></b> = function (Node: <a href="X3DNodes.TAbstractGeometryNode.html">TAbstractGeometryNode</a>; RadianceTransfer: <a href="CastleVectors.html#PVector3Single">PVector3Single</a>; const RadianceTransferCount: Cardinal): <a href="CastleVectors.html#TVector3Single">TVector3Single</a> of object;</code></td>
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<td class="itemcode"><code><b><a href="CastleArraysGenerator.html#TVertexColorFunction">TVertexColorFunction</a></b> = procedure (var Color: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; Shape: <a href="CastleShapes.TShape.html">TShape</a>; const VertexPosition: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; VertexIndex: Integer) of object;</code></td>
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<td class="itemcode"><code><b><a href="CastleArraysGenerator.html#TArraysGeneratorClass">TArraysGeneratorClass</a></b> = class of <a href="CastleArraysGenerator.TArraysGenerator.html">TArraysGenerator</a>;</code></td>
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<h2 class="description">Description</h2>
<h3 class="detail">Functions and Procedures</h3>
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<td class="itemcode"><a name="GetArraysGenerator"></a><code>function <b>GetArraysGenerator</b>(AGeometry: <a href="X3DNodes.TAbstractGeometryNode.html">TAbstractGeometryNode</a>): <a href="CastleArraysGenerator.html#TArraysGeneratorClass">TArraysGeneratorClass</a>;</code></td>
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<p>
<a class="normal" href="CastleArraysGenerator.TArraysGenerator.html">TArraysGenerator</a> class suitable for given geometry. Returns <code>Nil</code> if not suitable generator for this node, which means that this node cannot be rendered through <a class="normal" href="CastleGeometryArrays.TGeometryArrays.html">TGeometryArrays</a>.</p>
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<h3 class="detail">Types</h3>
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<td class="itemcode"><a name="TRadianceTransferFunction"></a><code><b>TRadianceTransferFunction</b> = function (Node: <a href="X3DNodes.TAbstractGeometryNode.html">TAbstractGeometryNode</a>; RadianceTransfer: <a href="CastleVectors.html#PVector3Single">PVector3Single</a>; const RadianceTransferCount: Cardinal): <a href="CastleVectors.html#TVector3Single">TVector3Single</a> of object;</code></td>
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<td class="itemcode"><a name="TVertexColorFunction"></a><code><b>TVertexColorFunction</b> = procedure (var Color: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; Shape: <a href="CastleShapes.TShape.html">TShape</a>; const VertexPosition: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; VertexIndex: Integer) of object;</code></td>
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<p>
Callback used by <a class="normal" href="CastleRenderer.TRenderingAttributes.html#OnVertexColor">TRenderingAttributes.OnVertexColor</a>. Passed here VertexPosition is in local coordinates (that is, local of this object, multiply by State.Transform to get scene coords). VertexIndex is the direct index to Node.Coordinates.</p>
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<td class="itemcode"><a name="TArraysGeneratorClass"></a><code><b>TArraysGeneratorClass</b> = class of <a href="CastleArraysGenerator.TArraysGenerator.html">TArraysGenerator</a>;</code></td>
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