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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="TShape"></a><h1 class="cio">Class TShape</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>Fields</td><td><a class="section" href="#PasDoc-Methods">Methods</a></td><td><a class="section" href="#PasDoc-Properties">Properties</a></td></tr></table>
<a name="PasDoc-Description"></a><h2 class="unit">Unit</h2>
<p class="unitlink">
<a href="CastleShapes.html">CastleShapes</a></p>
<h2 class="declaration">Declaration</h2>
<p class="declaration">
<code>type TShape = class(<a class="normal" href="CastleShapes.TShapeTree.html">TShapeTree</a>)</code></p>
<h2 class="description">Description</h2>
<p>
Shape is a geometry node <a class="normal" href="CastleShapes.TShape.html#Geometry">Geometry</a> instance and it's <a class="normal" href="CastleShapes.TShape.html#State">State</a>. For VRML >= 2.0, this usually corresponds to a single instance of actual VRML <code>Shape</code> node. It allows to perform many operations that need to know both geometry and it's current state (parent Shape node, current transformation and such).
<p>This class caches results of methods <a class="normal" href="CastleShapes.TShape.html#LocalBoundingBox">LocalBoundingBox</a>, <a class="normal" href="CastleShapes.TShape.html#BoundingBox">BoundingBox</a>, and most others (see TShapeValidities for hints). This means that things work fast, but this also means that you must manually call <a class="normal" href="CastleShapes.TShape.html#Changed">Changed</a> when you changed some properties of Geometry or contents of State.
<p>But note that you can't change Geometry or State to different objects — they are readonly properties.
<p>Also note that if you're using <a class="normal" href="CastleSceneCore.TCastleSceneCore.html">TCastleSceneCore</a> class then you don't have to worry about calling <a class="normal" href="CastleShapes.TShape.html#Changed">Changed</a> of items in <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#Shapes">TCastleSceneCore.Shapes</a>. All you have to do is to call appropriate <code>Changed*</code> methods of <a class="normal" href="CastleSceneCore.TCastleSceneCore.html">TCastleSceneCore</a>.</p>
<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
<ul class="hierarchy"><li class="ancestor">TObject</li>
<li class="ancestor"><a class="normal" href="CastleShapes.TShapeTree.html">TShapeTree</a></li>
<li class="thisitem">TShape</li></ul><h2 class="overview">Overview</h2>
<a name="PasDoc-Methods"></a><h3 class="summary">Methods</h3>
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<td class="itemcode"><code>constructor <b><a href="CastleShapes.TShape.html#Create">Create</a></b>(AParentScene: TObject; AOriginalGeometry: <a href="X3DNodes.TAbstractGeometryNode.html">TAbstractGeometryNode</a>; AOriginalState: <a href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a>; ParentInfo: <a href="X3DNodes.html#PTraversingInfo">PTraversingInfo</a>);</code></td>
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<td class="itemcode"><code>destructor <b><a href="CastleShapes.TShape.html#Destroy">Destroy</a></b>; override;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleShapes.TShape.html#Geometry">Geometry</a></b>(const OverTriangulate: boolean = true): <a href="X3DNodes.TAbstractGeometryNode.html">TAbstractGeometryNode</a>;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleShapes.TShape.html#State">State</a></b>(const OverTriangulate: boolean = true): <a href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a>;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleShapes.TShape.html#LocalBoundingBox">LocalBoundingBox</a></b>: <a href="CastleBoxes.TBox3D.html">TBox3D</a>;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleShapes.TShape.html#BoundingBox">BoundingBox</a></b>: <a href="CastleBoxes.TBox3D.html">TBox3D</a>;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleShapes.TShape.html#VerticesCount">VerticesCount</a></b>(OverTriangulate: boolean): Cardinal;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleShapes.TShape.html#TrianglesCount">TrianglesCount</a></b>(OverTriangulate: boolean): Cardinal;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleShapes.TShape.html#GeometryArrays">GeometryArrays</a></b>(OverTriangulate: boolean): <a