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<title>Castle Game Engine: CastleSceneManager: Class TCastleAbstractViewport</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="TCastleAbstractViewport"></a><h1 class="cio">Class TCastleAbstractViewport</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="CastleSceneManager.html">CastleSceneManager</a></p>
<h2 class="declaration">Declaration</h2>
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<code>type TCastleAbstractViewport = class(<a class="normal" href="CastleUIControls.TUIRectangularControl.html">TUIRectangularControl</a>)</code></p>
<h2 class="description">Description</h2>
<p>
Common abstract class for things that may act as a viewport: <a class="normal" href="CastleSceneManager.TCastleSceneManager.html">TCastleSceneManager</a> and <a class="normal" href="CastleSceneManager.TCastleViewport.html">TCastleViewport</a>.</p>
<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
<ul class="hierarchy"><li class="ancestor">TComponent</li>
<li class="ancestor"><a class="normal" href="CastleUIControls.TInputListener.html">TInputListener</a></li>
<li class="ancestor"><a class="normal" href="CastleUIControls.TUIControl.html">TUIControl</a></li>
<li class="ancestor"><a class="normal" href="CastleUIControls.TUIRectangularControl.html">TUIRectangularControl</a></li>
<li class="thisitem">TCastleAbstractViewport</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>internal const <b><a href="CastleSceneManager.TCastleAbstractViewport.html#DefaultScreenSpaceAmbientOcclusion">DefaultScreenSpaceAmbientOcclusion</a></b> = false;</code></td>
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<td class="itemcode"><code>internal const <b><a href="CastleSceneManager.TCastleAbstractViewport.html#DefaultUseGlobalLights">DefaultUseGlobalLights</a></b> = true;</code></td>
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<td class="itemcode"><code>internal const <b><a href="CastleSceneManager.TCastleAbstractViewport.html#DefaultShadowVolumes">DefaultShadowVolumes</a></b> = true;</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="CastleSceneManager.TCastleAbstractViewport.html#CalculateProjection">CalculateProjection</a></b>: <a href="CastleRays.TProjection.html">TProjection</a>; virtual;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleSceneManager.TCastleAbstractViewport.html#Render3D">Render3D</a></b>(const Params: <a href="Castle3D.TRenderParams.html">TRenderParams</a>); virtual;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleSceneManager.TCastleAbstractViewport.html#RenderShadowVolume">RenderShadowVolume</a></b>; virtual;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleSceneManager.TCastleAbstractViewport.html#RenderFromViewEverything">RenderFromViewEverything</a></b>; virtual;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleSceneManager.TCastleAbstractViewport.html#InitializeLights">InitializeLights</a></b>(const Lights: <a href="X3DNodes.TLightInstancesList.html">TLightInstancesList</a>); virtual;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleSceneManager.TCastleAbstractViewport.html#Headlight">Headlight</a></b>: <a href="X3DNodes.TAbstractLightNode.html">TAbstractLightNode</a>; virtual; abstract;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleSceneManager.TCastleAbstractViewport.html#RenderFromView3D">RenderFromView3D</a></b>(const Params: <a href="Castle3D.TRenderParams.html">TRenderParams</a>); virtual;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleSceneManager.TCastleAbstractViewport.html#Background">Background</a></b>: <a href="CastleBackground.TBackground.html">TBackground</a>; virtual;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleSceneManager.TCastleAbstractViewport.html#MainLightForShadows">MainLightForShadows</a></b>( out AMainLightPosition: <a href="CastleVectors.html#TVector4Single">TVector4Single</a>): boolean; virtual;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleSceneManager.TCastleAbstractViewport.html#SetCamera">SetCamera</a></b>(const Value: <a href="CastleCameras.TCamera.html">TCamera</a>); virtual;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleSceneManager.TCastleAbstractViewport.html#Notification">Notification</a></b>(AComponent: TComponent; Operation: TOperation); override;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleSceneManager.TCastleAbstractViewport.html#SetContainer">SetContainer</a></b>(const Value: <a href="CastleUIControls.TUIContainer.html">TUIContainer</a>); override;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleSceneManager.TCastleAbstractViewport.html#GetItems">GetItems</a></b>: <a href="Castle3D.T3DWorld.html">T3DWorld</a>; virtual; abstract;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleSceneManager.TCastleAbstractViewport.html#GetMainScene">GetMainScene</a></b>: <a href="CastleScene.TCastleScene.html">TCastleScene</a>; virtual; abstract;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleSceneManager.TCastleAbstractViewport.html#GetShadowVolumeRenderer">GetShadowVolumeRenderer</a></b>: <a href="CastleGLShadowVolumes.TGLShadowVolumeRenderer.html">TGLShadowVolumeRenderer</a>; virtual; abstract;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleSceneManager.TCastleAbstractViewport.html#GetMouseRayHit">GetMouseRayHit</a></b>: <a href="Castle3D.TRayCollision.html">TRayCollision</a>; virtual; abstract;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleSceneManager.TCastleAbstractViewport.html#GetHeadlightCamera">GetHeadlightCamera</a></b>: <a href="CastleCameras.TCamera.html">TCamera</a>; virtual; abstract;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleSceneManager.TCastleAbstractViewport.html#GetPlayer">GetPlayer</a></b>: <a href="CastlePlayer.TPlayer.html">TPlayer</a>; virtual; abstract;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleSceneManager.TCastleAbstractViewport.html#GetTimeScale">GetTimeScale</a></b>: Single; virtual; abstract;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleSceneManager.TCastleAbstractViewport.html#PointingDeviceMove">PointingDeviceMove</a></b>(const RayOrigin, RayDirection: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>): boolean; virtual; abstract;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleSceneManager.TCastleAbstractViewport.html#PointingDeviceActivate">PointingDeviceActivate</a></b>(const Active: boolean): boolean; virtual; abstract;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleSceneManager.TCastleAbstractViewport.html#CameraMoveAllowed">CameraMoveAllowed</a></b>(ACamera: <a href="CastleCameras.TWalkCamera.html">TWalkCamera</a>; const ProposedNewPos: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; out NewPos: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const BecauseOfGravity: boolean): boolean; virtual; abstract;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleSceneManager.TCastleAbstractViewport.html#CameraHeight">CameraHeight</a></b>(ACamera: <a href="CastleCameras.TWalkCamera.html">TWalkCamera</a>; const Position: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; out AboveHeight: Single; out AboveGround: <a href="CastleTriangles.html#P3DTriangle">P3DTriangle</a>): boolean; virtual; abstract;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleSceneManager.TCastleAbstractViewport.html#CameraRayCollision">CameraRayCollision</a></b>(const RayOrigin, RayDirection: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>): <a href="Castle3D.TRayCollision.html">TRayCollision</a>; virtual; abstract;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleSceneManager.TCastleAbstractViewport.html#CameraVisibleChange">CameraVisibleChange</a></b>(ACamera: TObject); virtual; abstract;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleSceneManager.TCastleAbstractViewport.html#GetScreenEffects">GetScreenEffects</a></b>(const Index: Integer): <a href="CastleGLShaders.TGLSLProgram.html">TGLSLProgram</a>; virtual;</code></td>
