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<title>Castle Game Engine: CastleSceneCore: Class TCastleSceneCore</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="TCastleSceneCore"></a><h1 class="cio">Class TCastleSceneCore</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="CastleSceneCore.html">CastleSceneCore</a></p>
<h2 class="declaration">Declaration</h2>
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<code>type TCastleSceneCore = class(<a class="normal" href="X3DNodes.TX3DEventsEngine.html">TX3DEventsEngine</a>)</code></p>
<h2 class="description">Description</h2>
<p>
3D scene processing (except rendering, for which see <a class="normal" href="CastleScene.TCastleScene.html">TCastleScene</a>). Provides a lot of useful functionality. Simple loading of the scene (<a class="normal" href="CastleSceneCore.TCastleSceneCore.html#Load">Load</a> method), calculating various things (like <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#BoundingBox">BoundingBox</a> method).
<p>The <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#Shapes">Shapes</a> tree provides a simple processed scene information, alternative to traversing the complicated VRML/X3D nodes graph. The basic idea is to have at the same time full VRML/X3D graph of the scene (in <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#RootNode">RootNode</a>) and a simple view of the same scene (in <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#Shapes">Shapes</a>).
<p>VRML/X3D scene also takes care of initiating and managing VRML/X3D events and routes mechanism (see <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#ProcessEvents">ProcessEvents</a>).
<p>The actual VRML/X3D nodes graph is stored in the <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#RootNode">RootNode</a> property. Remember that if you directly change the fields/nodes within the <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#RootNode">RootNode</a>, this scene object must be notified about this. The simplest way to do this is to use only <a class="normal" href="X3DFields.TX3DField.html#Send">TX3DField.Send</a> to change the fields' values. Or you can call <a class="normal" href="X3DFields.TX3DField.html#Changed">TX3DField.Changed</a> after each change. Or you will have to call <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#ChangedField">ChangedField</a> or <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#ChangedAll">ChangedAll</a> method of this class. If the scene is changed by VRML/X3D events, all changes are automagically acted upon, so you don't have to do anything.
<p>For more-or-less static scenes, many things are cached and work very quickly. E.g. methods <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#BoundingBox">BoundingBox</a>, <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#VerticesCount">VerticesCount</a>, <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#TrianglesCount">TrianglesCount</a>, <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#Shapes">Shapes</a> cache their results so after the first call to <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#TrianglesCount">TrianglesCount</a> next calls to the same method will return instantly (assuming that scene did not change much).</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="X3DNodes.TX3DEventsEngine.html">TX3DEventsEngine</a></li>
<li class="thisitem">TCastleSceneCore</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="CastleSceneCore.TCastleSceneCore.html#ScreenEffectNodes">ScreenEffectNodes</a></b>: <a href="X3DNodes.TX3DNodeList.html">TX3DNodeList</a>;</code></td>
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<td class="itemcode"><code><b><a href="CastleSceneCore.TCastleSceneCore.html#GeneratedTextures">GeneratedTextures</a></b>: TGeneratedTextureList;</code></td>
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<td class="itemcode"><code><b><a href="CastleSceneCore.TCastleSceneCore.html#Dirty">Dirty</a></b>: Cardinal;</code></td>
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<td class="itemcode"><code>internal const <b><a href="CastleSceneCore.TCastleSceneCore.html#DefaultShadowMapsDefaultSize">DefaultShadowMapsDefaultSize</a></b> = 256;</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="CastleSceneCore.TCastleSceneCore.html#CreateShape">CreateShape</a></b>(AGeometry: <a href="X3DNodes.TAbstractGeometryNode.html">TAbstractGeometryNode</a>; AState: <a href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a>; ParentInfo: <a href="X3DNodes.html#PTraversingInfo">PTraversingInfo</a>): <a href="CastleShapes.TShape.html">TShape</a>; virtual;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleSceneCore.TCastleSceneCore.html#UpdateHeadlightOnFromNavigationInfo">UpdateHeadlightOnFromNavigationInfo</a></b>;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleSceneCore.TCastleSceneCore.html#InvalidateBackground">InvalidateBackground</a></b>; virtual;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleSceneCore.TCastleSceneCore.html#DoPointingDeviceSensorsChange">DoPointingDeviceSensorsChange</a></b>; virtual;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleSceneCore.TCastleSceneCore.html#ExecuteCompiledScript">ExecuteCompiledScript</a></b>(const HandlerName: string; ReceivedValue: <a href="X3DFields.TX3DField.html">TX3DField</a>); override;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleSceneCore.TCastleSceneCore.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>
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<td class="itemcode"><code>function <b><a href="CastleSceneCore.TCastleSceneCore.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>
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<td class="itemcode"><code>function <b><a href="CastleSceneCore.TCastleSceneCore.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>
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<td class="itemcode"><code>function <b><a href="CastleSceneCore.TCastleSceneCore.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>
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<td class="itemcode"><code>function <b><a href="CastleSceneCore.TCastleSceneCore.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>
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<td class="itemcode"><code>function <b><a href="CastleSceneCore.TCastleSceneCore.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>
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<td class="itemcode"><code>function <b><a href="CastleSceneCore.TCastleSceneCore.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>
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<td class="itemcode"><code>constructor <b><a href="CastleSceneCore.TCastleSceneCore.html#Create">Create</a></b>(AOwner: TComponent); override;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleSceneCore.TCastleSceneCore.html#Load">Load</a></b>(ARootNode: <a href="X3DNodes.TX3DRootNode.html">TX3DRootNode</a>; AOwnsRootNode: boolean; const AResetTime: boolean = true);</code></td>
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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>procedure <b><a href="CastleSceneCore.TCastleSceneCore.html#Load">Load</a></b>(const AURL: string; AllowStdIn: boolean = false; const AResetTime: boolean = true);</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>destructor <b><a href="CastleSceneCore.TCastleSceneCore.html#Destroy">Destroy</a></b>; override;</code></td>
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<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="CastleSceneCore.TCastleSceneCore.html#ShapesActiveCount">ShapesActiveCount</a></b>: Cardinal;</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="CastleSceneCore.TCastleSceneCore.html#ShapesActiveVisibleCount">ShapesActiveVisibleCount</a></b>: Cardinal;</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="CastleSceneCore.TCastleSceneCore.html#BoundingBox">BoundingBox</a></b>: <a href="CastleBoxes.TBox3D.html">TBox3D</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="CastleSceneCore.TCastleSceneCore.html#VerticesCount">VerticesCount</a></b>(OverTriangulate: boolean): Cardinal;</code></td>
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<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="CastleSceneCore.TCastleSceneCore.html#TrianglesCount">TrianglesCount</a></b>(OverTriangulate: boolean): Cardinal;</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="CastleSceneCore.TCastleSceneCore.html#ViewpointsCount">ViewpointsCount</a></b>: Cardinal;</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="CastleSceneCore.TCastleSceneCore.html#GetViewpointName">GetViewpointName</a></b>(Idx: integer): string;</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>procedure <b><a href="CastleSceneCore.TCastleSceneCore.html#MoveToViewpoint">MoveToViewpoint</a></b>(Idx: integer; Animated: boolean = true);</code></td>
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<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="CastleSceneCore.TCastleSceneCore.html#AddViewpointFromCamera">AddViewpointFromCamera</a></b>(ACamera: <a href="CastleCameras.TCamera.html">TCamera</a>; AName: string);</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>procedure <b><a href="CastleSceneCore.TCastleSceneCore.html#BeforeNodesFree">BeforeNodesFree</a></b>(const InternalChangedAll: boolean = false); override;</code></td>
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<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="CastleSceneCore.TCastleSceneCore.html#NodeFreeRemovingFromAllParents">NodeFreeRemovingFromAllParents</a></b>(Node: <a href="X3DNodes.TX3DNode.html">TX3DNode</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="CastleSceneCore.TCastleSceneCore.html#RemoveShape">RemoveShape</a></b>(Shape: <a href="CastleShapes.TShape.html">TShape</a>);</code></td>
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<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="CastleSceneCore.TCastleSceneCore.html#ChangedAll">ChangedAll</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>procedure <b><a href="CastleSceneCore.TCastleSceneCore.html#ChangedField">ChangedField</a></b>(Field: <a href="X3DFields.TX3DField.html">TX3DField</a>); override;</code></td>
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<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="CastleSceneCore.TCastleSceneCore.html#DoGeometryChanged">DoGeometryChanged</a></b>(const Change: <a href="CastleSceneCore.html#TGeometryChange">TGeometryChange</a>; LocalGeometryShape: <a href="CastleShapes.TShape.html">TShape</a>); virtual;</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>procedure <b><a href="CastleSceneCore.TCastleSceneCore.html#DoViewpointsChanged">DoViewpointsChanged</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="CastleSceneCore.TCastleSceneCore.html#DoBoundViewpointVectorsChanged">DoBoundViewpointVectorsChanged</a></b>;</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>procedure <b><a href="CastleSceneCore.TCastleSceneCore.html#DoBoundNavigationInfoFieldsChanged">DoBoundNavigationInfoFieldsChanged</a></b>; virtual;</code></td>
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<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="CastleSceneCore.TCastleSceneCore.html#ScheduleChangedAll">ScheduleChangedAll</a></b>;</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>procedure <b><a href="CastleSceneCore.TCastleSceneCore.html#BeginChangesSchedule">BeginChangesSchedule</a></b>;</code></td>
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<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="CastleSceneCore.TCastleSceneCore.html#EndChangesSchedule">EndChangesSchedule</a></b>;</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="CastleSceneCore.TCastleSceneCore.html#Info">Info</a></b>( ATriangleVerticesCounts, ABoundingBox, AManifoldAndBorderEdges: boolean): string;</code></td>
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<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="CastleSceneCore.TCastleSceneCore.html#InfoTriangleVerticesCounts">InfoTriangleVerticesCounts</a></b>: string;</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="CastleSceneCore.TCastleSceneCore.html#InfoBoundingBox">InfoBoundingBox</a></b>: string;</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="CastleSceneCore.TCastleSceneCore.html#InfoManifoldAndBorderEdges">InfoManifoldAndBorderEdges</a></b>: string;</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="CastleSceneCore.TCastleSceneCore.html#OctreeRendering">OctreeRendering</a></b>: <a href="CastleShapeOctree.TShapeOctree.html">TShapeOctree</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="CastleSceneCore.TCastleSceneCore.html#OctreeDynamicCollisions">OctreeDynamicCollisions</a></b>: <a href="CastleShapeOctree.TShapeOctree.html">TShapeOctree</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>function <b><a href="CastleSceneCore.TCastleSceneCore.html#OctreeVisibleTriangles">OctreeVisibleTriangles</a></b>: <a href="CastleTriangleOctree.TTriangleOctree.html">TTriangleOctree</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="CastleSceneCore.TCastleSceneCore.html#OctreeCollidableTriangles">OctreeCollidableTriangles</a></b>: <a href="CastleTriangleOctree.TTriangleOctree.html">TTriangleOctree</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>function <b><a href="CastleSceneCore.TCastleSceneCore.html#OctreeCollisions">OctreeCollisions</a></b>: <a href="X3DTriangles.TBaseTrianglesOctree.html">TBaseTrianglesOctree</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="CastleSceneCore.TCastleSceneCore.html#TriangleOctreeLimits">TriangleOctreeLimits</a></b>: <a href="CastleOctree.html#POctreeLimits">POctreeLimits</a>;</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="CastleSceneCore.TCastleSceneCore.html#ShapeOctreeLimits">ShapeOctreeLimits</a></b>: <a href="CastleOctree.html#POctreeLimits">POctreeLimits</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="CastleSceneCore.TCastleSceneCore.html#GetViewpoint">GetViewpoint</a></b>( out ProjectionType: <a href="CastleRays.html#TProjectionType">TProjectionType</a>; out CamPos, CamDir, CamUp, GravityUp: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const ViewpointDescription: string = ''): <a href="X3DNodes.TAbstractViewpointNode.html">TAbstractViewpointNode</a>;</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="CastleSceneCore.TCastleSceneCore.html#GetPerspectiveViewpoint">GetPerspectiveViewpoint</a></b>( out CamPos, CamDir, CamUp, GravityUp: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const ViewpointDescription: string = ''): <a href="X3DNodes.TAbstractViewpointNode.html">TAbstractViewpointNode</a>;</code></td>
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<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="CastleSceneCore.TCastleSceneCore.html#TrianglesListShadowCasters">TrianglesListShadowCasters</a></b>: <a href="CastleSceneCore.TTrianglesShadowCastersList.html">TTrianglesShadowCastersList</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>function <b><a href="CastleSceneCore.TCastleSceneCore.html#ManifoldEdges">ManifoldEdges</a></b>: <a href="CastleSceneCore.html#TManifoldEdgeList">TManifoldEdgeList</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="CastleSceneCore.TCastleSceneCore.html#BorderEdges">BorderEdges</a></b>: <a href="CastleSceneCore.html#TBorderEdgeList">TBorderEdgeList</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="CastleSceneCore.TCastleSceneCore.html#ShareManifoldAndBorderEdges">ShareManifoldAndBorderEdges</a></b>( ManifoldShared: <a href="CastleSceneCore.html#TManifoldEdgeList">TManifoldEdgeList</a>; BorderShared: <a href="CastleSceneCore.html#TBorderEdgeList">TBorderEdgeList</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="CastleSceneCore.TCastleSceneCore.html#FreeResources">FreeResources</a></b>(Resources: <a href="CastleSceneCore.html#TSceneFreeResources">TSceneFreeResources</a>); virtual;</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>procedure <b><a href="CastleSceneCore.TCastleSceneCore.html#UnregisterScene">UnregisterScene</a></b>(Node: <a href="X3DNodes.TX3DNode.html">TX3DNode</a>);</code></td>
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<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="CastleSceneCore.TCastleSceneCore.html#Press">Press</a></b>(const Event: <a href="CastleKeysMouse.TInputPressRelease.html">TInputPressRelease</a>): boolean; 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="CastleSceneCore.TCastleSceneCore.html#Release">Release</a></b>(const Event: <a href="CastleKeysMouse.TInputPressRelease.html">TInputPressRelease</a>): boolean; override;</code></td>
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<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="CastleSceneCore.TCastleSceneCore.html#PointingDeviceActivate">PointingDeviceActivate</a></b>(const Active: boolean; const Distance: Single): boolean; override;</code></td>
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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>function <b><a href="CastleSceneCore.TCastleSceneCore.html#PointingDeviceMove">PointingDeviceMove</a></b>(const Pick: <a href="Castle3D.TRayCollisionNode.html">TRayCollisionNode</a>; const Distance: Single): boolean; override;</code></td>
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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>function <b><a href="CastleSceneCore.TCastleSceneCore.html#PointingDeviceSensors">PointingDeviceSensors</a></b>: <a href="X3DNodes.TPointingDeviceSensorList.html">TPointingDeviceSensorList</a>;</code></td>
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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>procedure <b><a href="CastleSceneCore.TCastleSceneCore.html#PointingDeviceClear">PointingDeviceClear</a></b>;</code></td>
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<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="CastleSceneCore.TCastleSceneCore.html#Update">Update</a></b>(const SecondsPassed: Single; var RemoveMe: <a href="Castle3D.html#TRemoveType">TRemoveType</a>); override;</code></td>
