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<title>Castle Game Engine: X3DFields: Class TMFVec3d</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="TMFVec3d"></a><h1 class="cio">Class TMFVec3d</h1>
<table class="sections wide_list">
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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="X3DFields.html">X3DFields</a></p>
<h2 class="declaration">Declaration</h2>
<p class="declaration">
<code>type TMFVec3d = class(<a class="normal" href="X3DFields.TX3DSimpleMultField.html">TX3DSimpleMultField</a>)</code></p>
<h2 class="description">Description</h2>
<div class="nodescription">no description available, TX3DSimpleMultField description follows</div><p>
Field holding multiple values. Remember that such field may always have any number of items, including zero.
<p>Note that we keep MF fields contents in TFPSList or <a class="normal" href="CastleStringUtils.TCastleStringList.html">TCastleStringList</a> instances (<a class="normal" href="X3DFields.TX3DSimpleMultField.html#RawItems">RawItems</a> in this class, also accessible as Items (with more concrete class) in descendants). This means that they are in compact form, easy for reading, or even for feeding the list into OpenGL. That's the main reason why I did not simply implement <code>TX3DSimpleMultField</code> as a descendant of TX3DSingleFieldsList: A long list of vertexes, MFVec3f, would be kept as a list of pointers to a lot of <a class="normal" href="X3DFields.TSFVec3f.html">TSFVec3f</a> instances. This would be quite memory-consuming, and very uncomfortable for access. On the contrary, current implementation keeps all these vertexes inside one <a class="normal" href="CastleVectors.TVector3SingleList.html">TVector3SingleList</a> instance, that internally keeps all items in one continuos piece of memory.
<p><i>Descendants implementors notes</i>: to make new descendant:
<p></p>
<ul class="paragraph_spacing">
<li><p>In <a class="normal" href="X3DFields.TX3DField.html#CreateUndefined">CreateUndefined</a> you have to initialize <a class="normal" href="X3DFields.TX3DSimpleMultField.html#fItemClass">FItemClass</a> and create <a class="normal" href="X3DFields.TX3DSimpleMultField.html#RawItems">RawItems</a>. In destructor of this class, <a class="normal" href="X3DFields.TX3DSimpleMultField.html#RawItems">RawItems</a> are freed, so don't worry about this.</p></li>
<li><p>Override <a class="normal" href="X3DFields.TX3DSimpleMultField.html#RawItemsAdd">RawItemsAdd</a>.</p></li>
<li><p> If your <a class="normal" href="X3DFields.TX3DSimpleMultField.html#ItemClass">ItemClass</a> doesn't work 100% correctly when it's initialized by <a class="normal" href="X3DFields.TX3DField.html#CreateUndefined">CreateUndefined</a>, you may have to override <a class="normal" href="X3DFields.TX3DSimpleMultField.html#CreateItemBeforeParse">CreateItemBeforeParse</a>. Fortunately, VRML specification was careful to choose as multi-valued field types' only fields that can behave nicely when initialized by <a class="normal" href="X3DFields.TX3DField.html#CreateUndefined">CreateUndefined</a> (and in fact VRML 2.0 removed the "bad fields" entirely).</p></li>
<li><p>Not strictly required, but usually it's comfortable to have a constructor that allows you to init default field value from some "array of TXxx".</p></li>
</ul>
<p></p>
<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
<ul class="hierarchy"><li class="ancestor">TPersistent</li>
<li class="ancestor"><a class="normal" href="CastleInterfaces.TNonRefCountedInterfacedPersistent.html">TNonRefCountedInterfacedPersistent</a></li>
<li class="ancestor"><a class="normal" href="X3DFields.TX3DFileItem.html">TX3DFileItem</a></li>
<li class="ancestor"><a class="normal" href="X3DFields.TX3DFieldOrEvent.html">TX3DFieldOrEvent</a></li>
<li class="ancestor"><a class="normal" href="X3DFields.TX3DField.html">TX3DField</a></li>
<li class="ancestor"><a class="normal" href="X3DFields.TX3DMultField.html">TX3DMultField</a></li>
<li class="ancestor"><a class="normal" href="X3DFields.TX3DSimpleMultField.html">TX3DSimpleMultField</a></li>