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<td class="itemcode"><code>constructor <b><a href="CastleSceneManager.TCastleAbstractViewport.html#Create">Create</a></b>(AOwner: TComponent); override;</code></td>
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<td class="itemcode"><code>destructor <b><a href="CastleSceneManager.TCastleAbstractViewport.html#Destroy">Destroy</a></b>; override;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleSceneManager.TCastleAbstractViewport.html#ContainerResize">ContainerResize</a></b>(const AContainerWidth, AContainerHeight: Cardinal); override;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleSceneManager.TCastleAbstractViewport.html#PositionInside">PositionInside</a></b>(const Position: <a href="CastleVectors.html#TVector2Single">TVector2Single</a>): boolean; override;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleSceneManager.TCastleAbstractViewport.html#AllowSuspendForInput">AllowSuspendForInput</a></b>: boolean; override;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleSceneManager.TCastleAbstractViewport.html#Press">Press</a></b>(const Event: <a href="CastleKeysMouse.TInputPressRelease.html">TInputPressRelease</a>): boolean; override;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleSceneManager.TCastleAbstractViewport.html#Release">Release</a></b>(const Event: <a href="CastleKeysMouse.TInputPressRelease.html">TInputPressRelease</a>): boolean; override;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleSceneManager.TCastleAbstractViewport.html#Motion">Motion</a></b>(const Event: <a href="CastleKeysMouse.TInputMotion.html">TInputMotion</a>): boolean; override;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleSceneManager.TCastleAbstractViewport.html#SensorRotation">SensorRotation</a></b>(const X, Y, Z, Angle: Double; const SecondsPassed: Single): boolean; override;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleSceneManager.TCastleAbstractViewport.html#SensorTranslation">SensorTranslation</a></b>(const X, Y, Z, Length: Double; const SecondsPassed: Single): boolean; override;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleSceneManager.TCastleAbstractViewport.html#Update">Update</a></b>(const SecondsPassed: Single; var HandleInput: boolean); override;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleSceneManager.TCastleAbstractViewport.html#Rect">Rect</a></b>: <a href="CastleRectangles.TRectangle.html">TRectangle</a>; override;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleSceneManager.TCastleAbstractViewport.html#CreateDefaultCamera">CreateDefaultCamera</a></b>(AOwner: TComponent): <a href="CastleCameras.TCamera.html">TCamera</a>; virtual; abstract; overload;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleSceneManager.TCastleAbstractViewport.html#CreateDefaultCamera">CreateDefaultCamera</a></b>: <a href="CastleCameras.TCamera.html">TCamera</a>; overload;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleSceneManager.TCastleAbstractViewport.html#CameraAnimateToDefault">CameraAnimateToDefault</a></b>(const Time: <a href="CastleTimeUtils.html#TFloatTime">TFloatTime</a>);</code></td>
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<td class="itemcode"><code>function <b><a href="CastleSceneManager.TCastleAbstractViewport.html#ScreenEffectsCount">ScreenEffectsCount</a></b>: Integer; virtual;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleSceneManager.TCastleAbstractViewport.html#ScreenEffectsNeedDepth">ScreenEffectsNeedDepth</a></b>: boolean; virtual;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleSceneManager.TCastleAbstractViewport.html#ScreenSpaceAmbientOcclusionAvailable">ScreenSpaceAmbientOcclusionAvailable</a></b>: boolean;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleSceneManager.TCastleAbstractViewport.html#GLContextOpen">GLContextOpen</a></b>; override;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleSceneManager.TCastleAbstractViewport.html#GLContextClose">GLContextClose</a></b>; override;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleSceneManager.TCastleAbstractViewport.html#HeadlightInstance">HeadlightInstance</a></b>(out Instance: <a href="X3DNodes.TLightInstance.html">TLightInstance</a>): boolean;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleSceneManager.TCastleAbstractViewport.html#BaseLights">BaseLights</a></b>: <a href="X3DNodes.TLightInstancesList.html">TLightInstancesList</a>;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleSceneManager.TCastleAbstractViewport.html#Statistics">Statistics</a></b>: <a href="Castle3D.TRenderStatistics.html">TRenderStatistics</a>;</code></td>
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<a name="PasDoc-Properties"></a><h3 class="summary">Properties</h3>
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<td class="itemcode"><code>property <b><a href="CastleSceneManager.TCastleAbstractViewport.html#RenderStyle">RenderStyle</a></b> default rs3D;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleSceneManager.TCastleAbstractViewport.html#Projection">Projection</a></b>: <a href="CastleRays.TProjection.html">TProjection</a> read FProjection;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleSceneManager.TCastleAbstractViewport.html#ScreenEffects">ScreenEffects</a></b> [Index:Integer]: <a href="CastleGLShaders.TGLSLProgram.html">TGLSLProgram</a> read <a href="CastleSceneManager.TCastleAbstractViewport.html#GetScreenEffects">GetScreenEffects</a>;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleSceneManager.TCastleAbstractViewport.html#BackgroundColor">BackgroundColor</a></b>: <a href="CastleColors.html#TCastleColor">TCastleColor</a>
read FBackgroundColor write FBackgroundColor;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleSceneManager.TCastleAbstractViewport.html#FullSize">FullSize</a></b>: boolean read FFullSize write FFullSize default true;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleSceneManager.TCastleAbstractViewport.html#Width">Width</a></b>: Cardinal read FWidth write FWidth default 0;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleSceneManager.TCastleAbstractViewport.html#Height">Height</a></b>: Cardinal read FHeight write FHeight default 0;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleSceneManager.TCastleAbstractViewport.html#Camera">Camera</a></b>: <a href="CastleCameras.TCamera.html">TCamera</a> read FCamera write <a href="CastleSceneManager.TCastleAbstractViewport.html#SetCamera">SetCamera</a>;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleSceneManager.TCastleAbstractViewport.html#Paused">Paused</a></b>: boolean read FPaused write FPaused default false;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleSceneManager.TCastleAbstractViewport.html#OnRender3D">OnRender3D</a></b>: <a href="CastleSceneManager.html#TRender3DEvent">TRender3DEvent</a> read FOnRender3D write FOnRender3D;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleSceneManager.TCastleAbstractViewport.html#ShadowVolumes">ShadowVolumes</a></b>: boolean