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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>procedure <b><a href="CastleSceneCore.TCastleSceneCore.html#SetTime">SetTime</a></b>(const NewValue: <a href="X3DTime.html#TFloatTime">TFloatTime</a>);</code></td>
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<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="CastleSceneCore.TCastleSceneCore.html#IncreaseTime">IncreaseTime</a></b>(const TimeIncrease: <a href="X3DTime.html#TFloatTime">TFloatTime</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="CastleSceneCore.TCastleSceneCore.html#IncreaseTimeTick">IncreaseTimeTick</a></b>; override;</code></td>
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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>function <b><a href="CastleSceneCore.TCastleSceneCore.html#GetTime">GetTime</a></b>: <a href="X3DTime.TX3DTime.html">TX3DTime</a>; override;</code></td>
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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>procedure <b><a href="CastleSceneCore.TCastleSceneCore.html#ResetTime">ResetTime</a></b>(const NewValue: <a href="X3DTime.html#TFloatTime">TFloatTime</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="CastleSceneCore.TCastleSceneCore.html#ResetTimeAtLoad">ResetTimeAtLoad</a></b>;</code></td>
</tr>
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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>function <b><a href="CastleSceneCore.TCastleSceneCore.html#GetBackgroundStack">GetBackgroundStack</a></b>: <a href="X3DNodes.TX3DBindableStackBasic.html">TX3DBindableStackBasic</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="CastleSceneCore.TCastleSceneCore.html#GetFogStack">GetFogStack</a></b>: <a href="X3DNodes.TX3DBindableStackBasic.html">TX3DBindableStackBasic</a>; override;</code></td>
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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>function <b><a href="CastleSceneCore.TCastleSceneCore.html#GetNavigationInfoStack">GetNavigationInfoStack</a></b>: <a href="X3DNodes.TX3DBindableStackBasic.html">TX3DBindableStackBasic</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="CastleSceneCore.TCastleSceneCore.html#GetViewpointStack">GetViewpointStack</a></b>: <a href="X3DNodes.TX3DBindableStackBasic.html">TX3DBindableStackBasic</a>; override;</code></td>
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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>procedure <b><a href="CastleSceneCore.TCastleSceneCore.html#CameraChanged">CameraChanged</a></b>(ACamera: <a href="CastleCameras.TCamera.html">TCamera</a>; const Changes: <a href="Castle3D.html#TVisibleChanges">TVisibleChanges</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="CastleSceneCore.TCastleSceneCore.html#RegisterCompiledScript">RegisterCompiledScript</a></b>(const HandlerName: string; Handler: <a href="CastleSceneCore.html#TCompiledScriptHandler">TCompiledScriptHandler</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="CastleSceneCore.TCastleSceneCore.html#CameraFromNavigationInfo">CameraFromNavigationInfo</a></b>(Camera: <a href="CastleCameras.TCamera.html">TCamera</a>; const Box: <a href="CastleBoxes.TBox3D.html">TBox3D</a>; const ForceNavigationType: string = ''; const ForceRadius: Single = 0);</code></td>
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<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="CastleSceneCore.TCastleSceneCore.html#CameraFromViewpoint">CameraFromViewpoint</a></b>(ACamera: <a href="CastleCameras.TCamera.html">TCamera</a>; const RelativeCameraTransform: boolean = false; const AllowTransitionAnimate: boolean = true);</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="CastleSceneCore.TCastleSceneCore.html#CreateCamera">CreateCamera</a></b>(AOwner: TComponent; const Box: <a href="CastleBoxes.TBox3D.html">TBox3D</a>; const ForceNavigationType: string = ''): <a href="CastleCameras.TUniversalCamera.html">TUniversalCamera</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="CastleSceneCore.TCastleSceneCore.html#CreateCamera">CreateCamera</a></b>(AOwner: TComponent; const ForceNavigationType: string = ''): <a href="CastleCameras.TUniversalCamera.html">TUniversalCamera</a>; deprecated;</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>procedure <b><a href="CastleSceneCore.TCastleSceneCore.html#CameraTransition">CameraTransition</a></b>(Camera: <a href="CastleCameras.TCamera.html">TCamera</a>; const Position, Direction, Up: <a href="CastleVectors.html#TVector3Single">TVector3Single</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="CastleSceneCore.TCastleSceneCore.html#CameraTransition">CameraTransition</a></b>(Camera: <a href="CastleCameras.TCamera.html">TCamera</a>; const Position, Direction, Up, GravityUp: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>);</code></td>
</tr>
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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>function <b><a href="CastleSceneCore.TCastleSceneCore.html#MainLightForShadows">MainLightForShadows</a></b>( out AMainLightPosition: <a href="CastleVectors.html#TVector4Single">TVector4Single</a>): boolean;</code></td>
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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>function <b><a href="CastleSceneCore.TCastleSceneCore.html#CustomHeadlight">CustomHeadlight</a></b>: <a href="X3DNodes.TAbstractLightNode.html">TAbstractLightNode</a>;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleSceneCore.TCastleSceneCore.html#ViewChangedSuddenly">ViewChangedSuddenly</a></b>; virtual;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleSceneCore.TCastleSceneCore.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>
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<td class="itemcode"><code>function <b><a href="CastleSceneCore.TCastleSceneCore.html#Dragging">Dragging</a></b>: boolean; override;</code></td>
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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>function <b><a href="CastleSceneCore.TCastleSceneCore.html#Caption">Caption</a></b>: string;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleSceneCore.TCastleSceneCore.html#Node">Node</a></b>(const NodeName: string): <a href="X3DNodes.TX3DNode.html">TX3DNode</a>;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleSceneCore.TCastleSceneCore.html#Field">Field</a></b>(const NodeName, FieldName: string): <a href="X3DFields.TX3DField.html">TX3DField</a>;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleSceneCore.TCastleSceneCore.html#Event">Event</a></b>(const NodeName, EventName: string): <a href="X3DFields.TX3DEvent.html">TX3DEvent</a>;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleSceneCore.TCastleSceneCore.html#Animations">Animations</a></b>: TStringList;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleSceneCore.TCastleSceneCore.html#PlayAnimation">PlayAnimation</a></b>(const AnimationName: string; const Looping: <a href="CastleSceneCore.html#TPlayAnimationLooping">TPlayAnimationLooping</a>): boolean;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleSceneCore.TCastleSceneCore.html#AnimationDuration">AnimationDuration</a></b>(const AnimationName: string): <a href="X3DTime.html#TFloatTime">TFloatTime</a>;</code></td>
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<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="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code>property <b><a href="CastleSceneCore.TCastleSceneCore.html#VisibilitySensors">VisibilitySensors</a></b>: TVisibilitySensors read FVisibilitySensors;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleSceneCore.TCastleSceneCore.html#Shapes">Shapes</a></b>: <a href="CastleShapes.TShapeTree.html">TShapeTree</a> read FShapes;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleSceneCore.TCastleSceneCore.html#OnGeometryChanged">OnGeometryChanged</a></b>: <a href="CastleSceneCore.html#TSceneGeometryChanged">TSceneGeometryChanged</a>
read FOnGeometryChanged write FOnGeometryChanged;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleSceneCore.TCastleSceneCore.html#OnViewpointsChanged">OnViewpointsChanged</a></b>: <a href="CastleSceneCore.html#TSceneNotification">TSceneNotification</a>
read FOnViewpointsChanged write FOnViewpointsChanged;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleSceneCore.TCastleSceneCore.html#OnBoundViewpointVectorsChanged">OnBoundViewpointVectorsChanged</a></b>: <a href="CastleSceneCore.html#TSceneNotification">TSceneNotification</a>
read FOnBoundViewpointVectorsChanged write FOnBoundViewpointVectorsChanged;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleSceneCore.TCastleSceneCore.html#OnBoundNavigationInfoFieldsChanged">OnBoundNavigationInfoFieldsChanged</a></b>: <a href="CastleSceneCore.html#TSceneNotification">TSceneNotification</a>
read FOnBoundNavigationInfoFieldsChanged write FOnBoundNavigationInfoFieldsChanged;</code></td>
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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="CastleSceneCore.TCastleSceneCore.html#RootNode">RootNode</a></b>: <a href="X3DNodes.TX3DRootNode.html">TX3DRootNode</a> read FRootNode write FRootNode;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleSceneCore.TCastleSceneCore.html#OwnsRootNode">OwnsRootNode</a></b>: boolean read FOwnsRootNode write FOwnsRootNode default true;</code></td>
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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="CastleSceneCore.TCastleSceneCore.html#TriangleOctreeProgressTitle">TriangleOctreeProgressTitle</a></b>: string
read FTriangleOctreeProgressTitle
write FTriangleOctreeProgressTitle;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleSceneCore.TCastleSceneCore.html#ShapeOctreeProgressTitle">ShapeOctreeProgressTitle</a></b>: string
read FShapeOctreeProgressTitle
write FShapeOctreeProgressTitle;</code></td>
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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="CastleSceneCore.TCastleSceneCore.html#PointingDeviceOverItem">PointingDeviceOverItem</a></b>: <a href="X3DTriangles.html#PTriangle">PTriangle</a>
read FPointingDeviceOverItem write FPointingDeviceOverItem;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleSceneCore.TCastleSceneCore.html#PointingDeviceOverPoint">PointingDeviceOverPoint</a></b>: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>
read FPointingDeviceOverPoint write FPointingDeviceOverPoint;</code></td>
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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="CastleSceneCore.TCastleSceneCore.html#PointingDeviceActiveSensors">PointingDeviceActiveSensors</a></b>: <a href="X3DNodes.TX3DNodeList.html">TX3DNodeList</a>
read FPointingDeviceActiveSensors;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleSceneCore.TCastleSceneCore.html#PointingDeviceActive">PointingDeviceActive</a></b>: boolean
read FPointingDeviceActive default false;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleSceneCore.TCastleSceneCore.html#OnPointingDeviceSensorsChange">OnPointingDeviceSensorsChange</a></b>: TNotifyEvent
read FOnPointingDeviceSensorsChange
write FOnPointingDeviceSensorsChange;</code></td>
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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="CastleSceneCore.TCastleSceneCore.html#Time">Time</a></b>: <a href="X3DTime.TX3DTime.html">TX3DTime</a> read FTime;</code></td>
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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="CastleSceneCore.TCastleSceneCore.html#BackgroundStack">BackgroundStack</a></b>: <a href="CastleSceneCore.TBackgroundStack.html">TBackgroundStack</a> read FBackgroundStack;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleSceneCore.TCastleSceneCore.html#FogStack">FogStack</a></b>: <a href="CastleSceneCore.TFogStack.html">TFogStack</a> read FFogStack;</code></td>
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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="CastleSceneCore.TCastleSceneCore.html#NavigationInfoStack">NavigationInfoStack</a></b>: <a href="CastleSceneCore.TNavigationInfoStack.html">TNavigationInfoStack</a> read FNavigationInfoStack;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleSceneCore.TCastleSceneCore.html#ViewpointStack">ViewpointStack</a></b>: <a href="CastleSceneCore.TViewpointStack.html">TViewpointStack</a> read FViewpointStack;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleSceneCore.TCastleSceneCore.html#CameraPosition">CameraPosition</a></b>: <a href="CastleVectors.html#TVector3Single">TVector3Single</a> read FCameraPosition;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleSceneCore.TCastleSceneCore.html#CameraDirection">CameraDirection</a></b>: <a href="CastleVectors.html#TVector3Single">TVector3Single</a> read FCameraDirection;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleSceneCore.TCastleSceneCore.html#CameraUp">CameraUp</a></b>: <a href="CastleVectors.html#TVector3Single">TVector3Single</a> read FCameraUp;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleSceneCore.TCastleSceneCore.html#CameraViewKnown">CameraViewKnown</a></b>: boolean read FCameraViewKnown;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleSceneCore.TCastleSceneCore.html#CompiledScriptHandlers">CompiledScriptHandlers</a></b>: <a href="CastleSceneCore.html#TCompiledScriptHandlerInfoList">TCompiledScriptHandlerInfoList</a>
read FCompiledScriptHandlers;</code></td>
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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="CastleSceneCore.TCastleSceneCore.html#HeadlightOn">HeadlightOn</a></b>: boolean
read FHeadlightOn write SetHeadlightOn;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleSceneCore.TCastleSceneCore.html#OnHeadlightOnChanged">OnHeadlightOnChanged</a></b>: TNotifyEvent
read FOnHeadlightOnChanged write FOnHeadlightOnChanged;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleSceneCore.TCastleSceneCore.html#Static">Static</a></b>: boolean read FStatic write SetStatic default false;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleSceneCore.TCastleSceneCore.html#GlobalLights">GlobalLights</a></b>: <a href="X3DNodes.TLightInstancesList.html">TLightInstancesList</a> read FGlobalLights;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleSceneCore.TCastleSceneCore.html#AnimationPrefix">AnimationPrefix</a></b>: string
read FAnimationPrefix write FAnimationPrefix;</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"><code>property <b><a href="CastleSceneCore.TCastleSceneCore.html#TimePlaying">TimePlaying</a></b>: boolean read FTimePlaying write FTimePlaying default true;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleSceneCore.TCastleSceneCore.html#TimePlayingSpeed">TimePlayingSpeed</a></b>: Single read FTimePlayingSpeed write FTimePlayingSpeed default 1.0;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleSceneCore.TCastleSceneCore.html#Spatial">Spatial</a></b>: <a href="CastleSceneCore.html#TSceneSpatialStructures">TSceneSpatialStructures</a> read FSpatial write SetSpatial;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleSceneCore.TCastleSceneCore.html#ProcessEvents">ProcessEvents</a></b>: boolean
read FProcessEvents write SetProcessEvents default false;</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"><code>property <b><a href="CastleSceneCore.TCastleSceneCore.html#URL">URL</a></b>: string read FURL write SetURL;</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"><code>property <b><a href="CastleSceneCore.TCastleSceneCore.html#FileName">FileName</a></b>: string read FURL write SetURL; deprecated;</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"><code>property <b><a href="CastleSceneCore.TCastleSceneCore.html#ShadowMaps">ShadowMaps</a></b>: boolean read FShadowMaps write SetShadowMaps default true;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleSceneCore.TCastleSceneCore.html#ShadowMapsDefaultSize">ShadowMapsDefaultSize</a></b>: Cardinal
read FShadowMapsDefaultSize write SetShadowMapsDefaultSize
default <a href="CastleSceneCore.TCastleSceneCore.html#DefaultShadowMapsDefaultSize">DefaultShadowMapsDefaultSize</a>;</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"><code>property <b><a href="CastleSceneCore.TCastleSceneCore.html#InitialViewpointIndex">InitialViewpointIndex</a></b>: Cardinal
read FInitialViewpointIndex write FInitialViewpointIndex default 0;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleSceneCore.TCastleSceneCore.html#InitialViewpointName">InitialViewpointName</a></b>: string
read FInitialViewpointName write FInitialViewpointName;</code></td>
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<h2 class="description">Description</h2>
<h3 class="detail">Fields</h3>
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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="ScreenEffectNodes"></a><code><b>ScreenEffectNodes</b>: <a href="X3DNodes.TX3DNodeList.html">TX3DNodeList</a>;</code></td>
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<p>
List of <a class="normal" href="X3DNodes.TScreenEffectNode.html">TScreenEffectNode</a> nodes, collected by <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#ChangedAll">ChangedAll</a>.</p>
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<td class="itemcode"><a name="GeneratedTextures"></a><code><b>GeneratedTextures</b>: TGeneratedTextureList;</code></td>
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<td class="itemcode"><a name="Dirty"></a><code><b>Dirty</b>: Cardinal;</code></td>
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<p>
Nonzero value prevents rendering of this scene, and generally means that our state isn't complete. This is useful if we're in the middle of some operation (like <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#ChangedAll">ChangedAll</a> call or octree creation).