<li class="thisitem">TMFVec3d</li></ul><h2 class="overview">Overview</h2>
<a name="PasDoc-Methods"></a><h3 class="summary">Methods</h3>
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<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code>function <b><a href="X3DFields.TMFVec3d.html#RawItemToString">RawItemToString</a></b>(ItemNum: integer; const Encoding: <a href="X3DLexer.html#TX3DEncoding">TX3DEncoding</a>): string; override;</code></td>
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<td class="itemcode"><code>procedure <b><a href="X3DFields.TMFVec3d.html#RawItemsAdd">RawItemsAdd</a></b>(Item: <a href="X3DFields.TX3DSingleField.html">TX3DSingleField</a>); override;</code></td>
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<td class="itemcode"><code>constructor <b><a href="X3DFields.TMFVec3d.html#Create">Create</a></b>(AParentNode: <a href="X3DFields.TX3DFileItem.html">TX3DFileItem</a>; const AName: string; const InitialContent: array of <a href="CastleVectors.html#TVector3Double">TVector3Double</a>);</code></td>
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<td class="itemcode"><code>constructor <b><a href="X3DFields.TMFVec3d.html#CreateUndefined">CreateUndefined</a></b>(AParentNode: <a href="X3DFields.TX3DFileItem.html">TX3DFileItem</a>; const AName: string; const AExposed: boolean); override;</code></td>
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<td class="itemcode"><code>function <b><a href="X3DFields.TMFVec3d.html#EqualsDefaultValue">EqualsDefaultValue</a></b>: boolean; override;</code></td>
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<td class="itemcode"><code>function <b><a href="X3DFields.TMFVec3d.html#Equals">Equals</a></b>(SecondValue: <a href="X3DFields.TX3DField.html">TX3DField</a>; const EqualityEpsilon: Double): boolean; override;</code></td>
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<td class="itemcode"><code>procedure <b><a href="X3DFields.TMFVec3d.html#AssignLerp">AssignLerp</a></b>(const A: Double; Value1, Value2: <a href="X3DFields.TX3DField.html">TX3DField</a>); override;</code></td>
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<td class="itemcode"><code>function <b><a href="X3DFields.TMFVec3d.html#CanAssignLerp">CanAssignLerp</a></b>: boolean; override;</code></td>
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<td class="itemcode"><code>procedure <b><a href="X3DFields.TMFVec3d.html#Assign">Assign</a></b>(Source: TPersistent); override;</code></td>
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<td class="itemcode"><code>procedure <b><a href="X3DFields.TMFVec3d.html#AssignValue">AssignValue</a></b>(Source: <a href="X3DFields.TX3DField.html">TX3DField</a>); override;</code></td>
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<td class="itemcode"><code>procedure <b><a href="X3DFields.TMFVec3d.html#AssignDefaultValueFromValue">AssignDefaultValueFromValue</a></b>; override;</code></td>
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<td class="itemcode"><code>class function <b><a href="X3DFields.TMFVec3d.html#TypeName">TypeName</a></b>: string; override;</code></td>
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<td class="itemcode"><code>class function <b><a href="X3DFields.TMFVec3d.html#CreateEvent">CreateEvent</a></b>(const AParentNode: <a href="X3DFields.TX3DFileItem.html">TX3DFileItem</a>; const AName: string; const AInEvent: boolean): <a href="X3DFields.TX3DEvent.html">TX3DEvent</a>; override;</code></td>
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<td class="itemcode"><code>procedure <b><a href="X3DFields.TMFVec3d.html#Send">Send</a></b>(const AValue: array of <a href="CastleVectors.html#TVector3Double">TVector3Double</a>); overload;</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="X3DFields.TMFVec3d.html#Items">Items</a></b>: <a href="CastleVectors.TVector3DoubleList.html">TVector3DoubleList</a> read GetItems write SetItems;</code></td>