read FShadowVolumes write FShadowVolumes default <a href="CastleSceneManager.TCastleAbstractViewport.html#DefaultShadowVolumes">DefaultShadowVolumes</a>;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleSceneManager.TCastleAbstractViewport.html#ShadowVolumesRender">ShadowVolumesRender</a></b>: boolean read FShadowVolumesRender write FShadowVolumesRender default false;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleSceneManager.TCastleAbstractViewport.html#BackgroundWireframe">BackgroundWireframe</a></b>: boolean
read FBackgroundWireframe write FBackgroundWireframe default false;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleSceneManager.TCastleAbstractViewport.html#Transparent">Transparent</a></b>: boolean read FTransparent write FTransparent default false;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleSceneManager.TCastleAbstractViewport.html#HeadlightFromViewport">HeadlightFromViewport</a></b>: boolean
read FHeadlightFromViewport write FHeadlightFromViewport default false; deprecated;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleSceneManager.TCastleAbstractViewport.html#UseGlobalLights">UseGlobalLights</a></b>: boolean
read FUseGlobalLights write FUseGlobalLights default <a href="CastleSceneManager.TCastleAbstractViewport.html#DefaultUseGlobalLights">DefaultUseGlobalLights</a>;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleSceneManager.TCastleAbstractViewport.html#ApproximateActivation">ApproximateActivation</a></b>: boolean
read FApproximateActivation write FApproximateActivation default false;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleSceneManager.TCastleAbstractViewport.html#DefaultVisibilityLimit">DefaultVisibilityLimit</a></b>: Single
read FDefaultVisibilityLimit write FDefaultVisibilityLimit default 0.0;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleSceneManager.TCastleAbstractViewport.html#ScreenSpaceAmbientOcclusion">ScreenSpaceAmbientOcclusion</a></b>: boolean
read FScreenSpaceAmbientOcclusion write SetScreenSpaceAmbientOcclusion
default <a href="CastleSceneManager.TCastleAbstractViewport.html#DefaultScreenSpaceAmbientOcclusion">DefaultScreenSpaceAmbientOcclusion</a>;</code></td>
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<h2 class="description">Description</h2>
<h3 class="detail">Fields</h3>
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<td class="itemcode"><a name="DefaultScreenSpaceAmbientOcclusion"></a><code>internal const <b>DefaultScreenSpaceAmbientOcclusion</b> = false;</code></td>
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<td class="itemcode"><a name="DefaultUseGlobalLights"></a><code>internal const <b>DefaultUseGlobalLights</b> = true;</code></td>
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<td class="itemcode"><a name="DefaultShadowVolumes"></a><code>internal const <b>DefaultShadowVolumes</b> = true;</code></td>
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<h3 class="detail">Methods</h3>
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<td class="itemcode"><a name="CalculateProjection"></a><code>function <b>CalculateProjection</b>: <a href="CastleRays.TProjection.html">TProjection</a>; virtual;</code></td>
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The <a class="normal" href="CastleSceneManager.TCastleAbstractViewport.html#Projection">projection</a> parameters. Determines if the view is perspective or orthogonal and exact field of view parameters. Used by our Render method.
<p>The default implementation is <a class="normal" href="CastleSceneManager.TCastleAbstractViewport.html">TCastleAbstractViewport</a> calculates <a class="normal" href="CastleSceneManager.TCastleAbstractViewport.html#Projection">projection</a> based on MainScene currently bound Viewpoint, NavigationInfo and used <a class="normal" href="CastleSceneManager.TCastleAbstractViewport.html#Camera">Camera</a>. If scene manager's MainScene is not assigned, we use some default sensible perspective <a class="normal" href="CastleSceneManager.TCastleAbstractViewport.html#Projection">projection</a>.</p>
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<td class="itemcode"><a name="Render3D"></a><code>procedure <b>Render3D</b>(const Params: <a href="Castle3D.TRenderParams.html">TRenderParams</a>); virtual;</code></td>
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Render one pass, with current camera and parameters. All current camera settings are saved in <a class="normal" href="CastleRenderingCamera.html#RenderingCamera">RenderingCamera</a>, and the camera matrix is already loaded to OpenGL.
<p>If you want to display something 3D during rendering, this is the simplest method to override. (Or you can use <a class="normal" href="CastleSceneManager.TCastleAbstractViewport.html#OnRender3D">OnRender3D</a> event, which is called at the end of this method.) Alternatively, you can create new <a class="normal" href="Castle3D.T3D.html">T3D</a> descendant and add it to the <a class="normal" href="CastleSceneManager.TCastleAbstractViewport.html#GetItems">GetItems</a> list.
<p></p>
<h6 class="description_section">Parameters</h6>
<dl class="parameters">
<dt>Params</dt>
<dd>Parameters specify what lights should be used (Params.BaseLights, Params.InShadow), and which parts of the 3D scene should be rendered (Params.Transparent, Params.ShadowVolumesReceivers — only matching 3D objects should be rendered by this method).</dd>
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<td class="itemcode"><a name="RenderShadowVolume"></a><code>procedure <b>RenderShadowVolume</b>; virtual;</code></td>
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Render shadow quads for all the things rendered by <a class="normal" href="CastleSceneManager.TCastleAbstractViewport.html#Render3D">Render3D</a>. You can use here ShadowVolumeRenderer instance, which is guaranteed to be initialized with <a class="normal" href="CastleGLShadowVolumes.TGLShadowVolumeRenderer.html#InitFrustumAndLight">TGLShadowVolumeRenderer.InitFrustumAndLight</a>, so you can do shadow volumes culling.</p>
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<td class="itemcode"><a name="RenderFromViewEverything"></a><code>procedure <b>RenderFromViewEverything</b>; virtual;</code></td>
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Render everything from current (in <a class="normal" href="CastleRenderingCamera.html#RenderingCamera">RenderingCamera</a>) camera view. Current RenderingCamera.Target says to where we generate the image. Takes method must take care of making many rendering passes for shadow volumes, but doesn't take care of updating generated textures.</p>
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<td class="itemcode"><a name="InitializeLights"></a><code>procedure <b>InitializeLights</b>(const Lights: <a href="X3DNodes.TLightInstancesList.html">TLightInstancesList</a>); virtual;</code></td>
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Prepare lights shining on everything. <a class="normal" href="CastleSceneManager.TCastleAbstractViewport.html#BaseLights">BaseLights</a> contents should be initialized here.
<p>The implementation in this class adds headlight determined by the <a class="normal" href="CastleSceneManager.TCastleAbstractViewport.html#Headlight">Headlight</a> method. By default, this looks at the MainScene, and follows NavigationInfo.headlight and KambiNavigationInfo.headlightNode properties.</p>
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<td class="itemcode"><a name="Headlight"></a><code>function <b>Headlight</b>: <a href="X3DNodes.TAbstractLightNode.html">TAbstractLightNode</a>; virtual; abstract;</code></td>
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Headlight used to light the scene. Returns non-nil headlight node, if headlight is present, or <code>Nil</code> when no headlight.