<p>Some callbacks *may* be called during such time: namely, the progress call (e.g. done during constructing octrees). As these callbacks may try to e.g. render our scene (which should not be done on the dirty state), we have to protect ourselves using this variable (e.g. Render routines will exit immediately when Dirty <> 0).</p>
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<td class="itemcode"><a name="DefaultShadowMapsDefaultSize"></a><code>internal const <b>DefaultShadowMapsDefaultSize</b> = 256;</code></td>
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<h3 class="detail">Methods</h3>
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<td class="itemcode"><a name="CreateShape"></a><code>function <b>CreateShape</b>(AGeometry: <a href="X3DNodes.TAbstractGeometryNode.html">TAbstractGeometryNode</a>; AState: <a href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a>; ParentInfo: <a href="X3DNodes.html#PTraversingInfo">PTraversingInfo</a>): <a href="CastleShapes.TShape.html">TShape</a>; virtual;</code></td>
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Create <a class="normal" href="CastleShapes.TShape.html">TShape</a> (or descendant) instance suitable for this <a class="normal" href="CastleSceneCore.TCastleSceneCore.html">TCastleSceneCore</a> descendant. In this class, this simply creates new <a class="normal" href="CastleShapes.TShape.html">TShape</a> instance. If you make a descendant of <a class="normal" href="CastleSceneCore.TCastleSceneCore.html">TCastleSceneCore</a>, you may need to store some per-shape information, and then it may be useful to have your own <a class="normal" href="CastleShapes.TShape.html">TShape</a> descendant to carry this information. So you can override this to create your own descendant, and then you're sure that all leafs within Shapes tree are created using this.
<p>Example: <a class="normal" href="CastleScene.TCastleScene.html">TCastleScene</a> uses this to create TGLShape.</p>
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<td class="itemcode"><a name="UpdateHeadlightOnFromNavigationInfo"></a><code>procedure <b>UpdateHeadlightOnFromNavigationInfo</b>;</code></td>
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<td class="itemcode"><a name="InvalidateBackground"></a><code>procedure <b>InvalidateBackground</b>; virtual;</code></td>
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<td class="itemcode"><a name="DoPointingDeviceSensorsChange"></a><code>procedure <b>DoPointingDeviceSensorsChange</b>; virtual;</code></td>
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<p>
Called after <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#PointingDeviceSensors">PointingDeviceSensors</a> or <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#PointingDeviceActiveSensors">PointingDeviceActiveSensors</a> lists (possibly) changed.
<p>In this class, <code>DoPointingDeviceSensorsChange</code> updates Cursor and calls <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#OnPointingDeviceSensorsChange">OnPointingDeviceSensorsChange</a>.</p>
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<td class="itemcode"><a name="ExecuteCompiledScript"></a><code>procedure <b>ExecuteCompiledScript</b>(const HandlerName: string; ReceivedValue: <a href="X3DFields.TX3DField.html">TX3DField</a>); override;</code></td>
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<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>
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<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>
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<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>
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<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="Load"></a><code>procedure <b>Load</b>(ARootNode: <a href="X3DNodes.TX3DRootNode.html">TX3DRootNode</a>; AOwnsRootNode: boolean; const AResetTime: boolean = true);</code></td>
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Load new 3D model (from VRML/X3D node tree). This replaces <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#RootNode">RootNode</a> with new value.
<p>If AResetTime, we will also do <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#ResetTimeAtLoad">ResetTimeAtLoad</a>, changing <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#Time">Time</a> — this is usually what you want when you really load a new world.</p>
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<td class="itemcode"><a name="Load"></a><code>procedure <b>Load</b>(const AURL: string; AllowStdIn: boolean = false; const AResetTime: boolean = true);</code></td>
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Load the 3D model from given <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#URL">URL</a>.
<p>Model is loaded by <a class="normal" href="X3DLoad.html#Load3D">Load3D</a>, so this supports all 3D model formats that <a class="normal" href="X3DLoad.html#Load3D">Load3D</a> handles (VRML, X3D, Wavefront OBJ, 3DS, Collada and more).
<p><a class="normal" href="CastleSceneCore.TCastleSceneCore.html#URL">URL</a> is downloaded using <a class="normal" href="CastleDownload.html">CastleDownload</a> unit. If you all you care about is loading normal files, then just pass a normal filename (absolute or relative to the current directory) as the <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#URL">URL</a> parameter.
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<h6 class="description_section">Parameters</h6>
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<dt>AllowStdIn</dt>
<dd>If AllowStdIn and AURL = '-' then we will load a file from standard input (<a class="normal" href="CastleClassUtils.html#StdInStream">StdInStream</a>), using current working directory as BaseUrl (to resolve relative URLs from the file). Currently, this limits the file to be VRML/X3D.</dd>
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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="ShapesActiveCount"></a><code>function <b>ShapesActiveCount</b>: Cardinal;</code></td>
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Number of active shapes in the <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#Shapes">Shapes</a> tree. This is equivalent to Shapes.ShapesCount(true), except that this is faster (it's cached and reused in this instance, and automatically invalidated only when needed).</p>
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<td class="itemcode"><a name="ShapesActiveVisibleCount"></a><code>function <b>ShapesActiveVisibleCount</b>: Cardinal;</code></td>
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Number of active and visible (<a class="normal" href="CastleShapes.TShape.html#Visible">TShape.Visible</a>) shapes in the <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#Shapes">Shapes</a> tree.
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<h6 class="description_section">See also</h6>
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<dt><a class="normal" href="CastleSceneCore.TCastleSceneCore.html#ShapesActiveCount">ShapesActiveCount</a></dt>
<dd>Number of active shapes in the <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#Shapes">Shapes</a> tree.</dd>
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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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Calculate bounding box, number of triangls and vertexes of all shapa states. For detailed specification of what these functions do (and what does OverTriangulate mean) see appropriate <a class="normal" href="X3DNodes.TAbstractGeometryNode.html">TAbstractGeometryNode</a> methods. Here, we just sum their results for all shapes. </p>
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<td class="itemcode"><a name="VerticesCount"></a><code>function <b>VerticesCount</b>(OverTriangulate: boolean): Cardinal;</code></td>
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<td class="itemcode"><a name="TrianglesCount"></a><code>function <b>TrianglesCount</b>(OverTriangulate: boolean): Cardinal;</code></td>
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<td class="itemcode"><a name="ViewpointsCount"></a><code>function <b>ViewpointsCount</b>: Cardinal;</code></td>
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Helper functions for accessing viewpoints defined in the scene. </p>
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<td class="itemcode"><a name="GetViewpointName"></a><code>function <b>GetViewpointName</b>(Idx: integer): string;</code></td>
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<td class="itemcode"><a name="MoveToViewpoint"></a><code>procedure <b>MoveToViewpoint</b>(Idx: integer; Animated: boolean = true);</code></td>
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<td class="itemcode"><a name="AddViewpointFromCamera"></a><code>procedure <b>AddViewpointFromCamera</b>(ACamera: <a href="CastleCameras.TCamera.html">TCamera</a>; AName: string);</code></td>
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<td class="itemcode"><a name="BeforeNodesFree"></a><code>procedure <b>BeforeNodesFree</b>(const InternalChangedAll: boolean = false); override;</code></td>
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Release all internal associations with your VRML/X3D nodes. In particular, this will release OpenGL resources connected to your nodes. You should always call this <i>before</i> you (may) free some nodes in <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#RootNode">RootNode</a>.
<p><i>You have to call <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#ChangedAll">ChangedAll</a> or Load at sometime after <code>BeforeNodesFree</code>, and before you try actual rendering, events etc.</i> Otherwise some stuff may not get recalculated.
<p>InternalChangedAll is for internal use. This is <code>True</code> when <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#ChangedAll">ChangedAll</a> calls it at the beginning of work, and means that nothing is freed, and we only require necessary cleanup at the beginning of <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#ChangedAll">ChangedAll</a>. This way <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#ChangedAll">ChangedAll</a> (when it wasn't preceeded by explicit <code>BeforeNodesFree</code>(false)) produces events from stacks CheckForDeletedNodes.</p>
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<td class="itemcode"><a name="NodeFreeRemovingFromAllParents"></a><code>procedure <b>NodeFreeRemovingFromAllParents</b>(Node: <a href="X3DNodes.TX3DNode.html">TX3DNode</a>);</code></td>
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Call Node.FreeRemovingFromAllParents, making sure that changes to our VRML/X3D node graph are allowed. This makes sure we call <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#BeforeNodesFree">BeforeNodesFree</a> befor freeing, and <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#ChangedAll">ChangedAll</a> afterwards.
<p>This avoids a common pitfall with relying on <a class="normal" href="CastleShapes.TShape.html">TShape</a> or such existence between <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#BeforeNodesFree">BeforeNodesFree</a> and <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#ChangedAll">ChangedAll</a>. <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#BeforeNodesFree">BeforeNodesFree</a> may free all our <a class="normal" href="CastleShapes.TShape.html">TShape</a> instances, so if you want to free <a class="normal" href="X3DNodes.TX3DNode.html">TX3DNode</a> from our graph — you typically want to get this <a class="normal" href="X3DNodes.TX3DNode.html">TX3DNode</a> instance *before* calling <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#BeforeNodesFree">BeforeNodesFree</a>. Using this method to free the node ensures this.</p>
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<td class="itemcode"><a name="RemoveShape"></a><code>procedure <b>RemoveShape</b>(Shape: <a href="CastleShapes.TShape.html">TShape</a>);</code></td>
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Remove the shape node from the scene. In case of VRML 1.0 / Inventor, when the Shape doesn't have a node, we remove the geometry node.</p>
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<td class="itemcode"><a name="ChangedAll"></a><code>procedure <b>ChangedAll</b>; override;</code></td>
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Notify scene that potentially everything changed in the VRML/X3D graph. This includes adding/removal of some nodes within <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#RootNode">RootNode</a> graph and changing their fields' values. (Before freeing the nodes, remember to also call <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#BeforeNodesFree">BeforeNodesFree</a> earlier.)