href="CastleGeometryArrays.TGeometryArrays.html">TGeometryArrays</a>;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleShapes.TShape.html#BoundingSphereCenter">BoundingSphereCenter</a></b>: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleShapes.TShape.html#BoundingSphereRadiusSqr">BoundingSphereRadiusSqr</a></b>: Single;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleShapes.TShape.html#BoundingSphereRadius">BoundingSphereRadius</a></b>: Single;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleShapes.TShape.html#FrustumBoundingSphereCollisionPossible">FrustumBoundingSphereCollisionPossible</a></b>( const Frustum: <a href="CastleFrustum.TFrustum.html">TFrustum</a>): <a href="CastleFrustum.html#TFrustumCollisionPossible">TFrustumCollisionPossible</a>;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleShapes.TShape.html#FrustumBoundingSphereCollisionPossibleSimple">FrustumBoundingSphereCollisionPossibleSimple</a></b>( const Frustum: <a href="CastleFrustum.TFrustum.html">TFrustum</a>): boolean;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleShapes.TShape.html#Changed">Changed</a></b>(const InactiveOnly: boolean; const Changes: <a href="X3DFields.html#TX3DChanges">TX3DChanges</a>); virtual;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleShapes.TShape.html#OctreeTriangles">OctreeTriangles</a></b>: <a href="CastleTriangleOctree.TTriangleOctree.html">TTriangleOctree</a>;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleShapes.TShape.html#TriangleOctreeLimits">TriangleOctreeLimits</a></b>: <a href="CastleOctree.html#POctreeLimits">POctreeLimits</a>;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleShapes.TShape.html#Transparent">Transparent</a></b>: boolean;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleShapes.TShape.html#Traverse">Traverse</a></b>(Func: <a href="CastleShapes.html#TShapeTraverseFunc">TShapeTraverseFunc</a>; const OnlyActive: boolean; const OnlyVisible: boolean = false; const OnlyCollidable: boolean = false); override;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleShapes.TShape.html#ShapesCount">ShapesCount</a></b>(const OnlyActive: boolean; const OnlyVisible: boolean = false; const OnlyCollidable: boolean = false): Cardinal; override;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleShapes.TShape.html#Visible">Visible</a></b>: boolean;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleShapes.TShape.html#Collidable">Collidable</a></b>: boolean;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleShapes.TShape.html#RayCollision">RayCollision</a></b>( const Tag: <a href="X3DTriangles.html#TMailboxTag">TMailboxTag</a>; out Intersection: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; out IntersectionDistance: Single; const RayOrigin, RayDirection: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const ReturnClosestIntersection: boolean; const TriangleToIgnore: <a href="X3DTriangles.html#PTriangle">PTriangle</a>; const IgnoreMarginAtStart: boolean; const TrianglesToIgnoreFunc: <a href="CastleTriangles.html#T3DTriangleIgnoreFunc">T3DTriangleIgnoreFunc</a>): <a href="X3DTriangles.html#PTriangle">PTriangle</a>;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleShapes.TShape.html#SegmentCollision">SegmentCollision</a></b>( const Tag: <a href="X3DTriangles.html#TMailboxTag">TMailboxTag</a>; out Intersection: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; out IntersectionDistance: Single; const Pos1, Pos2: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const ReturnClosestIntersection: boolean; const TriangleToIgnore: <a href="X3DTriangles.html#PTriangle">PTriangle</a>; const IgnoreMarginAtStart: boolean; const TrianglesToIgnoreFunc: <a href="CastleTriangles.html#T3DTriangleIgnoreFunc">T3DTriangleIgnoreFunc</a>): <a href="X3DTriangles.html#PTriangle">PTriangle</a>;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleShapes.TShape.html#NormalsSmooth">NormalsSmooth</a></b>(OverTriangulate: boolean): <a href="CastleVectors.TVector3SingleList.html">TVector3SingleList</a>;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleShapes.TShape.html#NormalsFlat">NormalsFlat</a></b>(OverTriangulate: boolean): <a href="CastleVectors.TVector3SingleList.html">TVector3SingleList</a>;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleShapes.TShape.html#NormalsCreaseAngle">NormalsCreaseAngle</a></b>(OverTriangulate: boolean; const CreaseAngle: Single): <a