File: CastleItems.TItemOnWorld.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">
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<title>Castle Game Engine: CastleItems: Class TItemOnWorld</title>
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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="TItemOnWorld"></a><h1 class="cio">Class TItemOnWorld</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><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="CastleItems.html">CastleItems</a></p>
<h2 class="declaration">Declaration</h2>
<p class="declaration">
<code>type TItemOnWorld = class(<a class="normal" href="Castle3D.T3DOrient.html">T3DOrient</a>)</code></p>
<h2 class="description">Description</h2>
<p>
Item that is placed on a 3D world, ready to be picked up. It's not in anyone's inventory.</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.T3DOrient.html">T3DOrient</a></li>
<li class="thisitem">TItemOnWorld</li></ul><h2 class="overview">Overview</h2>
<a name="PasDoc-Fields"></a><h3 class="summary">Fields</h3>
<table class="summary wide_list">
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code><b><a  href="CastleItems.TItemOnWorld.html#RotationSpeed">RotationSpeed</a></b>: Single; static;</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><b><a  href="CastleItems.TItemOnWorld.html#AutoPick">AutoPick</a></b>: boolean; static;</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>internal const <b><a  href="CastleItems.TItemOnWorld.html#DefaultRotationSpeed">DefaultRotationSpeed</a></b> = Pi;</code></td>
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</table>
<a name="PasDoc-Methods"></a><h3 class="summary">Methods</h3>
<table class="summary wide_list">
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<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="CastleItems.TItemOnWorld.html#GetChild">GetChild</a></b>: <a  href="Castle3D.T3D.html">T3D</a>; override;</code></td>
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<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="CastleItems.TItemOnWorld.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="CastleItems.TItemOnWorld.html#Destroy">Destroy</a></b>; override;</code></td>
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<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="CastleItems.TItemOnWorld.html#GetExists">GetExists</a></b>: 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="CastleItems.TItemOnWorld.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="CastleItems.TItemOnWorld.html#Update">Update</a></b>(const SecondsPassed: Single; var RemoveMe: <a  href="Castle3D.html#TRemoveType">TRemoveType</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="CastleItems.TItemOnWorld.html#ExtractItem">ExtractItem</a></b>: <a  href="CastleItems.TInventoryItem.html">TInventoryItem</a>;</code></td>
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</table>
<a name="PasDoc-Properties"></a><h3 class="summary">Properties</h3>
<table class="summary wide_list">
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<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="CastleItems.TItemOnWorld.html#Item">Item</a></b>: <a  href="CastleItems.TInventoryItem.html">TInventoryItem</a> read FItem;</code></td>
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<tr class="list2">
<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="CastleItems.TItemOnWorld.html#Collides">Collides</a></b> default false;</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>property <b><a  href="CastleItems.TItemOnWorld.html#CollidesWithMoving">CollidesWithMoving</a></b> default true;</code></td>
</tr>
</table>
<h2 class="description">Description</h2>
<h3 class="detail">Fields</h3>
<table class="detail 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"><a name="RotationSpeed"></a><code><b>RotationSpeed</b>: Single; static;</code></td>
</tr>
<tr><td colspan="2">
<p>
Speed of the rotation of 3D item on world. In radians per second, default is <a class="normal" href="CastleItems.TItemOnWorld.html#DefaultRotationSpeed">DefaultRotationSpeed</a>. Set to zero to disable rotation.</p>
</td></tr>
</table>
<table class="detail 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"><a name="AutoPick"></a><code><b>AutoPick</b>: boolean; static;</code></td>
</tr>
<tr><td colspan="2">
<p>
Does the player automatically picks up items by walking over them. Default is <code>True</code>. If you set this to <code>False</code>, you most probably want to implement some other way of picking up items, use the <a class="normal" href="CastleItems.TItemOnWorld.html#ExtractItem">ExtractItem</a> method.