<p><code>ChangedAll</code> causes recalculation of all things dependent on <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#RootNode">RootNode</a>, so it's very costly to call this. While you have to call some ChangedXxx method after you changed <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#RootNode">RootNode</a> graph directly, usually you can call something more efficient, like <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#ChangedField">ChangedField</a>.
<p><i>Descendant implementors notes:</i> <code>ChangedAll</code> is virtual, when overriding it remember that it's called by constructor of this class, so you can put a lot of your initialization there (instead of in the constructor).
<p><code>ChangedAll</code> calls <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#BeforeNodesFree">BeforeNodesFree</a>(true) first, for safety (and TGLShape actually depends on it, see implementation comments).</p>
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<td class="itemcode"><a name="ChangedField"></a><code>procedure <b>ChangedField</b>(Field: <a href="X3DFields.TX3DField.html">TX3DField</a>); override;</code></td>
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Notify scene that you changed the value of given field.
<p>This does relatively intelligent discovery what could be possibly affected by this field, and updates / invalidates internal information where needed.
<p>Every change you do directly to the VRML/X3D nodes inside <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#RootNode">RootNode</a> (using directly the methods of <a class="normal" href="X3DNodes.TX3DNode.html">TX3DNode</a> or <a class="normal" href="X3DFields.TX3DField.html">TX3DField</a>) must be reported to scene by calling this method. This includes changes to the inactive graph part (e.g. in inactive Switch child), because our shapes have to track it also. Changes to TShape.State.LastNodes (these nodes may come from StateDefaultNodes) should also be reported here. In fact, you can even notify this scene about changes to fields that don't belong to our <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#RootNode">RootNode</a> — nothing bad will happen. We always try to intelligently detect what this change implicates for this VRML/X3D scene.</p>
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<td class="itemcode"><a name="DoGeometryChanged"></a><code>procedure <b>DoGeometryChanged</b>(const Change: <a href="CastleSceneCore.html#TGeometryChange">TGeometryChange</a>; LocalGeometryShape: <a href="CastleShapes.TShape.html">TShape</a>); virtual;</code></td>
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Called when geometry changed. Does <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#OnGeometryChanged">OnGeometryChanged</a>, and does some other stuff necessary (mark some octrees for regenerating at next access).
<p>This is public only for overloading (and for internal <a class="normal" href="CastleShapes.TShape.html">TShape</a> access). Do not call this yourself — <a class="normal" href="CastleShapes.TShape.html">TShape</a> and <a class="normal" href="CastleSceneCore.TCastleSceneCore.html">TCastleSceneCore</a> implementations know when and how to call this.</p>
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<td class="itemcode"><a name="DoViewpointsChanged"></a><code>procedure <b>DoViewpointsChanged</b>;</code></td>
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Call <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#OnViewpointsChanged">OnViewpointsChanged</a>, if assigned.</p>
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<td class="itemcode"><a name="DoBoundViewpointVectorsChanged"></a><code>procedure <b>DoBoundViewpointVectorsChanged</b>;</code></td>
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Call <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#OnBoundViewpointVectorsChanged">OnBoundViewpointVectorsChanged</a>, if assigned.</p>
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<td class="itemcode"><a name="DoBoundNavigationInfoFieldsChanged"></a><code>procedure <b>DoBoundNavigationInfoFieldsChanged</b>; virtual;</code></td>
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<td class="itemcode"><a name="ScheduleChangedAll"></a><code>procedure <b>ScheduleChangedAll</b>;</code></td>
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Mechanism to schedule <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#ChangedAll">ChangedAll</a> calls.
<p>Since these calls may be costly (traversing the hierarchy), and their results are often not immediately needed by <a class="normal" href="CastleSceneCore.TCastleSceneCore.html">TCastleSceneCore</a> or <a class="normal" href="X3DNodes.TX3DNode.html">TX3DNode</a> hierarchy, it's sometimes not desirable to call them immediately when geometry changed / all changed.
<p>So you can use <code>ScheduleChangedAll</code> instead of <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#ChangedAll">ChangedAll</a>. All event handlers within <a class="normal" href="CastleSceneCore.TCastleSceneCore.html">TCastleSceneCore</a> already do this.
<p>When you're within Begin/<a class="normal" href="CastleSceneCore.TCastleSceneCore.html#EndChangesSchedule">EndChangesSchedule</a>, then <code>ScheduleChangedAll</code> just sets an internal flag and actual <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#ChangedAll">ChangedAll</a> will be done only once at <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#EndChangesSchedule">EndChangesSchedule</a>. Otherwise (when not within Begin/<a class="normal" href="CastleSceneCore.TCastleSceneCore.html#EndChangesSchedule">EndChangesSchedule</a>), <code>ScheduleChangedAll</code> will immediately call <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#ChangedAll">ChangedAll</a>.
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<td class="itemcode"><a name="BeginChangesSchedule"></a><code>procedure <b>BeginChangesSchedule</b>;</code></td>
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<td class="itemcode"><a name="EndChangesSchedule"></a><code>procedure <b>EndChangesSchedule</b>;</code></td>
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<td class="itemcode"><a name="Info"></a><code>function <b>Info</b>( ATriangleVerticesCounts, ABoundingBox, AManifoldAndBorderEdges: boolean): string;</code></td>
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Returns short information about the scene. This consists of a few lines, separated by <a class="normal" href="CastleUtils.html#NL">CastleUtils.NL</a>. Last line also ends with <a class="normal" href="CastleUtils.html#NL">CastleUtils.NL</a>.
<p>Note that AManifoldAndBorderEdges = <code>True</code> will require calculation of <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#ManifoldEdges">ManifoldEdges</a> and <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#BorderEdges">BorderEdges</a> (if they weren't calculated already). If you don't want to actually use them (if you wanted only to report them to user), then you may free them (freeing some memory) with <code><a class="normal" href="CastleSceneCore.TCastleSceneCore.html#FreeResources">FreeResources</a>([frManifoldAndBorderEdges])</code>.</p>
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<td class="itemcode"><a name="InfoTriangleVerticesCounts"></a><code>function <b>InfoTriangleVerticesCounts</b>: string;</code></td>
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<td class="itemcode"><a name="InfoBoundingBox"></a><code>function <b>InfoBoundingBox</b>: string;</code></td>
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<td class="itemcode"><a name="InfoManifoldAndBorderEdges"></a><code>function <b>InfoManifoldAndBorderEdges</b>: string;</code></td>
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<td class="itemcode"><a name="OctreeRendering"></a><code>function <b>OctreeRendering</b>: <a href="CastleShapeOctree.TShapeOctree.html">TShapeOctree</a>;</code></td>
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The dynamic octree containing all visible shapes. It's useful for "frustum culling", it will be automatically used by TCastleScene.RenderFrustum to speed up the rendering.
<p>This octree will be automatically updated on dynamic scenes (when e.g. animation moves some shape by changing it's transformation).
<p>Add ssRendering to <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#Spatial">Spatial</a> property to have this available, otherwise it's <code>Nil</code>.
<p>Note that when VRML/X3D scene contains Collision nodes, this octree contains the <i>visible (not necessarily collidable)</i> objects.</p>
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<td class="itemcode"><a name="OctreeDynamicCollisions"></a><code>function <b>OctreeDynamicCollisions</b>: <a href="CastleShapeOctree.TShapeOctree.html">TShapeOctree</a>;</code></td>
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<p>
The dynamic octree containing all collidable items.
<p>This is actually a hierarchy of octrees: scene is partitioned first into Shapes (each instance of VRML/X3D geometry node), and then each Shape has an octree of triangles inside.
<p>This octree is useful for all kinds of collision detection. Compared to <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#OctreeCollidableTriangles">OctreeCollidableTriangles</a>, it is (very slightly on typical scenes) less efficient, but it can also be updated very fast. For example, merely transforming some Shape means that only one item needs to be moved in the top-level shape tree. So this is the most important structure for collision detection on dynamic scenes.
<p>You can use <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#OctreeCollisions">OctreeCollisions</a> to get either <code>OctreeDynamicCollisions</code> or <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#OctreeCollidableTriangles">OctreeCollidableTriangles</a>, whichever is available.
<p>Add ssDynamicCollisions to <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#Spatial">Spatial</a> property to have this available, otherwise it's <code>Nil</code>.
<p>Note that when VRML/X3D scene contains Collision nodes, this octree contains the <i>collidable (not necessarily rendered)</i> objects.
<p>TODO: Temporarily, this is updated simply by rebuilding. This is a work in progress.</p>
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<td class="itemcode"><a name="OctreeVisibleTriangles"></a><code>function <b>OctreeVisibleTriangles</b>: <a href="CastleTriangleOctree.TTriangleOctree.html">TTriangleOctree</a>;</code></td>
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The octree containing all visible triangles. It's mainly useful for ray-tracers. When rendering using OpenGL, this has no use currently.
<p>This octree is not updated on scene changes. In fact, the scene contents cannot change when this octree is created — as this octree keeps pointers to some states that may become invalid in dynamic scenes.
<p>Add ssVisibleTriangles to <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#Spatial">Spatial</a> property to have this available, otherwise it's <code>Nil</code>.
<p>Note that when VRML/X3D scene contains Collision nodes, this octree contains the <i>visible (not necessarily collidable)</i> objects.</p>
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<td class="itemcode"><a name="OctreeCollidableTriangles"></a><code>function <b>OctreeCollidableTriangles</b>: <a href="CastleTriangleOctree.TTriangleOctree.html">TTriangleOctree</a>;</code></td>
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The octree containing all collidable triangles. This is pretty much unused for now.
<p>It may be useful if you're absolutely sure that you have a static scene (nothing changes, e.g. because <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#ProcessEvents">ProcessEvents</a> = <code>False</code>) and you want to have collision detection with the scene.
<p>For dynamic scenes, using this is a bad idea as this octree is not updated on scene changes. In fact, the scene contents cannot change when this octree is created — as this octree keeps pointers to some states that may become invalid in dynamic scenes. Use <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#OctreeDynamicCollisions">OctreeDynamicCollisions</a> for dynamic scenes.
<p>You can use <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#OctreeCollisions">OctreeCollisions</a> to get either <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#OctreeDynamicCollisions">OctreeDynamicCollisions</a> or <code>OctreeCollidableTriangles</code>, whichever is available.
<p>Add ssCollidableTriangles to <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#Spatial">Spatial</a> property to have this available, otherwise it's <code>Nil</code>.
<p>Note that when VRML/X3D scene contains Collision nodes, this octree contains the <i>collidable (not necessarily rendered)</i> objects.</p>
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<td class="itemcode"><a name="OctreeCollisions"></a><code>function <b>OctreeCollisions</b>: <a href="X3DTriangles.TBaseTrianglesOctree.html">TBaseTrianglesOctree</a>;</code></td>
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Octree for collisions. This returns either <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#OctreeCollidableTriangles">OctreeCollidableTriangles</a> or <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#OctreeDynamicCollisions">OctreeDynamicCollisions</a>, whichever is available (or <code>Nil</code> if none). Be sure to add ssDynamicCollisions or ssCollidableTriangles to have this available.</p>
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<td class="itemcode"><a name="TriangleOctreeLimits"></a><code>function <b>TriangleOctreeLimits</b>: <a href="CastleOctree.html#POctreeLimits">POctreeLimits</a>;</code></td>
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Properties of created triangle octrees. See TriangleOctree unit comments for description.
<p>Default value comes from <a class="normal" href="CastleTriangleOctree.html#DefTriangleOctreeLimits">DefTriangleOctreeLimits</a>.
<p>If <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#TriangleOctreeProgressTitle">TriangleOctreeProgressTitle</a> <> '', it will be shown during octree creation (through <a class="normal" href="CastleProgress.TProgress.html#Title">TProgress.Title</a>). Will be shown only if progress is not active already ( so we avoid starting "progress bar within progress bar").
<p>They are used only when the octree is created, so usually you want to set them right before changing <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#Spatial">Spatial</a> from [] to something else.
<p>Note that particular models may override this by [<a href="http://castle-engine.sourceforge.net/x3d_extensions.php#section_ext_octree_properties">http://castle-engine.sourceforge.net/x3d_extensions.php#section_ext_octree_properties</a>].
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<td class="itemcode"><a name="ShapeOctreeLimits"></a><code>function <b>ShapeOctreeLimits</b>: <a href="CastleOctree.html#POctreeLimits">POctreeLimits</a>;</code></td>
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Properties of created shape octrees. See ShapeOctree unit comments for description.
<p>Default value comes from <a class="normal" href="CastleShapeOctree.html#DefShapeOctreeLimits">DefShapeOctreeLimits</a>.
<p>If <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#ShapeOctreeProgressTitle">ShapeOctreeProgressTitle</a> <> '', it will be shown during octree creation (through <a class="normal" href="CastleProgress.TProgress.html#Title">TProgress.Title</a>). Will be shown only if progress is not active already (so we avoid starting "progress bar within progress bar").
<p>They are used only when the octree is created, so usually you want to set them right before changing <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#Spatial">Spatial</a> from [] to something else.
<p>Note that particular models may override this by [<a href="http://castle-engine.sourceforge.net/x3d_extensions.php#section_ext_octree_properties">http://castle-engine.sourceforge.net/x3d_extensions.php#section_ext_octree_properties</a>].
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<td class="itemcode"><a name="GetViewpoint"></a><code>function <b>GetViewpoint</b>( out ProjectionType: <a href="CastleRays.html#TProjectionType">TProjectionType</a>; out CamPos, CamDir, CamUp, GravityUp: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const ViewpointDescription: string = ''): <a href="X3DNodes.TAbstractViewpointNode.html">TAbstractViewpointNode</a>;</code></td>
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Viewpoint defined in the 3D file (or some default camera settings if no viewpoint is found).