<p>Default implementation of this method in <a class="normal" href="CastleSceneManager.TCastleSceneManager.html">TCastleSceneManager</a> looks at the MainScene headlight. We return if MainScene is assigned and <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#HeadlightOn">TCastleSceneCore.HeadlightOn</a> is <code>True</code>. (HeadlightOn in turn looks at information in VRML/X3D file (NavigationInfo.headlight) and you can also always set HeadlightOn explicitly by code.) The custom light node is obtained from <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#CustomHeadlight">TCastleSceneCore.CustomHeadlight</a>, eventually using a default directional light node for a simple headlight.
<p>Default implementation of this method in <a class="normal" href="CastleSceneManager.TCastleViewport.html">TCastleViewport</a> looks at SceneManager.Headlight.
<p>You can override this method to determine the headlight in any other way.</p>
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<td class="itemcode"><a name="RenderFromView3D"></a><code>procedure <b>RenderFromView3D</b>(const Params: <a href="Castle3D.TRenderParams.html">TRenderParams</a>); virtual;</code></td>
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Render the 3D part of scene. Called by <a class="normal" href="CastleSceneManager.TCastleAbstractViewport.html#RenderFromViewEverything">RenderFromViewEverything</a> at the end, when everything (clearing, background, headlight, loading camera matrix) is done and all that remains is to pass to OpenGL actual 3D world.
<p>This will change Params.Transparent, Params.InShadow and Params.ShadowVolumesReceivers as needed. Their previous values do not matter.</p>
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<td class="itemcode"><a name="Background"></a><code>function <b>Background</b>: <a href="CastleBackground.TBackground.html">TBackground</a>; virtual;</code></td>
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The background used during rendering. <code>Nil</code> if no background should be rendered.
<p>The default implementation in this class does what is usually most natural: return MainScene.Background, if MainScene assigned.</p>
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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; virtual;</code></td>
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Detect position/direction of the main light that produces shadows. The default implementation in this class looks at MainScene.MainLightForShadows.
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<h6 class="description_section">See also</h6>
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<dt><a class="normal" href="CastleSceneCore.TCastleSceneCore.html#MainLightForShadows">TCastleSceneCore.MainLightForShadows</a></dt>
<dd>Detect position/direction of the main light that produces shadows.</dd>
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<td class="itemcode"><a name="SetCamera"></a><code>procedure <b>SetCamera</b>(const Value: <a href="CastleCameras.TCamera.html">TCamera</a>); virtual;</code></td>
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<td class="itemcode"><a name="Notification"></a><code>procedure <b>Notification</b>(AComponent: TComponent; Operation: TOperation); override;</code></td>
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<td class="itemcode"><a name="SetContainer"></a><code>procedure <b>SetContainer</b>(const Value: <a href="CastleUIControls.TUIContainer.html">TUIContainer</a>); override;</code></td>
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<td class="itemcode"><a name="GetItems"></a><code>function <b>GetItems</b>: <a href="Castle3D.T3DWorld.html">T3DWorld</a>; virtual; abstract;</code></td>
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Information about the 3D world. For scene maager, these methods simply return it's own properties. For <a class="normal" href="CastleSceneManager.TCastleViewport.html">TCastleViewport</a>, these methods refer to scene manager. </p>
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<td class="itemcode"><a name="GetMainScene"></a><code>function <b>GetMainScene</b>: <a href="CastleScene.TCastleScene.html">TCastleScene</a>; virtual; abstract;</code></td>
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<td class="itemcode"><a name="GetShadowVolumeRenderer"></a><code>function <b>GetShadowVolumeRenderer</b>: <a href="CastleGLShadowVolumes.TGLShadowVolumeRenderer.html">TGLShadowVolumeRenderer</a>; virtual; abstract;</code></td>
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<td class="itemcode"><a name="GetMouseRayHit"></a><code>function <b>GetMouseRayHit</b>: <a href="Castle3D.TRayCollision.html">TRayCollision</a>; virtual; abstract;</code></td>
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<td class="itemcode"><a name="GetHeadlightCamera"></a><code>function <b>GetHeadlightCamera</b>: <a href="CastleCameras.TCamera.html">TCamera</a>; virtual; abstract;</code></td>
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<td class="itemcode"><a name="GetPlayer"></a><code>function <b>GetPlayer</b>: <a href="CastlePlayer.TPlayer.html">TPlayer</a>; virtual; abstract;</code></td>
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<td class="itemcode"><a name="GetTimeScale"></a><code>function <b>GetTimeScale</b>: Single; virtual; abstract;</code></td>
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<td class="itemcode"><a name="PointingDeviceMove"></a><code>function <b>PointingDeviceMove</b>(const RayOrigin, RayDirection: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>): boolean; virtual; abstract;</code></td>
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Pass pointing device (mouse) move event to 3D world.</p>
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<td class="itemcode"><a name="PointingDeviceActivate"></a><code>function <b>PointingDeviceActivate</b>(const Active: boolean): boolean; virtual; abstract;</code></td>
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Pass pointing device (mouse) activation/deactivation event to 3D world.</p>
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<td class="itemcode"><a name="CameraMoveAllowed"></a><code>function <b>CameraMoveAllowed</b>(ACamera: <a href="CastleCameras.TWalkCamera.html">TWalkCamera</a>; const ProposedNewPos: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; out NewPos: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const BecauseOfGravity: boolean): boolean; virtual; abstract;</code></td>
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Handle camera events.
<p>Scene manager implements collisions by looking at 3D scene, custom viewports implements collisions by calling their scene manager.