href="CastleVectors.TVector3SingleList.html">TVector3SingleList</a>;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleShapes.TShape.html#EnumerateTextures">EnumerateTextures</a></b>(Enumerate: <a href="CastleShapes.html#TEnumerateShapeTexturesFunction">TEnumerateShapeTexturesFunction</a>); override;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleShapes.TShape.html#UsesTexture">UsesTexture</a></b>(Node: <a href="X3DNodes.TAbstractTextureNode.html">TAbstractTextureNode</a>): boolean;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleShapes.TShape.html#ShadowCaster">ShadowCaster</a></b>: boolean;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleShapes.TShape.html#Triangulate">Triangulate</a></b>(OverTriangulate: boolean; TriangleEvent: <a href="CastleShapes.html#TTriangleEvent">TTriangleEvent</a>);</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleShapes.TShape.html#LocalTriangulate">LocalTriangulate</a></b>(OverTriangulate: boolean; TriangleEvent: <a href="CastleShapes.html#TTriangleEvent">TTriangleEvent</a>);</code></td>
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<td class="itemcode"><code>function <b><a href="CastleShapes.TShape.html#DebugInfo">DebugInfo</a></b>(const Indent: string = ''): string; override;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleShapes.TShape.html#NiceName">NiceName</a></b>: string;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleShapes.TShape.html#Node">Node</a></b>: <a href="X3DNodes.TAbstractShapeNode.html">TAbstractShapeNode</a>;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleShapes.TShape.html#MaterialProperty">MaterialProperty</a></b>: <a href="CastleMaterialProperties.TMaterialProperty.html">TMaterialProperty</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="CastleShapes.TShape.html#OriginalGeometry">OriginalGeometry</a></b>: <a href="X3DNodes.TAbstractGeometryNode.html">TAbstractGeometryNode</a> read FOriginalGeometry;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleShapes.TShape.html#OriginalState">OriginalState</a></b>: <a href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a> read FOriginalState;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleShapes.TShape.html#Spatial">Spatial</a></b>: <a href="CastleShapes.html#TShapeSpatialStructures">TShapeSpatialStructures</a> read FSpatial write SetSpatial;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleShapes.TShape.html#TriangleOctreeProgressTitle">TriangleOctreeProgressTitle</a></b>: string
read FTriangleOctreeProgressTitle
write FTriangleOctreeProgressTitle;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleShapes.TShape.html#DynamicGeometry">DynamicGeometry</a></b>: boolean read FDynamicGeometry write FDynamicGeometry;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleShapes.TShape.html#GeometryParentNodeName">GeometryParentNodeName</a></b>: string read FGeometryParentNodeName;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleShapes.TShape.html#GeometryGrandParentNodeName">GeometryGrandParentNodeName</a></b>: string read FGeometryGrandParentNodeName;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleShapes.TShape.html#GeometryGrandGrandParentNodeName">GeometryGrandGrandParentNodeName</a></b>: string read FGeometryGrandGrandParentNodeName;</code></td>
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<h2 class="description">Description</h2>
<h3 class="detail">Methods</h3>
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<td class="itemcode"><a name="Create"></a><code>constructor <b>Create</b>(AParentScene: TObject; AOriginalGeometry: <a href="X3DNodes.TAbstractGeometryNode.html">TAbstractGeometryNode</a>; AOriginalState: <a href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a>; ParentInfo: <a href="X3DNodes.html#PTraversingInfo">PTraversingInfo</a>);</code></td>
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<p>
Constructor. </p>
<h6 class="description_section">Parameters</h6>
<dl class="parameters">
<dt>ParentInfo</dt>
<dd>Resursive information about parents, for the geometry node of given shape. Note that for VRML 2.0/X3D, the immediate parent of geometry node is always <a class="normal" href="X3DNodes.TShapeNode.html">TShapeNode</a>.</dd>
</dl>
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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="Geometry"></a><code>function <b>Geometry</b>(const OverTriangulate: boolean = true): <a href="X3DNodes.TAbstractGeometryNode.html">TAbstractGeometryNode</a>;</code></td>