<p><code>GetViewpoint</code> seeks for VRML/X3D nodes like Viewpoint, OrthoViewpoint (actually, any X3DViewpointNode) and VRML 1.0 PerspectiveCamera and OrthographicCamera. <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#GetPerspectiveViewpoint">GetPerspectiveViewpoint</a> seeks only for perspective viewpoints.
<p>If ViewpointDescription = '', they return the first found viewpoint node. Otherwise, they look for X3DViewpointNode with description field mathing given string.
<p>If camera properties were found in some node, it returns this node. Otherwise it returns nil. This way you can optionally extract some additional info from used viewpoint node, or do something special if default values were used. Often you will just ignore result of this function — after all, the most important feature of this function is that you don't <i>have</i> to care about details of dealing with camera node.
<p>Returned CamDir and CamUp and GravityUp are always normalized — reasons the same as for <a class="normal" href="X3DNodes.TAbstractViewpointNode.html#GetView">TAbstractViewpointNode.GetView</a>.
<p></p>
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<td class="itemcode"><a name="GetPerspectiveViewpoint"></a><code>function <b>GetPerspectiveViewpoint</b>( out CamPos, CamDir, CamUp, GravityUp: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const ViewpointDescription: string = ''): <a href="X3DNodes.TAbstractViewpointNode.html">TAbstractViewpointNode</a>;</code></td>
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<td class="itemcode"><a name="TrianglesListShadowCasters"></a><code>function <b>TrianglesListShadowCasters</b>: <a href="CastleSceneCore.TTrianglesShadowCastersList.html">TTrianglesShadowCastersList</a>;</code></td>
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Returns an array of triangles that should be shadow casters for this scene.
<p>Additionally, <a class="normal" href="CastleSceneCore.TTrianglesShadowCastersList.html">TTrianglesShadowCastersList</a> contains some additional information needed for rendering with shadows: currently, this means <a class="normal" href="CastleSceneCore.TTrianglesShadowCastersList.html#OpaqueCount">TTrianglesShadowCastersList.OpaqueCount</a>.
<p>Results of these functions are cached, and are also owned by this object. So don't modify it, don't free it.</p>
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<td class="itemcode"><a name="ManifoldEdges"></a><code>function <b>ManifoldEdges</b>: <a href="CastleSceneCore.html#TManifoldEdgeList">TManifoldEdgeList</a>;</code></td>
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<code>ManifoldEdges</code> is a list of edges that have exactly <b>two</b> neighbor triangles, and <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#BorderEdges">BorderEdges</a> is a list of edges that have exactly <b>one</b> neighbor triangle. These are crucial for rendering shadows using shadow volumes.
<p>Edges with more than two neighbors are allowed. If an edge has an odd number of neighbors, it will be placed in <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#BorderEdges">BorderEdges</a>. Every other pair of neighbors will be "paired" and placed as one manifold edge inside <code>ManifoldEdges</code>. So actually edge with exactly 1 neighbor (odd number, so makes one <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#BorderEdges">BorderEdges</a> item) and edge with exactly 2 neighbors (even number, one pair of triangles, makes one item in <code>ManifoldEdges</code>) — they are just a special case of a general rule, that allows any neighbors number.
<p>Note that vertexes must be consistently ordered in triangles. For two neighboring triangles, if one triangle's edge has order V0, V1, then on the neighbor triangle the order must be reversed (V1, V0). This is true in almost all situations, for example if you have a closed solid object and all outside faces are ordered consistently (all CCW or all CW). Failure to order consistently will result in edges not being "paired", i.e. we will not recognize that some 2 edges are in fact one edge between two neighboring triangles — and this will result in more edges in <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#BorderEdges">BorderEdges</a>.
<p>Both of these lists are calculated at once, i.e. when you call <code>ManifoldEdges</code> or <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#BorderEdges">BorderEdges</a> for the 1st time, actually both <code>ManifoldEdges</code> and <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#BorderEdges">BorderEdges</a> are calculated at once. If all edges are in <code>ManifoldEdges</code>, then the scene is a correct closed manifold, or rather it's composed from any number of closed manifolds.
<p>Results of these functions are cached, and are also owned by this object. So don't modify it, don't free it.
<p>This uses <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#TrianglesListShadowCasters">TrianglesListShadowCasters</a>.
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<td class="itemcode"><a name="BorderEdges"></a><code>function <b>BorderEdges</b>: <a href="CastleSceneCore.html#TBorderEdgeList">TBorderEdgeList</a>;</code></td>
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<td class="itemcode"><a name="ShareManifoldAndBorderEdges"></a><code>procedure <b>ShareManifoldAndBorderEdges</b>( ManifoldShared: <a href="CastleSceneCore.html#TManifoldEdgeList">TManifoldEdgeList</a>; BorderShared: <a href="CastleSceneCore.html#TBorderEdgeList">TBorderEdgeList</a>);</code></td>
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<p>
This allows you to "share" <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#ManifoldEdges">ManifoldEdges</a> and <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#BorderEdges">BorderEdges</a> values between <a class="normal" href="CastleSceneCore.TCastleSceneCore.html">TCastleSceneCore</a> instances, to conserve memory and preparation time. The values set here will be returned by following <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#ManifoldEdges">ManifoldEdges</a> and <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#BorderEdges">BorderEdges</a> calls. The values passed here will <i>not be owned</i> by this object — you gave this, you're responsible for freeing it.
<p>This is handy if you know that this scene has the same <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#ManifoldEdges">ManifoldEdges</a> and <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#BorderEdges">BorderEdges</a> contents as some other scene. In particular, this is extremely handy in cases of animations in <a class="normal" href="CastlePrecalculatedAnimation.TCastlePrecalculatedAnimation.html">TCastlePrecalculatedAnimation</a>, where all scenes actually need only a single instance of <a class="normal" href="CastleSceneCore.html#TManifoldEdgeList">TManifoldEdgeList</a> and <a class="normal" href="CastleSceneCore.html#TBorderEdgeList">TBorderEdgeList</a>, this greatly speeds up <a class="normal" href="CastlePrecalculatedAnimation.TCastlePrecalculatedAnimation.html">TCastlePrecalculatedAnimation</a> loading and reduces memory use.
<p>Note that passing here as values the same references that are already returned by <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#ManifoldEdges">ManifoldEdges</a> / <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#BorderEdges">BorderEdges</a> is always guaranteed to be a harmless operation. If <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#ManifoldEdges">ManifoldEdges</a> / <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#BorderEdges">BorderEdges</a> was owned by this object, it will remain owned in this case (while in normal sharing situation, values set here are assumed to be owned by something else).</p>
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<td class="itemcode"><a name="FreeResources"></a><code>procedure <b>FreeResources</b>(Resources: <a href="CastleSceneCore.html#TSceneFreeResources">TSceneFreeResources</a>); virtual;</code></td>
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Frees some scene resources, to conserve memory. See <a class="normal" href="CastleSceneCore.html#TSceneFreeResources">TSceneFreeResources</a> documentation.</p>
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<td class="itemcode"><a name="UnregisterScene"></a><code>procedure <b>UnregisterScene</b>(Node: <a href="X3DNodes.TX3DNode.html">TX3DNode</a>);</code></td>
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Recursively unset node's <a class="normal" href="X3DNodes.TX3DNode.html#Scene">TX3DNode.Scene</a>. Useful if you want to remove part of a node graph and put it in some other scene.
<p><i>You almost never need to call this method</i> — this is done automatically for you when <a class="normal" href="CastleSceneCore.TCastleSceneCore.html">TCastleSceneCore</a> is destroyed. However, if you process <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#RootNode">RootNode</a> graph and extract some node from it (that is, delete node from our <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#RootNode">RootNode</a> graph, but instead of freeing it you insert it into some other VRML/X3D graph) you must call it to manually "untie" this node (and all it's children) from this <a class="normal" href="CastleSceneCore.TCastleSceneCore.html">TCastleSceneCore</a> instance.</p>
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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="PointingDeviceActivate"></a><code>function <b>PointingDeviceActivate</b>(const Active: boolean; const Distance: Single): boolean; override;</code></td>
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<td class="itemcode"><a name="PointingDeviceMove"></a><code>function <b>PointingDeviceMove</b>(const Pick: <a href="Castle3D.TRayCollisionNode.html">TRayCollisionNode</a>; const Distance: Single): boolean; override;</code></td>
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Called when pointing device moves. This may generate the continously-generated events like hitPoint_changed, also it updates <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#PointingDeviceOverItem">PointingDeviceOverItem</a> and <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#PointingDeviceOverPoint">PointingDeviceOverPoint</a>, thus producing isOver and such events.
<p>To make pointing-device sensors work Ok, make sure you have non-nil <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#OctreeCollisions">OctreeCollisions</a> (e.g. include ssDynamicCollisions in <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#Spatial">Spatial</a>).</p>
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<td class="itemcode"><a name="PointingDeviceSensors"></a><code>function <b>PointingDeviceSensors</b>: <a href="X3DNodes.TPointingDeviceSensorList.html">TPointingDeviceSensorList</a>;</code></td>
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Pointing-device sensors over which the pointing device is. This is just a shortcut for <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#PointingDeviceOverItem">PointingDeviceOverItem</a>ˆ.State.PointingDeviceSensors, returning <code>Nil</code> if <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#PointingDeviceOverItem">PointingDeviceOverItem</a> = <code>Nil</code>.</p>
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<td class="itemcode"><a name="PointingDeviceClear"></a><code>procedure <b>PointingDeviceClear</b>;</code></td>
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<p>
Clear any references to OverItem passed previously to <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#PointingDeviceMove">PointingDeviceMove</a>. This is sometimes useful, because <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#PointingDeviceMove">PointingDeviceMove</a> may save the last passed OverItem, and <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#PointingDeviceActivate">PointingDeviceActivate</a> may even save some sensors for a longer time.
<p>You could free it by calling <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#PointingDeviceMove">PointingDeviceMove</a> with Collision = <code>Nil</code>, but this could cause other X3D events, so it's undesirable to call this when you're going to e.g. release the scene or it's octree. Also, you would have to deactivate sensor first, causing even more events.
<p>So this method clears any references to saved OverItem and <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#PointingDeviceActiveSensors">PointingDeviceActiveSensors</a>, without calling any VRML/X3D events. Note that this still calls <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#DoPointingDeviceSensorsChange">DoPointingDeviceSensorsChange</a> (making <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#OnPointingDeviceSensorsChange">OnPointingDeviceSensorsChange</a> event), if <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#PointingDeviceActiveSensors">PointingDeviceActiveSensors</a> / <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#PointingDeviceSensors">PointingDeviceSensors</a> possibly changed.</p>
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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="SetTime"></a><code>procedure <b>SetTime</b>(const NewValue: <a href="X3DTime.html#TFloatTime">TFloatTime</a>);</code></td>
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<p>
Change current scene time, setting <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#Time">Time</a>. It is crucial that you call this continously to have some VRML/X3D time-dependent features working, like TimeSensor and MovieTexture. See <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#Time">Time</a> for details what is affected by this.
<p>This is automatically taken care of if you added this scene to <a class="normal" href="CastleWindow.TCastleWindowCustom.html#Controls">TCastleWindowCustom.Controls</a> or <a class="normal" href="CastleControl.TCastleControlCustom.html#Controls">TCastleControlCustom.Controls</a>. Then our <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#Update">Update</a> takes care of doing the job, according to <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#TimePlaying">TimePlaying</a> and <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#TimePlayingSpeed">TimePlayingSpeed</a>.
<p>This causes time to be passed to appropriate time-dependent nodes, events will be called etc.
<p><code>SetTime</code> and <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#IncreaseTime">IncreaseTime</a> do exactly the same, the difference is only that for <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#IncreaseTime">IncreaseTime</a> you specify increase in the time (that is, NewTime = <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#Time">Time</a> + TimeIncrease). Use whichever version is more handy.
<p>Following X3D specification, time should only grow. So NewValue should be > <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#Time">Time</a> (or TimeIncrease > 0). Otherwise we ignore this call. For resetting the time (when you don't necessarily want to grow <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#Time">Time</a>) see <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#ResetTime">ResetTime</a>.
<p>If a change of Time will produce some visible change in the VRML/X3D model (for example, MovieTexture will change, or TimeSensor change will be routed by interpolator to coordinates of some visible node) it will be reported by usual method, that is <a class="normal" href="Castle3D.T3D.html#VisibleChangeHere">VisibleChangeHere</a>.
<p></p>
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<td class="itemcode"><a name="IncreaseTime"></a><code>procedure <b>IncreaseTime</b>(const TimeIncrease: <a href="X3DTime.html#TFloatTime">TFloatTime</a>);</code></td>
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<td class="itemcode"><a name="IncreaseTimeTick"></a><code>procedure <b>IncreaseTimeTick</b>; override;</code></td>
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<p>
Increase <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#Time">Time</a> by some infinitely small value. This simply increments <code>Time.PlusTicks</code>, which may be sometimes useful: this allows events to pass through the ROUTEs without the fear of being rejected as "recursive (cycle) events".</p>
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<td class="itemcode"><a name="GetTime"></a><code>function <b>GetTime</b>: <a href="X3DTime.TX3DTime.html">TX3DTime</a>; override;</code></td>
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<td class="itemcode"><a name="ResetTime"></a><code>procedure <b>ResetTime</b>(const NewValue: <a href="X3DTime.html#TFloatTime">TFloatTime</a>);</code></td>
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<p>
Set <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#Time">Time</a> to arbitrary value.