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<td class="itemcode"><a name="CameraHeight"></a><code>function <b>CameraHeight</b>(ACamera: <a href="CastleCameras.TWalkCamera.html">TWalkCamera</a>; const Position: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; out AboveHeight: Single; out AboveGround: <a href="CastleTriangles.html#P3DTriangle">P3DTriangle</a>): boolean; virtual; abstract;</code></td>
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<td class="itemcode"><a name="CameraRayCollision"></a><code>function <b>CameraRayCollision</b>(const RayOrigin, RayDirection: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>): <a href="Castle3D.TRayCollision.html">TRayCollision</a>; virtual; abstract;</code></td>
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<td class="itemcode"><a name="CameraVisibleChange"></a><code>procedure <b>CameraVisibleChange</b>(ACamera: TObject); virtual; abstract;</code></td>
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<td class="itemcode"><a name="GetScreenEffects"></a><code>function <b>GetScreenEffects</b>(const Index: Integer): <a href="CastleGLShaders.TGLSLProgram.html">TGLSLProgram</a>; virtual;</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="Destroy"></a><code>destructor <b>Destroy</b>; override;</code></td>
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<td class="itemcode"><a name="ContainerResize"></a><code>procedure <b>ContainerResize</b>(const AContainerWidth, AContainerHeight: Cardinal); override;</code></td>
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<td class="itemcode"><a name="PositionInside"></a><code>function <b>PositionInside</b>(const Position: <a href="CastleVectors.html#TVector2Single">TVector2Single</a>): boolean; override;</code></td>
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<td class="itemcode"><a name="AllowSuspendForInput"></a><code>function <b>AllowSuspendForInput</b>: boolean; override;</code></td>
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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="Motion"></a><code>function <b>Motion</b>(const Event: <a href="CastleKeysMouse.TInputMotion.html">TInputMotion</a>): boolean; override;</code></td>
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<td class="itemcode"><a name="SensorRotation"></a><code>function <b>SensorRotation</b>(const X, Y, Z, Angle: Double; const SecondsPassed: Single): boolean; override;</code></td>
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<td class="itemcode"><a name="SensorTranslation"></a><code>function <b>SensorTranslation</b>(const X, Y, Z, Length: Double; const SecondsPassed: Single): boolean; override;</code></td>
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<td class="itemcode"><a name="Update"></a><code>procedure <b>Update</b>(const SecondsPassed: Single; var HandleInput: boolean); override;</code></td>
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<td class="itemcode"><a name="Rect"></a><code>function <b>Rect</b>: <a href="CastleRectangles.TRectangle.html">TRectangle</a>; override;</code></td>
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Position and size of the viewport, assuming it <a class="normal" href="CastleUIControls.TUIControl.html#Exists">exists</a>.
<p>Looks at <a class="normal" href="CastleSceneManager.TCastleAbstractViewport.html#FullSize">FullSize</a> value, and the current container sizes (when <a class="normal" href="CastleSceneManager.TCastleAbstractViewport.html#FullSize">FullSize</a> is <code>True</code>), and at the properties <a class="normal" href="CastleUIControls.TUIRectangularControl.html#Left">Left</a>, <a class="normal" href="CastleUIControls.TUIRectangularControl.html#Bottom">Bottom</a>, <a class="normal" href="CastleSceneManager.TCastleAbstractViewport.html#Width">Width</a>, <a class="normal" href="CastleSceneManager.TCastleAbstractViewport.html#Height">Height</a> (when <a class="normal" href="CastleSceneManager.TCastleAbstractViewport.html#FullSize">FullSize</a> is <code>False</code>).</p>
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<td class="itemcode"><a name="CreateDefaultCamera"></a><code>function <b>CreateDefaultCamera</b>(AOwner: TComponent): <a href="CastleCameras.TCamera.html">TCamera</a>; virtual; abstract; overload;</code></td>
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Create default <a class="normal" href="CastleCameras.TCamera.html">TCamera</a> suitable for navigating in this scene. This is automatically used to initialize <a class="normal" href="CastleSceneManager.TCastleAbstractViewport.html#Camera">Camera</a> property when <a class="normal" href="CastleSceneManager.TCastleAbstractViewport.html#Camera">Camera</a> is <code>Nil</code> at ApplyProjection call.
<p>The implementation in base <a class="normal" href="CastleSceneManager.TCastleSceneManager.html">TCastleSceneManager</a> uses MainScene.CreateCamera (so it will follow your VRML/X3D scene Viewpoint, NavigationInfo and such). If MainScene is not assigned, we will just create a simple <a class="normal" href="CastleCameras.TUniversalCamera.html">TUniversalCamera</a> in (initially) Examine mode.
<p>The implementation in <a class="normal" href="CastleSceneManager.TCastleViewport.html">TCastleViewport</a> simply calls SceneManager.CreateDefaultCamera. So by default all the viewport's cameras are created the same way, by refering to the scene manager. If you want you can override it to specialize <a class="normal" href="CastleSceneManager.TCastleAbstractViewport.html#CreateDefaultCamera">CreateDefaultCamera</a> for specific viewport classes.
<p>Overloaded version without any parameters just uses Self as owner of the camera.
<p></p>
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<td class="itemcode"><a name="CreateDefaultCamera"></a><code>function <b>CreateDefaultCamera</b>: <a href="CastleCameras.TCamera.html">TCamera</a>; overload;</code></td>
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<td class="itemcode"><a name="CameraAnimateToDefault"></a><code>procedure <b>CameraAnimateToDefault</b>(const Time: <a href="CastleTimeUtils.html#TFloatTime">TFloatTime</a>);</code></td>
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Smoothly animate current <a class="normal" href="CastleSceneManager.TCastleAbstractViewport.html#Camera">Camera</a> to a default camera settings.
<p>Default camera settings are determined by calling <a class="normal" href="CastleSceneManager.TCastleAbstractViewport.html#CreateDefaultCamera">CreateDefaultCamera</a>. See <a class="normal" href="CastleCameras.TCamera.html#AnimateTo">TCamera.AnimateTo</a> for details what and how is animated.
<p>Current <a class="normal" href="CastleSceneManager.TCastleAbstractViewport.html#Camera">Camera</a> is created by <a class="normal" href="CastleSceneManager.TCastleAbstractViewport.html#CreateDefaultCamera">CreateDefaultCamera</a> if not assigned yet at this point. (And the animation isn't done, since such camera already stands at the default position.) This makes this method consistent: after calling it, you always know that <a class="normal" href="CastleSceneManager.TCastleAbstractViewport.html#Camera">Camera</a> is assigned and going to the default position.</p>
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<td class="itemcode"><a name="ScreenEffectsCount"></a><code>function <b>ScreenEffectsCount</b>: Integer; virtual;</code></td>
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<td class="itemcode"><a name="ScreenEffectsNeedDepth"></a><code>function <b>ScreenEffectsNeedDepth</b>: boolean; virtual;</code></td>
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<td class="itemcode"><a name="ScreenSpaceAmbientOcclusionAvailable"></a><code>function <b>ScreenSpaceAmbientOcclusionAvailable</b>: boolean;</code></td>
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Does the graphic card support our <a class="normal" href="CastleSceneManager.TCastleAbstractViewport.html#ScreenSpaceAmbientOcclusion">ScreenSpaceAmbientOcclusion</a> shader. This does <i>not</i> depend on the current state of <a class="normal" href="CastleSceneManager.TCastleAbstractViewport.html#ScreenSpaceAmbientOcclusion">ScreenSpaceAmbientOcclusion</a> property. You can use it e.g. to disable the menu item to switch SSAO in 3D viewer.</p>
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<td class="itemcode"><a name="GLContextOpen"></a><code>procedure <b>GLContextOpen</b>; override;</code></td>
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<td class="itemcode"><a name="GLContextClose"></a><code>procedure <b>GLContextClose</b>; override;</code></td>
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<td class="itemcode"><a name="HeadlightInstance"></a><code>function <b>HeadlightInstance</b>(out Instance: <a href="X3DNodes.TLightInstance.html">TLightInstance</a>): boolean;</code></td>
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Instance for headlight that should be used for this scene. Uses <a class="normal" href="CastleSceneManager.TCastleAbstractViewport.html#Headlight">Headlight</a> method, applies appropriate camera position/direction. Returns <code>True</code> only if <a class="normal" href="CastleSceneManager.TCastleAbstractViewport.html#Headlight">Headlight</a> method returned <code>True</code> and a suitable camera was present.