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<p>
Geometry of this shape. This may come from initial VRML/X3D node graph (see <a class="normal" href="CastleShapes.TShape.html#OriginalGeometry">OriginalGeometry</a>), or it may be processed by <a class="normal" href="X3DNodes.TAbstractGeometryNode.html#Proxy">TAbstractGeometryNode.Proxy</a> for easier handling.</p>
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<td class="itemcode"><a name="State"></a><code>function <b>State</b>(const OverTriangulate: boolean = true): <a href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a>;</code></td>
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<p>
State of this shape. This may come from initial VRML/X3D node graph (see <a class="normal" href="CastleShapes.TShape.html#OriginalState">OriginalState</a>), or it may be processed by <a class="normal" href="X3DNodes.TAbstractGeometryNode.html#Proxy">TAbstractGeometryNode.Proxy</a> for easier handling.
<p>Owned by this <a class="normal" href="CastleShapes.TShape.html">TShape</a> class.</p>
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<td class="itemcode"><a name="LocalBoundingBox"></a><code>function <b>LocalBoundingBox</b>: <a href="CastleBoxes.TBox3D.html">TBox3D</a>;</code></td>
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Calculate bounding box and vertices/triangles count, see <a class="normal" href="X3DNodes.TAbstractGeometryNode.html">TAbstractGeometryNode</a> methods. </p>
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<td class="itemcode"><a name="BoundingBox"></a><code>function <b>BoundingBox</b>: <a href="CastleBoxes.TBox3D.html">TBox3D</a>;</code></td>
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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="GeometryArrays"></a><code>function <b>GeometryArrays</b>(OverTriangulate: boolean): <a href="CastleGeometryArrays.TGeometryArrays.html">TGeometryArrays</a>;</code></td>
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<p>
Decompose the geometry into primitives, with arrays of per-vertex data.</p>
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<td class="itemcode"><a name="BoundingSphereCenter"></a><code>function <b>BoundingSphereCenter</b>: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>;</code></td>
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Calculates bounding sphere based on <a class="normal" href="CastleShapes.TShape.html#BoundingBox">BoundingBox</a>. In the future this may be changed to use BoundingSphere method of <a class="normal" href="X3DNodes.TAbstractGeometryNode.html">TAbstractGeometryNode</a>, when I will implement it. For now, BoundingSphere is always worse approximation of bounding volume than <a class="normal" href="CastleShapes.TShape.html#BoundingBox">BoundingBox</a> (i.e. BoundingSphere is always larger) but it may be useful in some cases when detecting collision versus bounding sphere is much faster than detecting them versus bounding box.
<p><a class="normal" href="CastleShapes.TShape.html#BoundingSphereRadiusSqr">BoundingSphereRadiusSqr</a> = 0 and <code>BoundingSphereCenter</code> is undefined if Box is empty.
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<td class="itemcode"><a name="BoundingSphereRadiusSqr"></a><code>function <b>BoundingSphereRadiusSqr</b>: Single;</code></td>
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<td class="itemcode"><a name="BoundingSphereRadius"></a><code>function <b>BoundingSphereRadius</b>: Single;</code></td>
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<td class="itemcode"><a name="FrustumBoundingSphereCollisionPossible"></a><code>function <b>FrustumBoundingSphereCollisionPossible</b>( const Frustum: <a href="CastleFrustum.TFrustum.html">TFrustum</a>): <a href="CastleFrustum.html#TFrustumCollisionPossible">TFrustumCollisionPossible</a>;</code></td>
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Exactly equivalent to getting <a class="normal" href="CastleShapes.TShape.html#BoundingSphereCenter">BoundingSphereCenter</a> and <a class="normal" href="CastleShapes.TShape.html#BoundingSphereRadiusSqr">BoundingSphereRadiusSqr</a> and then using <a class="normal" href="CastleFrustum.TFrustum.html#SphereCollisionPossible">TFrustum.SphereCollisionPossible</a>.