<p>You should only use this when you loaded new VRML/X3D model.
<p>Unlike <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#SetTime">SetTime</a> and <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#IncreaseTime">IncreaseTime</a>, this doesn't require that <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#Time">Time</a> grows. It still does some time-dependent events work, although some time-dependent nodes may be just unconditionally reset by this to starting value (as they keep local time, and so require TimeIncrease notion, without it we can only reset them).
<p></p>
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<td class="itemcode"><a name="ResetTimeAtLoad"></a><code>procedure <b>ResetTimeAtLoad</b>;</code></td>
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<p>
Set <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#Time">Time</a> to suitable initial value after loading a world.
<p>This honours VRML/X3D specification about VRML/X3D time origin, and our extension [<a href="http://castle-engine.sourceforge.net/x3d_extensions.php#section_ext_time_origin_at_load">http://castle-engine.sourceforge.net/x3d_extensions.php#section_ext_time_origin_at_load</a>].</p>
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<td class="itemcode"><a name="GetBackgroundStack"></a><code>function <b>GetBackgroundStack</b>: <a href="X3DNodes.TX3DBindableStackBasic.html">TX3DBindableStackBasic</a>; override;</code></td>
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<td class="itemcode"><a name="GetFogStack"></a><code>function <b>GetFogStack</b>: <a href="X3DNodes.TX3DBindableStackBasic.html">TX3DBindableStackBasic</a>; override;</code></td>
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<td class="itemcode"><a name="GetNavigationInfoStack"></a><code>function <b>GetNavigationInfoStack</b>: <a href="X3DNodes.TX3DBindableStackBasic.html">TX3DBindableStackBasic</a>; override;</code></td>
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<td class="itemcode"><a name="GetViewpointStack"></a><code>function <b>GetViewpointStack</b>: <a href="X3DNodes.TX3DBindableStackBasic.html">TX3DBindableStackBasic</a>; override;</code></td>
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<td class="itemcode"><a name="CameraChanged"></a><code>procedure <b>CameraChanged</b>(ACamera: <a href="CastleCameras.TCamera.html">TCamera</a>; const Changes: <a href="Castle3D.html#TVisibleChanges">TVisibleChanges</a>);</code></td>
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<p>
Call when camera position/dir/up changed, to update things depending on camera settings. This includes sensors like ProximitySensor, LOD nodes, camera settings for next RenderedTexture update and more. It automatically does proper <a class="normal" href="Castle3D.T3D.html#VisibleChangeHere">VisibleChangeHere</a> (OnVisibleChangeHere).
<p></p>
<h6 class="description_section">Parameters</h6>
<dl class="parameters">
<dt>Changes</dt>
<dd>describes changes to the scene caused by camera change. This is needed if some geometry / light follows the player.
<p>We'll automatically add here vcCamera, so not need to specify it.
<p>You should add here vcVisibleNonGeometry if player has a headlight. You should add here vcVisibleGeometry if player has a rendered avatar.</dd>
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<td class="itemcode"><a name="RegisterCompiledScript"></a><code>procedure <b>RegisterCompiledScript</b>(const HandlerName: string; Handler: <a href="CastleSceneCore.html#TCompiledScriptHandler">TCompiledScriptHandler</a>);</code></td>
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Register compiled script handler, for VRML/X3D Script node with "compiled:" protocol. See [<a href="http://castle-engine.sourceforge.net/x3d_extensions.php#section_ext_script_compiled">http://castle-engine.sourceforge.net/x3d_extensions.php#section_ext_script_compiled</a>].</p>
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<td class="itemcode"><a name="CameraFromNavigationInfo"></a><code>procedure <b>CameraFromNavigationInfo</b>(Camera: <a href="CastleCameras.TCamera.html">TCamera</a>; const Box: <a href="CastleBoxes.TBox3D.html">TBox3D</a>; const ForceNavigationType: string = ''; const ForceRadius: Single = 0);</code></td>
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<p>
Update camera properties based on currently bound NavigationInfo.
<p>Bound NavigationInfo node is taken from NavigationInfoStack.Top. If no NavigationInfo is bound, this is <code>Nil</code>, and we will create camera corresponding to default NavigationInfo values (this is following VRML/X3D spec), so it will have initial type = EXAMINE.
<p>You can pass ForceNavigationType = 'EXAMINE', 'WALK', 'FLY', 'NONE' etc. (see X3D specification about NavigationInfo node, type field, on [<a href="http://www.web3d.org/x3d/specifications/ISO-IEC-19775-1.2-X3D-AbstractSpecification/Part01/components/navigation.html#NavigationInfo">http://www.web3d.org/x3d/specifications/ISO-IEC-19775-1.2-X3D-AbstractSpecification/Part01/components/navigation.html#NavigationInfo</a>], although not all values are handled by our engine now). This way we will ignore what NavigationInfo.type information inside the scene says.
<p>This initializes a lot of camera properties: </p>
<ul class="paragraph_spacing">
<li><p><a class="normal" href="CastleCameras.TCamera.html#Radius">TCamera.Radius</a>,</p></li>
<li><p><a class="normal" href="CastleCameras.TCamera.html#Input">TCamera.Input</a>,</p></li>
<li><p><a class="normal" href="CastleCameras.TWalkCamera.html#Gravity">TWalkCamera.Gravity</a>,</p></li>
<li><p><a class="normal" href="CastleCameras.TWalkCamera.html#PreferGravityUpForRotations">TWalkCamera.PreferGravityUpForRotations</a>,</p></li>
<li><p><a class="normal" href="CastleCameras.TWalkCamera.html#PreferGravityUpForMoving">TWalkCamera.PreferGravityUpForMoving</a>,</p></li>
<li><p><a class="normal" href="CastleCameras.TWalkCamera.html#PreferredHeight">TWalkCamera.PreferredHeight</a>,</p></li>
<li><p><a class="normal" href="CastleCameras.TWalkCamera.html#ClimbHeight">TWalkCamera.ClimbHeight</a>,</p></li>
<li><p><a class="normal" href="CastleCameras.TWalkCamera.html#HeadBobbing">TWalkCamera.HeadBobbing</a>, <a class="normal" href="CastleCameras.TWalkCamera.html#HeadBobbingTime">TWalkCamera.HeadBobbingTime</a>.</p></li>
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<p>Box is the expected bounding box of the whole 3D scene. Usually, it should be just Scene.BoundingBox, but it may be something larger, if this scene is part of a larger world.</p>
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<td class="itemcode"><a name="CameraFromViewpoint"></a><code>procedure <b>CameraFromViewpoint</b>(ACamera: <a href="CastleCameras.TCamera.html">TCamera</a>; const RelativeCameraTransform: boolean = false; const AllowTransitionAnimate: boolean = true);</code></td>
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<p>
Update camera to the currently bound VRML/X3D viewpoint. When no viewpoint is currently bound, we will go to a suitable viewpoint to see the whole scene (based on a scene bounding box).
<p>The initial camera vectors (<a class="normal" href="CastleCameras.TCamera.html#InitialPosition">TCamera.InitialPosition</a>, <a class="normal" href="CastleCameras.TCamera.html#InitialDirection">TCamera.InitialDirection</a>, <a class="normal" href="CastleCameras.TCamera.html#InitialUp">TCamera.InitialUp</a>, <a class="normal" href="CastleCameras.TWalkCamera.html#GravityUp">TWalkCamera.GravityUp</a>) are set to the current viewpoint. This is done regardless of the RelativeCameraTransform value.
<p>How current camera vectors change depends on RelativeCameraTransform:
<p></p>
<ul class="paragraph_spacing">
<li><p>RelativeCameraTransform = <code>False</code> means that we just set current vectors to the initial vectors. In other words, camera jumps to the viewpoint.
<p>In this case, AllowTransitionAnimate determines if we allow moving camera by a smooth transition. If this is <code>True</code>, and also NavigationInfo allows it (see <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#CameraTransition">CameraTransition</a>), then camera will jump smoothy. Otherwise camera will jump to viewpoint immediately.</p></li>
<li><p>RelativeCameraTransform = <code>True</code> means that we translate/rotate the current camera in the same manner as initial camera changed. This is suitable when you change transformation, position or orientation of the VRML/X3D Viewpoint node: conceptually, there exists a "user" camera transformation that is the child of the viewpoint. When viewpoint is moved, then the current camera moves with it.</p></li>
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<td class="itemcode"><a name="CreateCamera"></a><code>function <b>CreateCamera</b>(AOwner: TComponent; const Box: <a href="CastleBoxes.TBox3D.html">TBox3D</a>; const ForceNavigationType: string = ''): <a href="CastleCameras.TUniversalCamera.html">TUniversalCamera</a>;</code></td>
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Create new camera instance, and bind it to current NavigationInfo and Viewpoint. This is only a shortcut for creating <a class="normal" href="CastleCameras.TUniversalCamera.html">TUniversalCamera</a> and then using <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#CameraFromNavigationInfo">CameraFromNavigationInfo</a> and <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#CameraFromViewpoint">CameraFromViewpoint</a>.
<p><a class="normal" href="CastleSceneCore.TCastleSceneCore.html#CameraFromViewpoint">CameraFromViewpoint</a> here is called with AllowTransitionAnimate = <code>False</code>, because animating camera in this case would be wrong (user does not want to see the animation from default camera position).</p>
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<td class="itemcode"><a name="CreateCamera"></a><code>function <b>CreateCamera</b>(AOwner: TComponent; const ForceNavigationType: string = ''): <a href="CastleCameras.TUniversalCamera.html">TUniversalCamera</a>; deprecated;</code></td>
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<p class="hint_directive">Warning: this symbol is deprecated.</p> </td></tr>
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<td class="itemcode"><a name="CameraTransition"></a><code>procedure <b>CameraTransition</b>(Camera: <a href="CastleCameras.TCamera.html">TCamera</a>; const Position, Direction, Up: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>);</code></td>
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Make Camera go to the view given by Position, Direction, Up.
<p>Honours current NavigationInfo.transitionType and transitionTime. If transitionType indicates instanteneous transition, then jumps by simple <code>Camera.SetView(Position, Direction, Up)</code>. Otherwise makes a smooth animation into new values by <code>Camera.AnimateTo(Position, Direction, TransitionTime)</code>.
<p>Will generate NavigationInfo.transitionComplete when transition ends.
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<td class="itemcode"><a name="CameraTransition"></a><code>procedure <b>CameraTransition</b>(Camera: <a href="CastleCameras.TCamera.html">TCamera</a>; const Position, Direction, Up, GravityUp: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>);</code></td>
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<td class="itemcode"><a name="MainLightForShadows"></a><code>function <b>MainLightForShadows</b>( out AMainLightPosition: <a href="CastleVectors.html#TVector4Single">TVector4Single</a>): boolean;</code></td>
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<p>
Detect position/direction of the main light that produces shadows. This is useful when you want to make shadows on the scene from only a single light, but your scene has many lights.
<p>The main light is simply one with both <code>shadowVolumes</code> and <code>shadowVolumesMain</code> fields set to <code>True</code>. See [<a href="http://castle-engine.sourceforge.net/x3d_extensions.php#section_ext_shadows">http://castle-engine.sourceforge.net/x3d_extensions.php#section_ext_shadows</a>] for more info. If no light with shadowVolumes = shadowVolumesMain = TRUE is present then this function returns <code>False</code>, since AMainLightPosition cannot be calculated.
<p>AMainLightPosition[3] is always set to 1 (positional light) or 0 (indicates that this is a directional light).
<p></p>
<h6 class="description_section">See also</h6>
<dl class="see_also">
<dt><a class="normal" href="CastleSceneManager.TCastleAbstractViewport.html#MainLightForShadows">TCastleAbstractViewport.MainLightForShadows</a></dt>
<dd>Detect position/direction of the main light that produces shadows.</dd>
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<td class="itemcode"><a name="CustomHeadlight"></a><code>function <b>CustomHeadlight</b>: <a href="X3DNodes.TAbstractLightNode.html">TAbstractLightNode</a>;</code></td>
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<p>
Light node that should be used for headlight, or <code>Nil</code> if default directional headlight is suitable.
<p>This never returns <code>Nil</code>. It's not concerned whether the headlight should actually be used — for this, see <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#HeadlightOn">HeadlightOn</a>.</p>
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<td class="itemcode"><a name="ViewChangedSuddenly"></a><code>procedure <b>ViewChangedSuddenly</b>; virtual;</code></td>
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<p>
Notify the scene that camera position/direction changed a lot. It may be called when you make a sudden change to the camera, like teleporting the player to a completely different scene part.
<p>This may be used as a hint by some optimizations. It tells that what will be visible in the next rendered frame will be probably very different from what was visible in the last frame.
<p><i>Current implementation notes:</i>
<p>Currently, this is used by <a class="normal" href="CastleScene.TCastleScene.html">TCastleScene</a> if you use Attributes.UseOcclusionQuery. Normally, occlusion query tries to reuse results from previous frame, using the assumption that usually camera changes slowly and objects appear progressively in the view. When you make a sudden camera jump/change, this assumption breaks, so it's better to resign from occlusion query for the very next frame. This method will do exactly that.</p>
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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="Dragging"></a><code>function <b>Dragging</b>: boolean; override;</code></td>
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<td class="itemcode"><a name="Caption"></a><code>function <b>Caption</b>: string;</code></td>
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<p>
Nice scene caption. Uses the "title" of WorldInfo node inside the VRML/X3D scene. If there is no WorldInfo node (or it has empty title) then result is based on loaded <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#URL">URL</a>.</p>
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<td class="itemcode"><a name="Node"></a><code>function <b>Node</b>(const NodeName: string): <a href="X3DNodes.TX3DNode.html">TX3DNode</a>;</code></td>
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<p>
Simple methods to find a named X3D node (and a field or event within this node) in a current node graph. They search all nodes (in active or not) graph parts.