<p>Instance should be considered undefined ("out" parameter) when we return <code>False</code>.</p>
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<td class="itemcode"><a name="BaseLights"></a><code>function <b>BaseLights</b>: <a href="X3DNodes.TLightInstancesList.html">TLightInstancesList</a>;</code></td>
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Base lights used for rendering. Uses <a class="normal" href="CastleSceneManager.TCastleAbstractViewport.html#InitializeLights">InitializeLights</a>, and returns instance owned and managed by this scene manager. You can only use this outside PrepareResources or Render, as they may change this instance.</p>
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<td class="itemcode"><a name="Statistics"></a><code>function <b>Statistics</b>: <a href="Castle3D.TRenderStatistics.html">TRenderStatistics</a>;</code></td>
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Statistics about last rendering frame. See <a class="normal" href="Castle3D.TRenderStatistics.html">TRenderStatistics</a> docs.</p>
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<h3 class="detail">Properties</h3>
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<td class="itemcode"><a name="RenderStyle"></a><code>property <b>RenderStyle</b> default rs3D;</code></td>
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<td class="itemcode"><a name="Projection"></a><code>property <b>Projection</b>: <a href="CastleRays.TProjection.html">TProjection</a> read FProjection;</code></td>
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Current <code>projection</code> parameters, calculated by last <a class="normal" href="CastleSceneManager.TCastleAbstractViewport.html#CalculateProjection">CalculateProjection</a> call. <b>Read only</b>, change these parameters only by overriding <a class="normal" href="CastleSceneManager.TCastleAbstractViewport.html#CalculateProjection">CalculateProjection</a>.</p>
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<td class="itemcode"><a name="ScreenEffects"></a><code>property <b>ScreenEffects</b> [Index:Integer]: <a href="CastleGLShaders.TGLSLProgram.html">TGLSLProgram</a> read <a href="CastleSceneManager.TCastleAbstractViewport.html#GetScreenEffects">GetScreenEffects</a>;</code></td>
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Screen effects are shaders that post-process the rendered screen. If any screen effects are active, we will automatically render screen to a temporary texture, processing it with each shader.
<p>By default, screen effects come from GetMainScene.ScreenEffects, so the effects may be defined by VRML/X3D author using ScreenEffect nodes (see docs: [<a href="http://castle-engine.sourceforge.net/x3d_extensions_screen_effects.php">http://castle-engine.sourceforge.net/x3d_extensions_screen_effects.php</a>]). Descendants may override <a class="normal" href="CastleSceneManager.TCastleAbstractViewport.html#GetScreenEffects">GetScreenEffects</a>, <a class="normal" href="CastleSceneManager.TCastleAbstractViewport.html#ScreenEffectsCount">ScreenEffectsCount</a>, and <a class="normal" href="CastleSceneManager.TCastleAbstractViewport.html#ScreenEffectsNeedDepth">ScreenEffectsNeedDepth</a> to add screen effects by code. Each viewport may have it's own, different screen effects.
<p></p>
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<td class="itemcode"><a name="BackgroundColor"></a><code>property <b>BackgroundColor</b>: <a href="CastleColors.html#TCastleColor">TCastleColor</a>
read FBackgroundColor write FBackgroundColor;</code></td>
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<p>
Background color, displayed behind the 3D world. Unless the MainScene has a Background node defined, in which case the Background (colored and/or textured) of the 3D scene is used.
<p><a class="normal" href="CastleColors.html#Black">Black</a> by default.</p>
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<td class="itemcode"><a name="FullSize"></a><code>property <b>FullSize</b>: boolean read FFullSize write FFullSize default true;</code></td>
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Viewport dimensions where the 3D world will be drawn. When <code>FullSize</code> is <code>True</code> (the default), the viewport always fills the whole container (like <a class="normal" href="CastleWindow.TCastleWindow.html">TCastleWindow</a> or <a class="normal" href="CastleControl.TCastleControl.html">TCastleControl</a>), and the values of Left, Bottom, Width, Height are ignored here.
<p>
<p></p>
<h6 class="description_section">See also</h6>
<dl class="see_also">
<dt><a class="normal" href="CastleSceneManager.TCastleAbstractViewport.html#Rect">Rect</a></dt>
<dd>Position and size of the viewport, assuming it <a class="normal" href="CastleUIControls.TUIControl.html#Exists">exists</a>.</dd>
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<td class="itemcode"><a name="Width"></a><code>property <b>Width</b>: Cardinal read FWidth write FWidth default 0;</code></td>
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<td class="itemcode"><a name="Height"></a><code>property <b>Height</b>: Cardinal read FHeight write FHeight default 0;</code></td>
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<td class="itemcode"><a name="Camera"></a><code>property <b>Camera</b>: <a href="CastleCameras.TCamera.html">TCamera</a> read FCamera write <a href="CastleSceneManager.TCastleAbstractViewport.html#SetCamera">SetCamera</a>;</code></td>
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<p>
Camera used to render.
<p>Cannot be <code>Nil</code> when rendering. If you don't assign anything here, we'll create a default camera object at the nearest ApplyProjection call (this is the first moment when we really must have some camera). This default camera will be created by <a class="normal" href="CastleSceneManager.TCastleAbstractViewport.html#CreateDefaultCamera">CreateDefaultCamera</a>.
<p>This camera <i>should not</i> be inside some other container (like on <a class="normal" href="CastleWindow.TCastleWindowCustom.html#Controls">TCastleWindowCustom.Controls</a> or <a class="normal" href="CastleControl.TCastleControlCustom.html#Controls">TCastleControlCustom.Controls</a> list). Scene manager / viewport will handle passing events to the camera on it's own, we will also pass our own Container to Camera.Container. This is desired, this way events are correctly passed and interpreted before passing them to 3D objects. And this way we avoid the question whether camera should be before or after the scene manager / viewport on the Controls list (as there's really no perfect ordering for them).
<p>Scene manager / viewport will "hijack" some Camera events: TCamera.OnVisibleChange, <a class="normal" href="CastleCameras.TWalkCamera.html#OnMoveAllowed">TWalkCamera.OnMoveAllowed</a>, <a class="normal" href="CastleCameras.TWalkCamera.html#OnHeight">TWalkCamera.OnHeight</a>, TCamera.OnCursorChange. We will handle them in a proper way.