<p>But it may be a little faster since it avoids some small speed problems (like copying memory contents when you get values of BoundingSphereXxx properties and checking twice are BoundingSphereXxx calculated).</p>
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<td class="itemcode"><a name="FrustumBoundingSphereCollisionPossibleSimple"></a><code>function <b>FrustumBoundingSphereCollisionPossibleSimple</b>( const Frustum: <a href="CastleFrustum.TFrustum.html">TFrustum</a>): boolean;</code></td>
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<p>
Exactly equivalent to getting <a class="normal" href="CastleShapes.TShape.html#BoundingSphereCenter">BoundingSphereCenter</a> and <a class="normal" href="CastleShapes.TShape.html#BoundingSphereRadiusSqr">BoundingSphereRadiusSqr</a> and then using <a class="normal" href="CastleFrustum.TFrustum.html#SphereCollisionPossibleSimple">TFrustum.SphereCollisionPossibleSimple</a>.
<p>But it may be a little faster since it avoids some small speed problems.</p>
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<td class="itemcode"><a name="Changed"></a><code>procedure <b>Changed</b>(const InactiveOnly: boolean; const Changes: <a href="X3DFields.html#TX3DChanges">TX3DChanges</a>); virtual;</code></td>
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Notify this shape that you changed a field inside one of it's nodes (automatically done by <a class="normal" href="CastleSceneCore.TCastleSceneCore.html">TCastleSceneCore</a>). This should be called when fields within Shape.Geometry, Shape.State.Last*, Shape.State.ShapeNode or such change.
<p>Pass InactiveOnly = <code>True</code> is you know that this shape is fully in inactive VRML graph part (inactive Switch, LOD etc. children).
<p>Including chTransform in Changes means something more than general chTransform (which means that transformation of children changed, which implicates many things — not only shape changes). Here, chTransform in Changes means that only the transformation of <a class="normal" href="CastleShapes.TShape.html#State">TShape.State</a> changed (so only on fields ignored by EqualsNoTransform).</p>
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<td class="itemcode"><a name="OctreeTriangles"></a><code>function <b>OctreeTriangles</b>: <a href="CastleTriangleOctree.TTriangleOctree.html">TTriangleOctree</a>;</code></td>
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The dynamic octree containing all triangles. It contains only triangles within this shape.
<p>There is no distinction here between collidable / visible (as for <a class="normal" href="CastleSceneCore.TCastleSceneCore.html">TCastleSceneCore</a> octrees), since the whole shape may be visible and/or collidable.
<p>The triangles are specified in local coordinate system of this shape (that is, they are independent from transformation within State.Transform). This allows the tree to remain unmodified when transformation of this shape changes.
<p>This is automatically managed (initialized, updated, and used) by parent <a class="normal" href="CastleSceneCore.TCastleSceneCore.html">TCastleSceneCore</a>. You usually don't need to know about this octree from outside.
<p>To initialize this, add ssTriangles to <a class="normal" href="CastleShapes.TShape.html#Spatial">Spatial</a> property, otherwise it's <code>Nil</code>. Parent <a class="normal" href="CastleSceneCore.TCastleSceneCore.html">TCastleSceneCore</a> will take care of this (when parent <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#Spatial">TCastleSceneCore.Spatial</a> contains ssDynamicCollisions, then all shapes contain ssTriangles within their Spatial).
<p>Parent <a class="normal" href="CastleSceneCore.TCastleSceneCore.html">TCastleSceneCore</a> will take care to keep this octree always updated.