<p>For more flexible and extensive search methods, use <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#RootNode">RootNode</a> property along with <a class="normal" href="X3DNodes.TX3DNode.html#FindNodeByName">TX3DNode.FindNodeByName</a>, <a class="normal" href="X3DNodes.TX3DNode.html#FindNode">TX3DNode.FindNode</a> and other methods.
<p> </p>
<h6 class="description_section">Exceptions raised</h6>
<dl class="exceptions_raised">
<dt><a class="normal" href="X3DFields.EX3DNotFound.html">EX3DNotFound</a></dt>
<dd>If given node (or field/event inside this node) could not be found.</dd>
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<td class="itemcode"><a name="Field"></a><code>function <b>Field</b>(const NodeName, FieldName: string): <a href="X3DFields.TX3DField.html">TX3DField</a>;</code></td>
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<td class="itemcode"><a name="Event"></a><code>function <b>Event</b>(const NodeName, EventName: string): <a href="X3DFields.TX3DEvent.html">TX3DEvent</a>;</code></td>
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<td class="itemcode"><a name="Animations"></a><code>function <b>Animations</b>: TStringList;</code></td>
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<p>
List the names of available animations in this file. Detected in VRML/X3D models as simply TimeSensor nodes with node name starting with "Animation_Xxx" (see <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#AnimationPrefix">AnimationPrefix</a> property). Caller is responsible for freeing resulting TStringList instance.
<p>Note that the list of animations may change it you rebuild the underlying X3D nodes graph, for example if you start to delete / add some TimeSensor nodes.</p>
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<td class="itemcode"><a name="PlayAnimation"></a><code>function <b>PlayAnimation</b>(const AnimationName: string; const Looping: <a href="CastleSceneCore.html#TPlayAnimationLooping">TPlayAnimationLooping</a>): boolean;</code></td>
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<p>
Play a named animation (like detected by <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#Animations">Animations</a> method). Also stops previously playing named animation, if any. Returns whether animation (corresponding TimeSensor node) was found.</p>
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<td class="itemcode"><a name="AnimationDuration"></a><code>function <b>AnimationDuration</b>(const AnimationName: string): <a href="X3DTime.html#TFloatTime">TFloatTime</a>;</code></td>
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<p>
Duration, in seconds, of the named animation (named animations are detected by <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#Animations">Animations</a> method). 0 if not found.</p>
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<h3 class="detail">Properties</h3>
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<td class="itemcode"><a name="VisibilitySensors"></a><code>property <b>VisibilitySensors</b>: TVisibilitySensors read FVisibilitySensors;</code></td>
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<td class="itemcode"><a name="Shapes"></a><code>property <b>Shapes</b>: <a href="CastleShapes.TShapeTree.html">TShapeTree</a> read FShapes;</code></td>
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<p>
Simple (usually very flat) tree of shapes within this VRML/X3D scene.
<p>Contents of this tree are read-only from outside.
<p>Note that the only place where <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#Shapes">Shapes</a> structure is rebuild in this class is <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#ChangedAll">ChangedAll</a> procedure. So e.g. if you want to do something after each change of <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#Shapes">Shapes</a> tree, you can simply override <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#ChangedAll">ChangedAll</a> and do your work after calling "inherited".</p>
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<td class="itemcode"><a name="OnGeometryChanged"></a><code>property <b>OnGeometryChanged</b>: <a href="CastleSceneCore.html#TSceneGeometryChanged">TSceneGeometryChanged</a>
read FOnGeometryChanged write FOnGeometryChanged;</code></td>
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<p>
Notification when geometry changed. "Geometry changed" means that the positions of triangles changed. This is not send when merely things like material changed.
<p>It is not guaranteed that octrees are already recalculated when this is called. (They may be recalculated only on-demand, that is when you actually access them.) However, it is guaranteed that shape's transformation (like TShape.State.Transform) are already updated.</p>
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<td class="itemcode"><a name="OnViewpointsChanged"></a><code>property <b>OnViewpointsChanged</b>: <a href="CastleSceneCore.html#TSceneNotification">TSceneNotification</a>
read FOnViewpointsChanged write FOnViewpointsChanged;</code></td>
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<p>
Notification when the list of viewpoints in the scene possibly changed.
<p>Note that this doesn't necessarily mean that the current, bound viewpoint changed (although it could). If you only want to get notified when currently <i>bound</i> viewpoint changes, then what you seek is rather <a class="normal" href="CastleSceneCore.TX3DBindableStack.html#OnBoundChanged">ViewpointStack.OnBoundChanged</a>.</p>
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<td class="itemcode"><a name="OnBoundViewpointVectorsChanged"></a><code>property <b>OnBoundViewpointVectorsChanged</b>: <a href="CastleSceneCore.html#TSceneNotification">TSceneNotification</a>
read FOnBoundViewpointVectorsChanged write FOnBoundViewpointVectorsChanged;</code></td>
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<p>
Notification when the currently bound viewpoint's vectors (position/orientation and such) changed.
<p>More precisely, this is called whenever values generated by ViewpointStack.Top.GetView changed.
<p>It cannot be called when ViewpointStack.Top = <code>Nil</code>. Note that this also doesn't notify you about changes to currently bound viewpoint, for this you rather want to use <a class="normal" href="CastleSceneCore.TX3DBindableStack.html#OnBoundChanged">ViewpointStack.OnBoundChanged</a>. This is called only when <i>currently bound viewpoint stays the same, only it's vectors change</i>.</p>
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<td class="itemcode"><a name="OnBoundNavigationInfoFieldsChanged"></a><code>property <b>OnBoundNavigationInfoFieldsChanged</b>: <a href="CastleSceneCore.html#TSceneNotification">TSceneNotification</a>
read FOnBoundNavigationInfoFieldsChanged write FOnBoundNavigationInfoFieldsChanged;</code></td>
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<td class="itemcode"><a name="RootNode"></a><code>property <b>RootNode</b>: <a href="X3DNodes.TX3DRootNode.html">TX3DRootNode</a> read FRootNode write FRootNode;</code></td>
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<p>
Actual VRML/X3D graph defining this scene.
<p>It is allowed to change contents of <code>RootNode</code>. Just make sure the scene is notified about these changes — you should assign fields using methods like <a class="normal" href="X3DFields.TX3DField.html#Send">TX3DField.Send</a> or (if you assign field values directly, like <code><a class="normal" href="X3DFields.TSFVec3f.html#Value">TSFVec3f.Value</a> := ...</code>) call <a class="normal" href="X3DFields.TX3DField.html#Changed">TX3DField.Changed</a>. Eventually, you can call our <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#ChangedField">ChangedField</a> method (but it's usually nicer to use <a class="normal" href="X3DFields.TX3DField.html#Changed">TX3DField.Changed</a>).
<p>It is also allowed to change the value of <code>RootNode</code> and even to set <code>RootNode</code> to <code>Nil</code>. Be sure to call <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#ChangedAll">ChangedAll</a> after this. Changing <code>RootNode</code> allows you to load and unload whole new VRML/X3D graph (for example from some 3D file) whenever you want, and keep the same <a class="normal" href="CastleSceneCore.TCastleSceneCore.html">TCastleSceneCore</a> instance (with the same rendering settings and such).
<p>Note that there is also a trick to conserve memory use. After you've done <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#PrepareResources">PrepareResources</a> some things are precalculated here, and <code>RootNode</code> is actually not used, unless you use <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#ProcessEvents">ProcessEvents</a>. So you can free <code>RootNode</code> (and set it to nil here) <i>without calling <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#ChangedAll">ChangedAll</a></i> and some things will just continue to work, unaware of the fact that the underlying <code>RootNode</code> structure is lost. Note that this is still considered a "dirty trick", and you will have to be extra-careful then about what methods/properties from this class. Generally, use only things that you prepared with <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#PrepareResources">PrepareResources</a>. So e.g. calling Render or using <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#BoundingBox">BoundingBox</a>. If all your needs are that simple, then you can use this trick to save some memory. This is actually useful when using <a class="normal" href="CastlePrecalculatedAnimation.TCastlePrecalculatedAnimation.html">TCastlePrecalculatedAnimation</a>, as it creates a lot of intermediate node structures and <a class="normal" href="CastleSceneCore.TCastleSceneCore.html">TCastleSceneCore</a> instances.</p>
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<td class="itemcode"><a name="OwnsRootNode"></a><code>property <b>OwnsRootNode</b>: boolean read FOwnsRootNode write FOwnsRootNode default true;</code></td>
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<p>
If <code>True</code>, <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#RootNode">RootNode</a> will be freed by destructor of this class.</p>
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<td class="itemcode"><a name="TriangleOctreeProgressTitle"></a><code>property <b>TriangleOctreeProgressTitle</b>: string
read FTriangleOctreeProgressTitle
write FTriangleOctreeProgressTitle;</code></td>
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<td class="itemcode"><a name="ShapeOctreeProgressTitle"></a><code>property <b>ShapeOctreeProgressTitle</b>: string
read FShapeOctreeProgressTitle
write FShapeOctreeProgressTitle;</code></td>
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<td class="itemcode"><a name="PointingDeviceOverItem"></a><code>property <b>PointingDeviceOverItem</b>: <a href="X3DTriangles.html#PTriangle">PTriangle</a>
read FPointingDeviceOverItem write FPointingDeviceOverItem;</code></td>
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<p>
Current item over which the pointing device is. <code>Nil</code> if over none. For example, you can investigate it's pointing device sensors (in <code>PointingDeviceOverItem</code>ˆ.State.PointingDeviceSensors), although there's a shortcut for just this in <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#PointingDeviceSensors">PointingDeviceSensors</a>. You can change this by <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#PointingDeviceMove">PointingDeviceMove</a> and <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#PointingDeviceClear">PointingDeviceClear</a>.</p>
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<td class="itemcode"><a name="PointingDeviceOverPoint"></a><code>property <b>PointingDeviceOverPoint</b>: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>
read FPointingDeviceOverPoint write FPointingDeviceOverPoint;</code></td>
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<p>
Current 3D point under the pointing device. Only meaningful when <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#PointingDeviceOverItem">PointingDeviceOverItem</a> <> nil, otherwise undefined.</p>
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<td class="itemcode"><a name="PointingDeviceActiveSensors"></a><code>property <b>PointingDeviceActiveSensors</b>: <a href="X3DNodes.TX3DNodeList.html">TX3DNodeList</a>
read FPointingDeviceActiveSensors;</code></td>
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<p>
Currently active pointing-device sensors. Only <a class="normal" href="X3DNodes.TAbstractPointingDeviceSensorNode.html">TAbstractPointingDeviceSensorNode</a> instances. Always empty when <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#PointingDeviceActive">PointingDeviceActive</a> = <code>False</code>. Read-only from outside of this class.
<p>Note that sensor specified here doesn't have to be one of the sensors of <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#PointingDeviceOverItem">PointingDeviceOverItem</a>. When some sensor is activated, it grabs further events until it's deactivated (e.g. when you set <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#PointingDeviceActive">PointingDeviceActive</a> := false, which means that user released mouse button). This means that when user moves the mouse while given sensors are active, he can move mouse over other items, even the ones where the active sensors aren't listed — but the sensors remain active.</p>
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<td class="itemcode"><a name="PointingDeviceActive"></a><code>property <b>PointingDeviceActive</b>: boolean
read FPointingDeviceActive default false;</code></td>
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<p>
Is pointing device currently active (for example, mouse button is pressed down).</p>
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<td class="itemcode"><a name="OnPointingDeviceSensorsChange"></a><code>property <b>OnPointingDeviceSensorsChange</b>: TNotifyEvent
read FOnPointingDeviceSensorsChange
write FOnPointingDeviceSensorsChange;</code></td>
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<p>
Event called <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#PointingDeviceSensors">PointingDeviceSensors</a> or <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#PointingDeviceActiveSensors">PointingDeviceActiveSensors</a> lists (possibly) changed.</p>
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<td class="itemcode"><a name="Time"></a><code>property <b>Time</b>: <a href="X3DTime.TX3DTime.html">TX3DTime</a> read FTime;</code></td>
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<p>
This is the scene time, that is passed to time-dependent nodes. See X3D specification "Time" component about time-dependent nodes. In short, this "drives" the time passed to TimeSensor, MovieTexture and AudioClip. See <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#SetTime">SetTime</a> for changing this.
<p>Default value is 0.0 (zero).</p>
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<td class="itemcode"><a name="BackgroundStack"></a><code>property <b>BackgroundStack</b>: <a href="CastleSceneCore.TBackgroundStack.html">TBackgroundStack</a> read FBackgroundStack;</code></td>
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<p>
Stack of background nodes. The node at the top is the current background. All nodes on this stack must descend from <a class="normal" href="X3DNodes.TAbstractBackgroundNode.html">TAbstractBackgroundNode</a> class.</p>
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<td class="itemcode"><a name="FogStack"></a><code>property <b>FogStack</b>: <a href="CastleSceneCore.TFogStack.html">TFogStack</a> read FFogStack;</code></td>
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<p>
Stack of fog nodes. The node at the top is the current fog. All nodes on this stack must descend from <a class="normal" href="X3DNodes.TFogNode.html">TFogNode</a> class.</p>
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<td class="itemcode"><a name="NavigationInfoStack"></a><code>property <b>NavigationInfoStack</b>: <a href="CastleSceneCore.TNavigationInfoStack.html">TNavigationInfoStack</a> read FNavigationInfoStack;</code></td>
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<p>
Stack of NavigatinInfo nodes. The node at the top is the current NavigatinInfo. All nodes on this stack must descend from <a class="normal" href="X3DNodes.TNavigationInfoNode.html">TNavigationInfoNode</a> class.</p>
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<td class="itemcode"><a name="ViewpointStack"></a><code>property <b>ViewpointStack</b>: <a href="CastleSceneCore.TViewpointStack.html">TViewpointStack</a> read FViewpointStack;</code></td>
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<p>
Stack of viewpoint nodes. The node at the top is the current Viewpoint. All nodes on this stack must descend from <a class="normal" href="X3DNodes.TAbstractViewpointNode.html">TAbstractViewpointNode</a>. Note that this includes also VRML 1.0/Inventor nodes.</p>
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<td class="itemcode"><a name="CameraPosition"></a><code>property <b>CameraPosition</b>: <a href="CastleVectors.html#TVector3Single">TVector3Single</a> read FCameraPosition;</code></td>
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<p>
Camera position/direction/up known for this scene.
