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<title>Castle Game Engine: CastleShapes: Class TShapeTree</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="TShapeTree"></a><h1 class="cio">Class TShapeTree</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>
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<a href="CastleShapes.html">CastleShapes</a></p>
<h2 class="declaration">Declaration</h2>
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<code>type TShapeTree = class(TObject)</code></p>
<h2 class="description">Description</h2>
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Tree of shapes.
<p>Although VRML/X3D model already provides the tree (graph of VRML/X3D nodes), it's a little too complicated to be used at each render call. It's especially true for VRML <= 1.0 (where properties may "leak out" from one node to the next), VRML/X3D >= 2.0 cleaned a lot here but still some work must be done when traversing (like accumulating transformations).
<p>So we process VRML/X3D tree to this tree, which is much simpler with all the geometry nodes (<a class="normal" href="X3DNodes.TAbstractGeometryNode.html">TAbstractGeometryNode</a>) along with their state (<a class="normal" href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a>) as leafs (<a class="normal" href="CastleShapes.TShape.html">TShape</a>).</p>
<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
<ul class="hierarchy"><li class="ancestor">TObject</li>
<li class="thisitem">TShapeTree</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.TShapeTree.html#Create">Create</a></b>(AParentScene: TObject);</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleShapes.TShapeTree.html#Traverse">Traverse</a></b>(Func: <a href="CastleShapes.html#TShapeTraverseFunc">TShapeTraverseFunc</a>; const OnlyActive: boolean; const OnlyVisible: boolean = false; const OnlyCollidable: boolean = false); virtual; abstract;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleShapes.TShapeTree.html#ShapesCount">ShapesCount</a></b>(const OnlyActive: boolean; const OnlyVisible: boolean = false; const OnlyCollidable: boolean = false): Cardinal; virtual; abstract;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleShapes.TShapeTree.html#FindGeometryNodeName">FindGeometryNodeName</a></b>(const GeometryNodeName: string; OnlyActive: boolean = false): <a href="CastleShapes.TShape.html">TShape</a>;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleShapes.TShapeTree.html#FindShapeWithParentNamed">FindShapeWithParentNamed</a></b>(const ParentNodeName: string; OnlyActive: boolean = false): <a href="CastleShapes.TShape.html">TShape</a>;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleShapes.TShapeTree.html#EnumerateTextures">EnumerateTextures</a></b>(Enumerate: <a href="CastleShapes.html#TEnumerateShapeTexturesFunction">TEnumerateShapeTexturesFunction</a>); virtual; abstract;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleShapes.TShapeTree.html#DebugInfo">DebugInfo</a></b>(const Indent: string = ''): string; virtual; abstract;</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.TShapeTree.html#ParentScene">ParentScene</a></b>: TObject read FParentScene write FParentScene;</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);</code></td>
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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); virtual; abstract;</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; virtual; abstract;</code></td>
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<td class="itemcode"><a name="FindGeometryNodeName"></a><code>function <b>FindGeometryNodeName</b>(const GeometryNodeName: string; OnlyActive: boolean = false): <a href="CastleShapes.TShape.html">TShape</a>;</code></td>
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Look for shape with Geometry.NodeName = GeometryNodeName. Returns <code>Nil</code> if not found.</p>
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<td class="itemcode"><a name="FindShapeWithParentNamed"></a><code>function <b>FindShapeWithParentNamed</b>(const ParentNodeName: string; OnlyActive: boolean = false): <a href="CastleShapes.TShape.html">TShape</a>;</code></td>
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Look for shape with Geometry that has a parent named ParentNodeName. Parent is searched by Geometry.TryFindParentNodeByName. Returns <code>Nil</code> if not found.</p>
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<td class="itemcode"><a name="EnumerateTextures"></a><code>procedure <b>EnumerateTextures</b>(Enumerate: <a href="CastleShapes.html#TEnumerateShapeTexturesFunction">TEnumerateShapeTexturesFunction</a>); virtual; abstract;</code></td>
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Enumerate all single texture nodes (possibly) used by the shapes. This looks into all shapes (not only active, so e.g. it looks into all Switch/LOD children, not only the chosen one).
<p>This looks into the Appearance.texture field (and if it's MultiTexture, looks into it's children). Also it looks into shaders textures. Also, for VRML 1.0, looks into LastNodes.Texture2.</p>
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<td class="itemcode"><a name="DebugInfo"></a><code>function <b>DebugInfo</b>(const Indent: string = ''): string; virtual; abstract;</code></td>
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<h3 class="detail">Properties</h3>
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<td class="itemcode"><a name="ParentScene"></a><code>property <b>ParentScene</b>: TObject read FParentScene write FParentScene;</code></td>
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Parent <a class="normal" href="CastleSceneCore.TCastleSceneCore.html">TCastleSceneCore</a> instance. This cannot be declared here as <a class="normal" href="CastleSceneCore.TCastleSceneCore.html">TCastleSceneCore</a> (this would create circular unit dependency), but it always is <a class="normal" href="CastleSceneCore.TCastleSceneCore.html">TCastleSceneCore</a>.</p>
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