<p>Parent <a class="normal" href="CastleSceneCore.TCastleSceneCore.html">TCastleSceneCore</a> will also take care of actually using this octree: <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#OctreeCollisions">TCastleSceneCore.OctreeCollisions</a> methods actually use the octrees of specific shapes at the bottom.</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="CastleShapes.html#DefLocalTriangleOctreeLimits">DefLocalTriangleOctreeLimits</a>.
<p>If <a class="normal" href="CastleShapes.TShape.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="CastleShapes.TShape.html#Spatial">Spatial</a> from [] to something else.
<p></p>
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<td class="itemcode"><a name="Transparent"></a><code>function <b>Transparent</b>: boolean;</code></td>
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Looking at material and color and texture nodes, decide if the shape is opaque or (partially) transparent.
<p>For VRML >= 2.0, shape is transparent if material exists and has transparency > 0 (epsilon). It's also transparent if it has ColorRGBA node inside "color" field.
<p>For VRML <= 1.0, for now shape is transparent if all it's transparent values (in VRML 1.0, material node has actually many material values) have transparency > 0 (epsilon).
<p>We also look at texture, does it have a full-range alpha channel (for blending).
<p>It looks at data of texture node, material node and so on, so should be done before any calls to <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#FreeResources">TCastleSceneCore.FreeResources</a>. It checks AlphaChannel of textures, so assumes that given shape textures are already loaded.</p>
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<td class="itemcode"><a name="Traverse"></a><code>procedure <b>Traverse</b>(Func: <a href="CastleShapes.html#TShapeTraverseFunc">TShapeTraverseFunc</a>; const OnlyActive: boolean; const OnlyVisible: boolean = false; const OnlyCollidable: boolean = false); override;</code></td>
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<td class="itemcode"><a name="ShapesCount"></a><code>function <b>ShapesCount</b>(const OnlyActive: boolean; const OnlyVisible: boolean = false; const OnlyCollidable: boolean = false): Cardinal; override;</code></td>
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<td class="itemcode"><a name="Visible"></a><code>function <b>Visible</b>: boolean;</code></td>
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Is shape visible, according to VRML Collision node rules. Ths is simply a shortcut (with more obvious name) for <code>State.InsideInvisible = 0</code>.</p>
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<td class="itemcode"><a name="Collidable"></a><code>function <b>Collidable</b>: boolean;</code></td>
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Is shape collidable, according to VRML Collision node rules. Ths is simply a shortcut (with more obvious name) for <code>State.InsideIgnoreCollision = 0</code>.</p>
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<td class="itemcode"><a name="RayCollision"></a><code>function <b>RayCollision</b>( const Tag: <a href="X3DTriangles.html#TMailboxTag">TMailboxTag</a>; out Intersection: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; out IntersectionDistance: Single; const RayOrigin, RayDirection: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const ReturnClosestIntersection: boolean; const TriangleToIgnore: <a href="X3DTriangles.html#PTriangle">PTriangle</a>; const IgnoreMarginAtStart: boolean; const TrianglesToIgnoreFunc: <a href="CastleTriangles.html#T3DTriangleIgnoreFunc">T3DTriangleIgnoreFunc</a>): <a href="X3DTriangles.html#PTriangle">PTriangle</a>;</code></td>
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<p>
Equivalent to using OctreeTriangles.RayCollision, except this wil use the mailbox.</p>
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<td class="itemcode"><a name="SegmentCollision"></a><code>function <b>SegmentCollision</b>( const Tag: <a href="X3DTriangles.html#TMailboxTag">TMailboxTag</a>; out Intersection: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; out IntersectionDistance: Single; const Pos1, Pos2: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const ReturnClosestIntersection: boolean; const TriangleToIgnore: <a href="X3DTriangles.html#PTriangle">PTriangle</a>; const IgnoreMarginAtStart: boolean; const TrianglesToIgnoreFunc: <a href="CastleTriangles.html#T3DTriangleIgnoreFunc">T3DTriangleIgnoreFunc</a>): <a href="X3DTriangles.html#PTriangle">PTriangle</a>;</code></td>
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Equivalent to using OctreeTriangles.SegmentCollision, except this wil use the mailbox.</p>
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<td class="itemcode"><a name="NormalsSmooth"></a><code>function <b>NormalsSmooth</b>(OverTriangulate: boolean): <a href="CastleVectors.TVector3SingleList.html">TVector3SingleList</a>;</code></td>
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<p>
Create normals suitable for this shape.
