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<title>Castle Game Engine: CastleShapes: Class TShapeTreeLOD</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="TShapeTreeLOD"></a><h1 class="cio">Class TShapeTreeLOD</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 TShapeTreeLOD = class(<a class="normal" href="CastleShapes.TShapeTreeGroup.html">TShapeTreeGroup</a>)</code></p>
<h2 class="description">Description</h2>
<p>
Node of the <a class="normal" href="CastleShapes.TShapeTree.html">TShapeTree</a> representing the LOD (level of detail) alternative. It chooses one child from it's children list as active. Represents the VRML >= 2.0 LOD node (not possible for VRML 1.0 LOD node, as it may affect also other nodes after LOD).
<p>To choose which child is active we need to know the LOD node, with it's transformation in VRML graph. This information is in <a class="normal" href="CastleShapes.TShapeTreeLOD.html#LODNode">LODNode</a> and <a class="normal" href="CastleShapes.TShapeTreeLOD.html#LODInvertedTransform">LODInvertedTransform</a> properties.
<p>Also, we need to know the current camera position. This is passed as CameraPosition to <a class="normal" href="CastleShapes.TShapeTreeLOD.html#CalculateLevel">CalculateLevel</a>. Note that this class doesn't call <a class="normal" href="CastleShapes.TShapeTreeLOD.html#CalculateLevel">CalculateLevel</a> by itself, never. You have to call <a class="normal" href="CastleShapes.TShapeTreeLOD.html#CalculateLevel">CalculateLevel</a>, and use it to set Level property, from parent scene to make this LOD work. (Reasoning behind this decision: parent scene has CameraPosition and such, and parent scene knows whether to initiate level_changes event sending.)</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="ancestor"><a class="normal" href="CastleShapes.TShapeTreeGroup.html">TShapeTreeGroup</a></li>
<li class="thisitem">TShapeTreeLOD</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>function <b><a href="CastleShapes.TShapeTreeLOD.html#LODInvertedTransform">LODInvertedTransform</a></b>: <a href="CastleVectors.html#PMatrix4Single">PMatrix4Single</a>;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleShapes.TShapeTreeLOD.html#CalculateLevel">CalculateLevel</a></b>(const CameraPosition: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>): Cardinal;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleShapes.TShapeTreeLOD.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.TShapeTreeLOD.html#ShapesCount">ShapesCount</a></b>(const OnlyActive: boolean; const OnlyVisible: boolean = false; const OnlyCollidable: boolean = false): Cardinal; 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.TShapeTreeLOD.html#LODNode">LODNode</a></b>: <a href="X3DNodes.TAbstractLODNode.html">TAbstractLODNode</a> read FLODNode write FLODNode;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleShapes.TShapeTreeLOD.html#Level">Level</a></b>: Cardinal read FLevel write FLevel default 0;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleShapes.TShapeTreeLOD.html#WasLevel_ChangedSend">WasLevel_ChangedSend</a></b>: boolean
read FWasLevel_ChangedSend write FWasLevel_ChangedSend default false;</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="LODInvertedTransform"></a><code>function <b>LODInvertedTransform</b>: <a href="CastleVectors.html#PMatrix4Single">PMatrix4Single</a>;</code></td>
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<td class="itemcode"><a name="CalculateLevel"></a><code>function <b>CalculateLevel</b>(const CameraPosition: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>): Cardinal;</code></td>
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Calculate <a class="normal" href="CastleShapes.TShapeTreeLOD.html#Level">Level</a>. This only calculates level, doesn't assign <a class="normal" href="CastleShapes.TShapeTreeLOD.html#Level">Level</a> property or send level_changed event.</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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<h3 class="detail">Properties</h3>
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<td class="itemcode"><a name="LODNode"></a><code>property <b>LODNode</b>: <a href="X3DNodes.TAbstractLODNode.html">TAbstractLODNode</a> read FLODNode write FLODNode;</code></td>
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<td class="itemcode"><a name="Level"></a><code>property <b>Level</b>: Cardinal read FLevel write FLevel default 0;</code></td>
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<p>
Current level, that is index of the active child of this LOD node. This is always < Children.Count, unless there are no children. In this case it's 0.
<p>Should be calculated by <a class="normal" href="CastleShapes.TShapeTreeLOD.html#CalculateLevel">CalculateLevel</a>. By default we simply use the first (highest-detail) LOD as active. So if you never assign this (e.g. because <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#CameraViewKnown">TCastleSceneCore.CameraViewKnown</a> = <code>False</code>, that is user position is never known) we'll always use the highest-detail children.</p>
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<td class="itemcode"><a name="WasLevel_ChangedSend"></a><code>property <b>WasLevel_ChangedSend</b>: boolean
read FWasLevel_ChangedSend write FWasLevel_ChangedSend default false;</code></td>
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