<p><i>For <a class="normal" href="CastleSceneManager.TCastleViewport.html">TCastleViewport</a> only:</i> The <a class="normal" href="CastleSceneManager.TCastleViewport.html">TCastleViewport</a>'s camera is slightly less important than TCastleSceneManager.Camera, because TCastleSceneManager.Camera may be treated as a "central" camera. Viewport's camera may not (because you may have many viewports and they all deserve fair treatment). So e.g. headlight is done only from TCastleSceneManager.Camera (for mirror textures, there must be one headlight for your 3D world). Also VRML/X3D ProximitySensors receive events only from TCastleSceneManager.Camera.
<p>TODO: In the future it should be possible (even encouraged) to assign one of your custom viewport cameras also to TCastleSceneManager.Camera. It should also be possible to share one camera instance among a couple of viewports. For now, it doesn't work (last viewport/scene manager will hijack some camera events making it not working in other ones).
<p></p>
<h6 class="description_section">See also</h6>
<dl class="see_also">
<dt><a class="normal" href="CastleSceneManager.TCastleSceneManager.html#OnCameraChanged">TCastleSceneManager.OnCameraChanged</a></dt>
<dd>Called on any camera change.</dd>
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<td class="itemcode"><a name="Paused"></a><code>property <b>Paused</b>: boolean read FPaused write FPaused default false;</code></td>
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<p>
For scene manager: you can pause everything inside your 3D world, for viewport: you can make the camera of this viewpoint paused (not responsive).
<p><i>For scene manager:</i>
<p>"Paused" means that no events (key, mouse, <a class="normal" href="CastleSceneManager.TCastleAbstractViewport.html#Update">Update</a>) are passed to any <a class="normal" href="CastleSceneManager.TCastleSceneManager.html#Items">TCastleSceneManager.Items</a> or the <a class="normal" href="CastleSceneManager.TCastleAbstractViewport.html#Camera">Camera</a>. This is suitable if you really want to totally, unconditionally, make your 3D world view temporary still (for example, useful when entering some modal dialog box and you want 3D scene to behave as a still background).
<p>You can of course still directly change some scene property, and then 3D world will change. But no change will be initialized automatically by scene manager events.
<p><i>See also</i>: For less drastic pausing methods, there are other methods of pausing / disabling some events processing for the 3D world:
<p></p>
<ul class="paragraph_spacing">
<li><p>You can set TCastleScene.TimePlaying or <a class="normal" href="CastlePrecalculatedAnimation.TCastlePrecalculatedAnimation.html#TimePlaying">TCastlePrecalculatedAnimation.TimePlaying</a> to <code>False</code>. This is roughly equivalent to not running their <a class="normal" href="CastleSceneManager.TCastleAbstractViewport.html#Update">Update</a> methods. This means that time will "stand still" for them, so their animations will not play. Although they may still react and change in response to mouse clicks / key presses, if TCastleScene.ProcessEvents.</p></li>
<li><p>You can set TCastleScene.ProcessEvents to <code>False</code>. This means that scene will not receive and process any key / mouse and other events (through VRML/X3D sensors). Some animations (not depending on VRML/X3D events processing) may still run, for example MovieTexture will still animate, if only TCastleScene.TimePlaying.</p></li>
<li><p>For cameras, you can set <code><a class="normal" href="CastleCameras.TCamera.html#Input">TCamera.Input</a> := []</code> to ignore key / mouse clicks.</p></li>
</ul>
<p></p>
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<td class="itemcode"><a name="OnRender3D"></a><code>property <b>OnRender3D</b>: <a href="CastleSceneManager.html#TRender3DEvent">TRender3DEvent</a> read FOnRender3D write FOnRender3D;</code></td>
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<p>
See <a class="normal" href="CastleSceneManager.TCastleAbstractViewport.html#Render3D">Render3D</a> method.</p>
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<td class="itemcode"><a name="ShadowVolumes"></a><code>property <b>ShadowVolumes</b>: boolean
read FShadowVolumes write FShadowVolumes default <a href="CastleSceneManager.TCastleAbstractViewport.html#DefaultShadowVolumes">DefaultShadowVolumes</a>;</code></td>
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<p>
Should we render with shadow volumes. You can change this at any time, to switch rendering shadows on/off.
<p>This works only if OpenGL context actually can render shadow volumes, checked by GLFeatures.ShadowVolumesPossible, which means that you have to initialize OpenGL context with stencil buffer.
<p>The shadow volumes algorithm is used only if shadow caster is 2-manifold, that is has a correctly closed volume. Also you need a light source marked as the main shadow volumes light (<code>shadowVolumes</code> = shadowVolumesMain = TRUE). 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 details.</p>
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<td class="itemcode"><a name="ShadowVolumesRender"></a><code>property <b>ShadowVolumesRender</b>: boolean read FShadowVolumesRender write FShadowVolumesRender default false;</code></td>
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<p>
Actually draw the shadow volumes to the color buffer, for debugging. If shadows are rendered (see GLFeatures.ShadowVolumesPossible and <a class="normal" href="CastleSceneManager.TCastleAbstractViewport.html#ShadowVolumes">ShadowVolumes</a>), you can use this to actually see shadow volumes, for debug / demo purposes. Shadow volumes will be rendered on top of the scene, as <a class="normal" href="CastleColors.html#Yellow">yellow</a> blended polygons.</p>
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<td class="itemcode"><a name="BackgroundWireframe"></a><code>property <b>BackgroundWireframe</b>: boolean
read FBackgroundWireframe write FBackgroundWireframe default false;</code></td>
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<p>
If yes then the scene background will be rendered wireframe, over the background filled with <a class="normal" href="CastleSceneManager.TCastleAbstractViewport.html#BackgroundColor">BackgroundColor</a>.
<p>There's a catch here: this works only if the background is actually internally rendered as a geometry. If the background is rendered by clearing the screen (this is an optimized case of sky color being just one simple color, and no textures), then it will just cover the screen as normal, like without wireframe. This is uncertain situation anyway (what should the wireframe look like in this case anyway?), so I don't consider it a bug.
<p>Useful especially for debugging when you want to see how your background geometry looks like.</p>
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<td class="itemcode"><a name="Transparent"></a><code>property <b>Transparent</b>: boolean read FTransparent write FTransparent default false;</code></td>
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<p>
If yes then we will not draw any background, letting the window contents underneath be visible (in places where we do not draw our own 3D geometry, or where our own geometry is transparent, e.g. by Material.transparency). For this to make sense, make sure that you always place some other 2D control under this viewport, that actually draws something predictable underneath.