<p>You can call this only when Geometry is coordinate-based VRML geometry, implementing Coord and having non-empty coordinates (that is, Geometry.Coord returns <code>True</code> and sets ACoord <> <code>Nil</code>), and having Geometry.CoordIndex <> <code>Nil</code>.
<p>For <code>NormalsSmooth</code>, also Geometry.CoordIndex = <code>Nil</code> is allowed, but make sure that Geometry.CoordPolygons is available. See <a class="normal" href="CastleNormals.html#CreateSmoothNormalsCoordinateNode">CreateSmoothNormalsCoordinateNode</a>.
<p></p>
<ul class="paragraph_spacing">
<li><p>Smooth normals are perfectly smooth, per-vertex.
<p>As an exception, you can call this even when coords are currently empty (Geometry.Coord returns <code>True</code> but ACoord is <code>Nil</code>), then result is also <code>Nil</code>.</p></li>
<li><p>Flat normals are per-face. Calculated by <a class="normal" href="CastleNormals.html#CreateFlatNormals">CreateFlatNormals</a>.</p></li>
<li><p>Finally <a class="normal" href="CastleShapes.TShape.html#NormalsCreaseAngle">NormalsCreaseAngle</a> creates separate normal per index (auto-smoothing by CreaseAngle).</p></li>
</ul>
<p>
<p>The normals here are cached. So using these methods makes condiderable speedup if the shape will not change (<a class="normal" href="CastleShapes.TShape.html#Changed">Changed</a> method) and will need normals many times (e.g. will be rendered many times).
<p>Normals generated always point out from CCW (FromCCW = <code>True</code> is passed to all Create*Normals internally).
<p></p>
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<td class="itemcode"><a name="NormalsFlat"></a><code>function <b>NormalsFlat</b>(OverTriangulate: boolean): <a href="CastleVectors.TVector3SingleList.html">TVector3SingleList</a>;</code></td>
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<td class="itemcode"><a name="NormalsCreaseAngle"></a><code>function <b>NormalsCreaseAngle</b>(OverTriangulate: boolean; const CreaseAngle: Single): <a href="CastleVectors.TVector3SingleList.html">TVector3SingleList</a>;</code></td>
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<td class="itemcode"><a name="EnumerateTextures"></a><code>procedure <b>EnumerateTextures</b>(Enumerate: <a href="CastleShapes.html#TEnumerateShapeTexturesFunction">TEnumerateShapeTexturesFunction</a>); override;</code></td>
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<td class="itemcode"><a name="UsesTexture"></a><code>function <b>UsesTexture</b>(Node: <a href="X3DNodes.TAbstractTextureNode.html">TAbstractTextureNode</a>): boolean;</code></td>
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<p>
Is the texture node Node possibly used by this shape. This is equivalent to checking does EnumerateShapeTextures return this shape.</p>
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<td class="itemcode"><a name="ShadowCaster"></a><code>function <b>ShadowCaster</b>: boolean;</code></td>
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<p>
Check is shape a shadow caster. Looks at Shape's Appearance.shadowCaster field (see <a href="http://castle-engine.sourceforge.net/x3d_extensions.php#section_ext_shadow_caster">http://castle-engine.sourceforge.net/x3d_extensions.php#section_ext_shadow_caster</a>).</p>
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<td class="itemcode"><a name="Triangulate"></a><code>procedure <b>Triangulate</b>(OverTriangulate: boolean; TriangleEvent: <a href="CastleShapes.html#TTriangleEvent">TTriangleEvent</a>);</code></td>
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<p>
<code>Triangulate</code> shape. Calls TriangleEvent callback for each triangle. <a class="normal" href="CastleShapes.TShape.html#LocalTriangulate">LocalTriangulate</a> returns coordinates in local shape transformation (that is, not transformed by State.Transform yet).