<p>More precisely, this variable controls when <a class="normal" href="CastleItems.TInventoryItem.html#Picked">TInventoryItem.Picked</a> is called. When <code>True</code>, it is called for player when player steps over an item (otherwise it's never called). You can always override <a class="normal" href="CastleItems.TInventoryItem.html#Picked">TInventoryItem.Picked</a> for particular items to customize what happens at &quot;pick&quot; &mdash; the default implementation picks an item by adding it to inventory, but you could override it e.g. to consume some potions immediately on pickup.</p>
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<table class="detail wide_list">
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="DefaultRotationSpeed"></a><code>internal const <b>DefaultRotationSpeed</b> = Pi;</code></td>
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<tr><td colspan="2">
&nbsp;</td></tr>
</table>
<h3 class="detail">Methods</h3>
<table class="detail wide_list">
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<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>; override;</code></td>
</tr>
<tr><td colspan="2">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Create"></a><code>constructor <b>Create</b>(AOwner: TComponent); override;</code></td>
</tr>
<tr><td colspan="2">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Destroy"></a><code>destructor <b>Destroy</b>; 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="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="GetExists"></a><code>function <b>GetExists</b>: 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="public.gif" alt="Public" title="Public"></a></td>
<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>
</tr>
<tr><td colspan="2">
<p>
Render the item, on current Position with current rotation etc. Current matrix should be modelview, this pushes/pops matrix state (so it 1. needs one place on matrix stack, 2. doesn't modify current matrix).

<p>Pass current viewing Frustum to allow optimizing this (when item for sure is not within Frustum, we don't have to push it to OpenGL).</p>
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<table class="detail wide_list">
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<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>
</tr>
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&nbsp;</td></tr>
</table>
<table class="detail 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"><a name="ExtractItem"></a><code>function <b>ExtractItem</b>: <a  href="CastleItems.TInventoryItem.html">TInventoryItem</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
Extract the <a class="normal" href="CastleItems.TItemOnWorld.html#Item">Item</a>, used when picking up the <a class="normal" href="CastleItems.TInventoryItem.html">TInventoryItem</a> instance referenced by this <a class="normal" href="CastleItems.TItemOnWorld.html">TItemOnWorld</a> instance. This returns our <a class="normal" href="CastleItems.TItemOnWorld.html#Item">Item</a> property, and clears it (clearing also <a class="normal" href="CastleItems.TInventoryItem.html#Owner3D">TInventoryItem.Owner3D</a>). At the next <a class="normal" href="CastleItems.TItemOnWorld.html#Update">Update</a>, this <a class="normal" href="CastleItems.TItemOnWorld.html">TItemOnWorld</a> instance will be freed and removed from 3D world.

<p>It's up to you what to do with resulting <a class="normal" href="CastleItems.TInventoryItem.html">TInventoryItem</a> instance. You can pick it up, by <a class="normal" href="CastleItems.T3DAliveWithInventory.html#PickItem">T3DAliveWithInventory.PickItem</a> (for example player is an instance of <a class="normal" href="CastleItems.T3DAliveWithInventory.html">T3DAliveWithInventory</a>), or add it back to 3D world by <a class="normal" href="CastleItems.TInventoryItem.html#PutOnWorld">TInventoryItem.PutOnWorld</a>, or at least free it (or you'll get a memory leak).</p>
</td></tr>
</table>
<h3 class="detail">Properties</h3>
<table class="detail 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"><a name="Item"></a><code>property <b>Item</b>: <a  href="CastleItems.TInventoryItem.html">TInventoryItem</a> read FItem;</code></td>
</tr>
<tr><td colspan="2">
<p>
The Item owned by this <a class="normal" href="CastleItems.TItemOnWorld.html">TItemOnWorld</a> instance. Never <code>Nil</code>.</p>
</td></tr>
</table>
<table class="detail wide_list">
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Collides"></a><code>property <b>Collides</b> default false;</code></td>
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&nbsp;</td></tr>
</table>
<table class="detail wide_list">
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="CollidesWithMoving"></a><code>property <b>CollidesWithMoving</b> default true;</code></td>
</tr>
<tr><td colspan="2">
&nbsp;</td></tr>
</table>
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