<p>The normal background, derived from <a class="normal" href="CastleSceneManager.TCastleAbstractViewport.html#Background">Background</a> will be ignored. We will also not do any <a class="normal" href="CastleGLUtils.html#GLClear">GLClear</a> on color buffer. Also <a class="normal" href="CastleSceneManager.TCastleAbstractViewport.html#BackgroundWireframe">BackgroundWireframe</a> and <a class="normal" href="CastleSceneManager.TCastleAbstractViewport.html#BackgroundColor">BackgroundColor</a> doesn't matter in this case.</p>
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<td class="itemcode"><a name="HeadlightFromViewport"></a><code>property <b>HeadlightFromViewport</b>: boolean
read FHeadlightFromViewport write FHeadlightFromViewport default false; deprecated;</code></td>
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<p class="hint_directive">Warning: this symbol is deprecated.</p><p>
When <code>True</code> then headlight is always rendered from custom viewport's (<a class="normal" href="CastleSceneManager.TCastleViewport.html">TCastleViewport</a>) camera, not from central camera (the one in scene manager). This is meaningless in <a class="normal" href="CastleSceneManager.TCastleSceneManager.html">TCastleSceneManager</a>.
<p>By default this is <code>False</code>, which means that when rendering custom viewport (<a class="normal" href="CastleSceneManager.TCastleViewport.html">TCastleViewport</a>) we render headlight from TCastleViewport.SceneManager.Camera (not from current viewport's TCastleViewport.Camera). On one hand, this is sensible: there is exactly one headlight in your 3D world, and it shines from a central camera in SceneManager.Camera. When SceneManager.Camera is <code>Nil</code> (which may happen if you set SceneManager.DefaultViewport := false and you didn't assign SceneManager.Camera explicitly) headlight is never done. This means that when observing 3D world from other cameras, you will see a light shining from SceneManager.Camera. This is also the only way to make headlight lighting correctly reflected in mirror textures (like GeneratedCubeMapTexture) — since we render to one mirror texture, we need a knowledge of "cental" camera for this.
<p>When this is <code>True</code>, then each viewport actually renders headlight from it's current camera. This means that actually each viewport has it's own, independent headlight (althoug they all follow VRML/X3D NavigationInfo.headlight and KambiNavigationInfo settings). This may allow you to light your view better (if you only use headlight to "just make the view brighter"), but it's not entirely correct (in particular, mirror reflections of the headlight are undefined then).
<p> This is deprecated, since <code>HeadlightFromViewport</code> = <code>True</code> is not really nicely defined, and it's not practically that useful either.</p>
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<td class="itemcode"><a name="UseGlobalLights"></a><code>property <b>UseGlobalLights</b>: boolean
read FUseGlobalLights write FUseGlobalLights default <a href="CastleSceneManager.TCastleAbstractViewport.html#DefaultUseGlobalLights">DefaultUseGlobalLights</a>;</code></td>
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<p>
Let MainScene.GlobalLights shine on every 3D object, not only MainScene. This is an easy way to lit your whole world with lights defined inside MainScene file. Be sure to set lights global=TRUE.
<p>Note that for now this assumes that MainScene coordinates equal world coordinates. This means that you should not transform the MainScene, it should be placed inside <a class="normal" href="CastleSceneManager.TCastleSceneManager.html#Items">TCastleSceneManager.Items</a> without wrapping in any <a class="normal" href="Castle3D.T3DTransform.html">T3DTransform</a>.</p>
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<td class="itemcode"><a name="ApproximateActivation"></a><code>property <b>ApproximateActivation</b>: boolean
read FApproximateActivation write FApproximateActivation default false;</code></td>
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<p>
Help user to activate pointing device sensors and pick items. Every time you press or release <a class="normal" href="CastleSceneManager.html#Input_Interact">Input_Interact</a> (by default just left mouse button), we look if current mouse position hits 3D object that actually does something on activation. 3D objects may do various stuff inside <a class="normal" href="Castle3D.T3D.html#PointingDeviceActivate">T3D.PointingDeviceActivate</a>, generally this causes various picking/interaction with the 3D object (like pulling a level, opening a door), possibly dragging, possibly with the help of VRML/X3D pointing device and drag sensors.
<p>When this is <code>True</code>, we try harder to hit some 3D object that handles <a class="normal" href="CastleSceneManager.TCastleAbstractViewport.html#PointingDeviceActivate">PointingDeviceActivate</a>. If there's nothing interesting under mouse, we will retry a couple of other positions arount the current mouse.
<p>This should be usually used when you use <a class="normal" href="CastleCameras.TWalkCamera.html#MouseLook">TWalkCamera.MouseLook</a>, or other navigation when mouse cursor is hidden. It allows user to only approximately look at interesting item and hit interaction button or key. Otherwise, activating a small 3D object is difficult, as you don't see the mouse cursor.</p>
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<td class="itemcode"><a name="DefaultVisibilityLimit"></a><code>property <b>DefaultVisibilityLimit</b>: Single
read FDefaultVisibilityLimit write FDefaultVisibilityLimit default 0.0;</code></td>
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<p>
Visibility limit of your 3D world. This is the distance the far <a class="normal" href="CastleSceneManager.TCastleAbstractViewport.html#Projection">projection</a> clipping plane.
<p>The default <a class="normal" href="CastleSceneManager.TCastleAbstractViewport.html#CalculateProjection">CalculateProjection</a> implementation calculates the final visibility limit as follows:
<p></p>
<ul class="paragraph_spacing">
<li><p>First of all, if (GLFeatures.ShadowVolumesPossible and <a class="normal" href="CastleSceneManager.TCastleAbstractViewport.html#ShadowVolumes">ShadowVolumes</a>), then it's infinity.</p></li>
<li><p>Then we look NavigationInfo.visibilityLimit value inside MainScene. This allows your 3D data creators to set this inside VRML/X3D data.
<p>Only if MainScene is not set, or doesn't contain NavigationInfo node, or NavigationInfo.visibilityLimit is left at (default) zero, we look further.</p></li>
<li><p>We use this property, <code>DefaultVisibilityLimit</code>, if it's not zero.</p></li>
<li><p>Finally, as a last resort we calculate something suitable looking at the 3D bounding box of items inside our 3D world.</p></li>
</ul>
<p></p>
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<td class="itemcode"><a name="ScreenSpaceAmbientOcclusion"></a><code>property <b>ScreenSpaceAmbientOcclusion</b>: boolean
read FScreenSpaceAmbientOcclusion write SetScreenSpaceAmbientOcclusion
default <a href="CastleSceneManager.TCastleAbstractViewport.html#DefaultScreenSpaceAmbientOcclusion">DefaultScreenSpaceAmbientOcclusion</a>;</code></td>
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<p>
Enable built-in SSAO screen effect in the world.</p>
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