<p>OverTriangulate determines if we should make more triangles for Gouraud shading. For example, it makes Cones and Cylinders divided into additional stacks.
<p></p>
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<td class="itemcode"><a name="LocalTriangulate"></a><code>procedure <b>LocalTriangulate</b>(OverTriangulate: boolean; TriangleEvent: <a href="CastleShapes.html#TTriangleEvent">TTriangleEvent</a>);</code></td>
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<td class="itemcode"><a name="DebugInfo"></a><code>function <b>DebugInfo</b>(const Indent: string = ''): string; override;</code></td>
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<td class="itemcode"><a name="NiceName"></a><code>function <b>NiceName</b>: string;</code></td>
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<td class="itemcode"><a name="Node"></a><code>function <b>Node</b>: <a href="X3DNodes.TAbstractShapeNode.html">TAbstractShapeNode</a>;</code></td>
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<p>
Shape node in VRML/X3D graph. This is always present for VRML >= 2 (including X3D). For VRML 1.0 and Inventor this is <code>Nil</code>.</p>
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<td class="itemcode"><a name="MaterialProperty"></a><code>function <b>MaterialProperty</b>: <a href="CastleMaterialProperties.TMaterialProperty.html">TMaterialProperty</a>;</code></td>
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<p>
Material property associated with this shape's material/texture.</p>
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<h3 class="detail">Properties</h3>
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<td class="itemcode"><a name="OriginalGeometry"></a><code>property <b>OriginalGeometry</b>: <a href="X3DNodes.TAbstractGeometryNode.html">TAbstractGeometryNode</a> read FOriginalGeometry;</code></td>
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<p>
Original geometry node, that you get from a VRML/X3D graph.</p>
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<td class="itemcode"><a name="OriginalState"></a><code>property <b>OriginalState</b>: <a href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a> read FOriginalState;</code></td>
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<p>
Original state, that you get from a VRML/X3D graph.</p>
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<td class="itemcode"><a name="Spatial"></a><code>property <b>Spatial</b>: <a href="CastleShapes.html#TShapeSpatialStructures">TShapeSpatialStructures</a> read FSpatial write SetSpatial;</code></td>
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<p>
Which spatial structrues (octrees, for now) should be created and managed. This works analogous to <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#Spatial">TCastleSceneCore.Spatial</a>, but this manages octrees within this <a class="normal" href="CastleShapes.TShape.html">TShape</a>.</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="DynamicGeometry"></a><code>property <b>DynamicGeometry</b>: boolean read FDynamicGeometry write FDynamicGeometry;</code></td>
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<p>
Local geometry is treated as dynamic (changes very often, like every frame). This is automatically detected and set to <code>True</code>, although you can also explicitly set this if you want.
<p>Dynamic geometry has worse collision detection (using a crude approximation) and falls back to rendering method better for dynamic geometry (for example, marking VBO data as dynamic for OpenGL rendering).</p>
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<td class="itemcode"><a name="GeometryParentNodeName"></a><code>property <b>GeometryParentNodeName</b>: string read FGeometryParentNodeName;</code></td>
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<p>
Node names of parents of the geometry node. Note that for X3D/VRML 2.0, <code>GeometryParentNodeName</code> is the same as Node.NodeName, because the parent of geometry node is always a <a class="normal" href="X3DNodes.TShapeNode.html">TShapeNode</a>. </p>
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<td class="itemcode"><a name="GeometryGrandParentNodeName"></a><code>property <b>GeometryGrandParentNodeName</b>: string read FGeometryGrandParentNodeName;</code></td>
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<td class="itemcode"><a name="GeometryGrandGrandParentNodeName"></a><code>property <b>GeometryGrandGrandParentNodeName</b>: string read FGeometryGrandGrandParentNodeName;</code></td>
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