<p>Set by <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#CameraChanged">CameraChanged</a>. <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#CameraViewKnown">CameraViewKnown</a> = <code>False</code> means that <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#CameraChanged">CameraChanged</a> was never called, and so camera settings are not known, and so other Camera* properties have undefined values.
<p>These are remembered for various reasons, like reacting to changes to ProximitySensor box (center, size) (or it's transform), or changing LOD node children.
<p></p>
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<td class="itemcode"><a name="CameraDirection"></a><code>property <b>CameraDirection</b>: <a href="CastleVectors.html#TVector3Single">TVector3Single</a> read FCameraDirection;</code></td>
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<td class="itemcode"><a name="CameraUp"></a><code>property <b>CameraUp</b>: <a href="CastleVectors.html#TVector3Single">TVector3Single</a> read FCameraUp;</code></td>
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<td class="itemcode"><a name="CameraViewKnown"></a><code>property <b>CameraViewKnown</b>: boolean read FCameraViewKnown;</code></td>
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<td class="itemcode"><a name="CompiledScriptHandlers"></a><code>property <b>CompiledScriptHandlers</b>: <a href="CastleSceneCore.html#TCompiledScriptHandlerInfoList">TCompiledScriptHandlerInfoList</a>
read FCompiledScriptHandlers;</code></td>
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<p>
List of handlers for VRML/X3D Script node with "compiled:" protocol. This is read-only, change this only by <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#RegisterCompiledScript">RegisterCompiledScript</a>.</p>
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<td class="itemcode"><a name="HeadlightOn"></a><code>property <b>HeadlightOn</b>: boolean
read FHeadlightOn write SetHeadlightOn;</code></td>
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<p>
Should we use headlight for this scene. Controls if containing <a class="normal" href="CastleSceneManager.TCastleSceneManager.html">TCastleSceneManager</a> will use a headlight, if this is the main scene.
<p>When you load a new model, this is always updated based on this model's NavigationInfo.headlight. (If no NavigationInfo node, then default is to use the headlight.) When you bind a new NavigationInfo node, this is also updated to follow NavigationInfo.headlight.
<p>You can change the value of this property. If we have a NavigationInfo node, then NavigationInfo.headlight field will be always updated to correspond to this value. (It will be even updated using events mechanism if <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#ProcessEvents">ProcessEvents</a>, so scripts inside the VRML/X3D "know" when you turn on/off the headlight and may react to it, e.g. spawn a zombie monster when you turn on the flashlight.)</p>
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<td class="itemcode"><a name="OnHeadlightOnChanged"></a><code>property <b>OnHeadlightOnChanged</b>: TNotifyEvent
read FOnHeadlightOnChanged write FOnHeadlightOnChanged;</code></td>
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<td class="itemcode"><a name="Static"></a><code>property <b>Static</b>: boolean read FStatic write SetStatic default false;</code></td>
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Static scene will not be automatically notified about the changes to the field values. This means that <a class="normal" href="X3DFields.TX3DField.html#Send">TX3DField.Send</a> and <a class="normal" href="X3DFields.TX3DField.html#Changed">TX3DField.Changed</a> will not notify this scene. This makes a small optimization when you know you will not modify scene's VRML/X3D graph besides loading (or you're prepared to do it by manually calling Scene.ChangedField etc.).
<p>The behavior of events is undefined when scene is static. This means that you should always have <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#ProcessEvents">ProcessEvents</a> = <code>False</code> when Static = <code>True</code>. Only when Static = false you're allowed to freely change <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#ProcessEvents">ProcessEvents</a> to <code>True</code>.
<p>Changing this is expensive when the scene content is already loaded, so it's best to adjust this before <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#Load">Load</a>.</p>
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<td class="itemcode"><a name="GlobalLights"></a><code>property <b>GlobalLights</b>: <a href="X3DNodes.TLightInstancesList.html">TLightInstancesList</a> read FGlobalLights;</code></td>
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<p>
Global lights of this scene. Read-only. May be useful to render other 3D objects with lights defined inside this scene.</p>
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<td class="itemcode"><a name="AnimationPrefix"></a><code>property <b>AnimationPrefix</b>: string
read FAnimationPrefix write FAnimationPrefix;</code></td>
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<p>
The required prefix of a TimeSensor node to be considered a "named animation" by our methods like <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#Animations">Animations</a>, <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#PlayAnimation">PlayAnimation</a>, and <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#AnimationDuration">AnimationDuration</a>. By default this is <a class="normal" href="X3DNodes.html#DefaultAnimationPrefix">DefaultAnimationPrefix</a>. You can set this to an empty string to consider all TimeSensor nodes a possible "named animation".</p>
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<td class="itemcode"><a name="TimePlaying"></a><code>property <b>TimePlaying</b>: boolean read FTimePlaying write FTimePlaying default true;</code></td>
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When <code>TimePlaying</code> is <code>True</code>, the time of our 3D world will keep playing. More precisely, our <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#Update">Update</a> will take care of increasing <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#Time">Time</a>. Our <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#Update">Update</a> is usually automatically called (if you added this scene to <a class="normal" href="CastleWindow.TCastleWindowCustom.html#Controls">TCastleWindowCustom.Controls</a> or <a class="normal" href="CastleControl.TCastleControlCustom.html#Controls">TCastleControlCustom.Controls</a>) so you don't have to do anything to make this work.</p>
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<td class="itemcode"><a name="TimePlayingSpeed"></a><code>property <b>TimePlayingSpeed</b>: Single read FTimePlayingSpeed write FTimePlayingSpeed default 1.0;</code></td>
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Controls the time speed (if <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#TimePlaying">TimePlaying</a> is <code>True</code>): 1.0 means that 1 second of real time equals to 1 unit of world time.</p>
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<td class="itemcode"><a name="Spatial"></a><code>property <b>Spatial</b>: <a href="CastleSceneCore.html#TSceneSpatialStructures">TSceneSpatialStructures</a> read FSpatial write SetSpatial;</code></td>
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<p>
Which spatial structures (octrees, for now) should be created and managed.
<p>You should set this, based on your expected usage of this model. See <a class="normal" href="CastleSceneCore.html#TSceneSpatialStructure">TSceneSpatialStructure</a> for possible values. For usual dynamic scenes rendered with OpenGL, you want this to be [ssRendering, ssDynamicCollisions].
<p>Before setting any value <> [] you may want to adjust <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#TriangleOctreeLimits">TriangleOctreeLimits</a>, <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#ShapeOctreeLimits">ShapeOctreeLimits</a>. These properties fine-tune how the octrees will be generated (although default values should be Ok for typical cases).
<p>Default value of this property is [], which means that no octrees will be created. This has to be the default value, to 1. get you chance to change <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#TriangleOctreeLimits">TriangleOctreeLimits</a> and such before creating octree 2. otherwise, scenes that not require collision detection would unnecessarily create octrees at construction. Scenes that do not have any spatial structures use default <a class="normal" href="Castle3D.T3D.html">T3D</a> methods for resolving collisions, which means that collisions are checked vs <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#BoundingBox">BoundingBox</a> of this scene. (Unless <a class="normal" href="Castle3D.T3D.html#GetCollides">GetCollides</a> is <code>False</code>, in which case collisions are disabled, regardless of <code>Spatial</code>.)</p>
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<td class="itemcode"><a name="ProcessEvents"></a><code>property <b>ProcessEvents</b>: boolean
read FProcessEvents write SetProcessEvents default false;</code></td>
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Should the VRML/X3D event mechanism work.
<p>If <code>True</code>, then events will be send and received through routes, time dependent nodes (X3DTimeDependentNode, like TimeSensor) will be activated and updated from <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#Time">Time</a> time property, <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#Press">Press</a>, <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#Release">Release</a> and other methods will activate key/mouse sensor nodes, scripts will be initialized and work, etc.
<p>In other words, this makes the scene fully animated and interacting with the user.
<p>If <code>False</code>, this all doesn't work, which makes the scene static.</p>
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<td class="itemcode"><a name="URL"></a><code>property <b>URL</b>: string read FURL write SetURL;</code></td>
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Currently loaded scene <code>URL</code>. Set this to load a 3D scene from the given <code>URL</code>, we can load from any known 3D format (VRML, X3D, Collada, 3ds, Wavefront, etc.).
<p>Works just like the <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#Load">Load</a> method (the overloaded version that takes <code>AURL: string</code> parameter). And, in fact, using directly the <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#Load">Load</a> method will also change this <code>URL</code> property.
<p>The only difference of <code>Scene.URL := 'blah.x3d'</code> vs <code>Scene.Load('blah.x3d')</code> is that setting the <code>URL</code> will <i>not</i> reload the scene if you set it to the same value. That is, <code>Scene.URL := Scene.URL;</code> will not reload the scene (you have to use explicit <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#Load">Load</a> for this.).</p>
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<td class="itemcode"><a name="FileName"></a><code>property <b>FileName</b>: string read FURL write SetURL; deprecated;</code></td>
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<p class="hint_directive">Warning: this symbol is deprecated.</p><p>
Deprecated name for <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#URL">URL</a>.</p>
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<td class="itemcode"><a name="ShadowMaps"></a><code>property <b>ShadowMaps</b>: boolean read FShadowMaps write SetShadowMaps default true;</code></td>
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At loading, process the scene to support shadow maps. This happens at the <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#Load">Load</a> method call, and it makes "receiveShadows" field automatically handled.
<p>Note that this is not the only way to make shadow maps. VRML/X3D author can always make shadow maps by using lower-level nodes, see [<a href="http://castle-engine.sourceforge.net/x3d_extensions.php#section_ext_shadow_maps">http://castle-engine.sourceforge.net/x3d_extensions.php#section_ext_shadow_maps</a>]. When using these lower-level nodes, this property does not matter This property (and related ones like <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#ShadowMapsDefaultSize">ShadowMapsDefaultSize</a>) is relevant only for handling shadows by the "receiveShadows" field.</p>
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<td class="itemcode"><a name="ShadowMapsDefaultSize"></a><code>property <b>ShadowMapsDefaultSize</b>: Cardinal
read FShadowMapsDefaultSize write SetShadowMapsDefaultSize
default <a href="CastleSceneCore.TCastleSceneCore.html#DefaultShadowMapsDefaultSize">DefaultShadowMapsDefaultSize</a>;</code></td>
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<p>
Default shadow map texture size.
<p>Affects how shadow maps are handled for the "receiveShadows" field. This is taken into account at the scene <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#Load">Load</a> time, and only if <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#ShadowMaps">ShadowMaps</a> is <code>True</code>.
<p>VRML/X3D author can always override this by placing a <code>GeneratedShadowMap</code> node inside light's <code>defaultShadowMap</code> field. In this case, <code>GeneratedShadowMap.size</code> determines shadow map size.</p>
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<td class="itemcode"><a name="InitialViewpointIndex"></a><code>property <b>InitialViewpointIndex</b>: Cardinal
read FInitialViewpointIndex write FInitialViewpointIndex default 0;</code></td>
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<p>
When loading new model, use this viewpoint index to initialize camera. VRML/X3D specification says to use the first (index = 0) viewpoint, you can change this property to bind 2nd, 3rd and so on viewpoints.
<p>This is applied only at loading (actually, at <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#ChangedAll">ChangedAll</a>). If you later want to bind another viewpoint, just send set_bind := true to it.</p>
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<td class="itemcode"><a name="InitialViewpointName"></a><code>property <b>InitialViewpointName</b>: string
read FInitialViewpointName write FInitialViewpointName;</code></td>
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When loading new model and looking for initial viewpoint, consider only viewpoints with this node name. Relevant only if non-empty.
<p>This may cooperate with <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#InitialViewpointIndex">InitialViewpointIndex</a>: <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#InitialViewpointIndex">InitialViewpointIndex</a> specifies the index of viewpoint node that satisfies also <code>InitialViewpointName</code> condition. For example:
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<li><p><a class="normal" href="CastleSceneCore.TCastleSceneCore.html#InitialViewpointIndex">InitialViewpointIndex</a> = 0 and <code>InitialViewpointName</code> = '' means to use the first viewpoint, ignoring nodes' names. This is the default behavior, also following VRML/X3D specification.</p></li>
<li><p><a class="normal" href="CastleSceneCore.TCastleSceneCore.html#InitialViewpointIndex">InitialViewpointIndex</a> = 1 and <code>InitialViewpointName</code> = '' means to use the 2nd viewpoint. Node name doesn't matter.</p></li>
<li><p><a class="normal" href="CastleSceneCore.TCastleSceneCore.html#InitialViewpointIndex">InitialViewpointIndex</a> = 1 and <code>InitialViewpointName</code> = 'blah' means to use the first viewpoint named 'blah'. That is, we are only counting nodes named 'blah' for this.</p></li>
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