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<title>Castle Game Engine: CastleShapes: Class TShapeTreeGroup</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="TShapeTreeGroup"></a><h1 class="cio">Class TShapeTreeGroup</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 TShapeTreeGroup = class(<a class="normal" href="CastleShapes.TShapeTree.html">TShapeTree</a>)</code></p>
<h2 class="description">Description</h2>
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Internal (non-leaf) node of the <a class="normal" href="CastleShapes.TShapeTree.html">TShapeTree</a>. This is practically just a list of other children (other <a class="normal" href="CastleShapes.TShapeTree.html">TShapeTree</a> items).
<p>All children are considered "active" by this class.
<p>This class owns it's children <a class="normal" href="CastleShapes.TShapeTree.html">TShapeTree</a>. Since <a class="normal" href="CastleShapes.TShapeTree.html">TShapeTree</a> is a simple tree structure, there are no duplicates possible, that is given <a class="normal" href="CastleShapes.TShapeTree.html">TShapeTree</a> instance may be within only one parent <a class="normal" href="CastleShapes.TShapeTree.html">TShapeTree</a>. (VRML node's parenting mechanism is more complicated than this, because of DEF/USE mechanism.)</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">TShapeTreeGroup</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.TShapeTreeGroup.html#Create">Create</a></b>(AParentScene: TObject);</code></td>
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<td class="itemcode"><code>destructor <b><a href="CastleShapes.TShapeTreeGroup.html#Destroy">Destroy</a></b>; override;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleShapes.TShapeTreeGroup.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.TShapeTreeGroup.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>procedure <b><a href="CastleShapes.TShapeTreeGroup.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.TShapeTreeGroup.html#DebugInfo">DebugInfo</a></b>(const Indent: string = ''): string; override;</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.TShapeTreeGroup.html#Children">Children</a></b>: <a href="CastleShapes.html#TShapeTreeList">TShapeTreeList</a> read FChildren;</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="Destroy"></a><code>destructor <b>Destroy</b>; override;</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); 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="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="DebugInfo"></a><code>function <b>DebugInfo</b>(const Indent: string = ''): string; override;</code></td>
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<h3 class="detail">Properties</h3>
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<td class="itemcode"><a name="Children"></a><code>property <b>Children</b>: <a href="CastleShapes.html#TShapeTreeList">TShapeTreeList</a> read FChildren;</code></td>
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