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<title>Castle Game Engine: CastleCurves: Class TControlPointsCurve</title>
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<a name="TControlPointsCurve"></a><h1 class="cio">Class TControlPointsCurve</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="CastleCurves.html">CastleCurves</a></p>
<h2 class="declaration">Declaration</h2>
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<code>type TControlPointsCurve = class(<a class="normal" href="CastleCurves.TCurve.html">TCurve</a>)</code></p>
<h2 class="description">Description</h2>
<p>
A basic abstract class for curves determined my some set of <a class="normal" href="CastleCurves.TControlPointsCurve.html#ControlPoints">ControlPoints</a>. Note: it is <i>not</i> defined in this class any correspondence between values of T (argument for Point function) and <a class="normal" href="CastleCurves.TControlPointsCurve.html#ControlPoints">ControlPoints</a>.</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="CastleCurves.TCurve.html">TCurve</a></li>
<li class="thisitem">TControlPointsCurve</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="CastleCurves.TControlPointsCurve.html#ControlPoints">ControlPoints</a></b>: <a href="CastleVectors.TVector3SingleList.html">TVector3SingleList</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>function <b><a href="CastleCurves.TControlPointsCurve.html#CreateConvexHullPoints">CreateConvexHullPoints</a></b>: <a href="CastleVectors.TVector3SingleList.html">TVector3SingleList</a>; virtual;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleCurves.TControlPointsCurve.html#DestroyConvexHullPoints">DestroyConvexHullPoints</a></b>(Points: <a href="CastleVectors.TVector3SingleList.html">TVector3SingleList</a>); virtual;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleCurves.TControlPointsCurve.html#RenderControlPoints">RenderControlPoints</a></b>;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleCurves.TControlPointsCurve.html#BoundingBox">BoundingBox</a></b>: <a href="CastleBoxes.TBox3D.html">TBox3D</a>; override;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleCurves.TControlPointsCurve.html#UpdateControlPoints">UpdateControlPoints</a></b>; virtual;</code></td>
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<td class="itemcode"><code>class function <b><a href="CastleCurves.TControlPointsCurve.html#NiceClassName">NiceClassName</a></b>: string; virtual; abstract;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleCurves.TControlPointsCurve.html#RenderConvexHull">RenderConvexHull</a></b>;</code></td>
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<td class="itemcode"><code>constructor <b><a href="CastleCurves.TControlPointsCurve.html#Create">Create</a></b>(AOwner: TComponent); override;</code></td>
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<td class="itemcode"><code>constructor <b><a href="CastleCurves.TControlPointsCurve.html#CreateDivideCasScriptCurve">CreateDivideCasScriptCurve</a></b>(CasScriptCurve: <a href="CastleCurves.TCasScriptCurve.html">TCasScriptCurve</a>; ControlPointsCount: Cardinal);</code></td>
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<td class="itemcode"><code>destructor <b><a href="CastleCurves.TControlPointsCurve.html#Destroy">Destroy</a></b>; 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="CastleCurves.TControlPointsCurve.html#ControlPointsColor">ControlPointsColor</a></b>: <a href="CastleColors.html#TCastleColor">TCastleColor</a> read FControlPointsColor write FControlPointsColor;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleCurves.TControlPointsCurve.html#ConvexHullColor">ConvexHullColor</a></b>: <a href="CastleColors.html#TCastleColor">TCastleColor</a> read FConvexHullColor write FConvexHullColor;</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="ControlPoints"></a><code><b>ControlPoints</b>: <a href="CastleVectors.TVector3SingleList.html">TVector3SingleList</a>;</code></td>
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<h3 class="detail">Methods</h3>
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<td class="itemcode"><a name="CreateConvexHullPoints"></a><code>function <b>CreateConvexHullPoints</b>: <a href="CastleVectors.TVector3SingleList.html">TVector3SingleList</a>; virtual;</code></td>
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<p>
Using these function you can control how Convex Hull (for <a class="normal" href="CastleCurves.TControlPointsCurve.html#RenderConvexHull">RenderConvexHull</a>) is calculated: <code>CreateConvexHullPoints</code> should return points that must be in convex hull (we will run <a class="normal" href="CastleConvexHull.html#ConvexHull">ConvexHull</a> function on those points), <a class="normal" href="CastleCurves.TControlPointsCurve.html#DestroyConvexHullPoints">DestroyConvexHullPoints</a> should finalize them.
<p>This way you can create new object in <code>CreateConvexHullPoints</code> and free it in <a class="normal" href="CastleCurves.TControlPointsCurve.html#DestroyConvexHullPoints">DestroyConvexHullPoints</a>, but you can also give in <code>CreateConvexHullPoints</code> reference to some already existing object and do nothing in <a class="normal" href="CastleCurves.TControlPointsCurve.html#DestroyConvexHullPoints">DestroyConvexHullPoints</a>. (we will not modify object given as <code>CreateConvexHullPoints</code> in any way)
<p>Default implementation in this class returns <a class="normal" href="CastleCurves.TControlPointsCurve.html#ControlPoints">ControlPoints</a> as <code>CreateConvexHullPoints</code>. (and does nothing in <a class="normal" href="CastleCurves.TControlPointsCurve.html#DestroyConvexHullPoints">DestroyConvexHullPoints</a>)</p>
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<td class="itemcode"><a name="DestroyConvexHullPoints"></a><code>procedure <b>DestroyConvexHullPoints</b>(Points: <a href="CastleVectors.TVector3SingleList.html">TVector3SingleList</a>); virtual;</code></td>
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<td class="itemcode"><a name="RenderControlPoints"></a><code>procedure <b>RenderControlPoints</b>;</code></td>
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<p>
Render control points, using <a class="normal" href="CastleCurves.TControlPointsCurve.html#ControlPointsColor">ControlPointsColor</a>.</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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<p>
This class provides implementation for <code>BoundingBox</code>: it is simply a <code>BoundingBox</code> of <a class="normal" href="CastleCurves.TControlPointsCurve.html#ControlPoints">ControlPoints</a>. Subclasses may (but don't have to) override this to calculate better (more accurate) <code>BoundingBox</code>.</p>
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<td class="itemcode"><a name="UpdateControlPoints"></a><code>procedure <b>UpdateControlPoints</b>; virtual;</code></td>
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Always after changing <a class="normal" href="CastleCurves.TControlPointsCurve.html#ControlPoints">ControlPoints</a> or <a class="normal" href="CastleCurves.TCurve.html#TBegin">TBegin</a> or <a class="normal" href="CastleCurves.TCurve.html#TEnd">TEnd</a> and before calling Point, <a class="normal" href="CastleCurves.TControlPointsCurve.html#BoundingBox">BoundingBox</a> (and anything that calls them, e.g. Render calls Point) call this method. It recalculates necessary things. ControlPoints.Count must be >= 2.
<p>When overriding: always call inherited first.</p>
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<td class="itemcode"><a name="NiceClassName"></a><code>class function <b>NiceClassName</b>: string; virtual; abstract;</code></td>
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<p>
Nice class name, with spaces, starts with a capital letter. Much better than ClassName. Especially under FPC 1.0.x where ClassName is always uppercased.</p>
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<td class="itemcode"><a name="RenderConvexHull"></a><code>procedure <b>RenderConvexHull</b>;</code></td>
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<p>
Render convex hull polygon, using <a class="normal" href="CastleCurves.TControlPointsCurve.html#ConvexHullColor">ConvexHullColor</a>. Ignores Z-coord of <a class="normal" href="CastleCurves.TControlPointsCurve.html#ControlPoints">ControlPoints</a>.</p>
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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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Constructor. It has to be virtual because it's called by <a class="normal" href="CastleCurves.TControlPointsCurve.html#CreateDivideCasScriptCurve">CreateDivideCasScriptCurve</a>.</p>
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<td class="itemcode"><a name="CreateDivideCasScriptCurve"></a><code>constructor <b>CreateDivideCasScriptCurve</b>(CasScriptCurve: <a href="CastleCurves.TCasScriptCurve.html">TCasScriptCurve</a>; ControlPointsCount: Cardinal);</code></td>
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<p>
Calculates <a class="normal" href="CastleCurves.TControlPointsCurve.html#ControlPoints">ControlPoints</a> taking Point(i, ControlPointsCount-1) for i in [0 .. ControlPointsCount-1] from CasScriptCurve. <a class="normal" href="CastleCurves.TCurve.html#TBegin">TBegin</a> and <a class="normal" href="CastleCurves.TCurve.html#TEnd">TEnd</a> are copied from CasScriptCurve.</p>
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<td class="itemcode"><a name="Destroy"></a><code>destructor <b>Destroy</b>; override;</code></td>
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<h3 class="detail">Properties</h3>
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<td class="itemcode"><a name="ControlPointsColor"></a><code>property <b>ControlPointsColor</b>: <a href="CastleColors.html#TCastleColor">TCastleColor</a> read FControlPointsColor write FControlPointsColor;</code></td>
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<td class="itemcode"><a name="ConvexHullColor"></a><code>property <b>ConvexHullColor</b>: <a href="CastleColors.html#TCastleColor">TCastleColor</a> read FConvexHullColor write FConvexHullColor;</code></td>
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