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<td class="itemcode"><code>property <b><a href="X3DFields.TMFVec3d.html#ItemsSafe">ItemsSafe</a></b>[Index:Integer]: <a href="CastleVectors.html#TVector3Double">TVector3Double</a>
read GetItemsSafe write SetItemsSafe;</code></td>
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<h2 class="description">Description</h2>
<h3 class="detail">Methods</h3>
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<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><a name="RawItemToString"></a><code>function <b>RawItemToString</b>(ItemNum: integer; const Encoding: <a href="X3DLexer.html#TX3DEncoding">TX3DEncoding</a>): string; override;</code></td>
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<td class="itemcode"><a name="RawItemsAdd"></a><code>procedure <b>RawItemsAdd</b>(Item: <a href="X3DFields.TX3DSingleField.html">TX3DSingleField</a>); override;</code></td>
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<td class="itemcode"><a name="Create"></a><code>constructor <b>Create</b>(AParentNode: <a href="X3DFields.TX3DFileItem.html">TX3DFileItem</a>; const AName: string; const InitialContent: array of <a href="CastleVectors.html#TVector3Double">TVector3Double</a>);</code></td>
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<td class="itemcode"><a name="CreateUndefined"></a><code>constructor <b>CreateUndefined</b>(AParentNode: <a href="X3DFields.TX3DFileItem.html">TX3DFileItem</a>; const AName: string; const AExposed: boolean); override;</code></td>
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<td class="itemcode"><a name="EqualsDefaultValue"></a><code>function <b>EqualsDefaultValue</b>: boolean; override;</code></td>
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<td class="itemcode"><a name="Equals"></a><code>function <b>Equals</b>(SecondValue: <a href="X3DFields.TX3DField.html">TX3DField</a>; const EqualityEpsilon: Double): boolean; override;</code></td>
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<td class="itemcode"><a name="AssignLerp"></a><code>procedure <b>AssignLerp</b>(const A: Double; Value1, Value2: <a href="X3DFields.TX3DField.html">TX3DField</a>); override;</code></td>
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<td class="itemcode"><a name="CanAssignLerp"></a><code>function <b>CanAssignLerp</b>: boolean; override;</code></td>
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<td class="itemcode"><a name="Assign"></a><code>procedure <b>Assign</b>(Source: TPersistent); override;</code></td>
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<td class="itemcode"><a name="AssignValue"></a><code>procedure <b>AssignValue</b>(Source: <a href="X3DFields.TX3DField.html">TX3DField</a>); override;</code></td>
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<td class="itemcode"><a name="AssignDefaultValueFromValue"></a><code>procedure <b>AssignDefaultValueFromValue</b>; override;</code></td>
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<td class="itemcode"><a name="TypeName"></a><code>class function <b>TypeName</b>: string; override;</code></td>
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<td class="itemcode"><a name="CreateEvent"></a><code>class function <b>CreateEvent</b>(const AParentNode: <a href="X3DFields.TX3DFileItem.html">TX3DFileItem</a>; const AName: string; const AInEvent: boolean): <a href="X3DFields.TX3DEvent.html">TX3DEvent</a>; override;</code></td>
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<td class="itemcode"><a name="Send"></a><code>procedure <b>Send</b>(const AValue: array of <a href="CastleVectors.html#TVector3Double">TVector3Double</a>); overload;</code></td>
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<h3 class="detail">Properties</h3>
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<td class="itemcode"><a name="Items"></a><code>property <b>Items</b>: <a href="CastleVectors.TVector3DoubleList.html">TVector3DoubleList</a> read GetItems write SetItems;</code></td>
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<td class="itemcode"><a name="ItemsSafe"></a><code>property <b>ItemsSafe</b>[Index:Integer]: <a href="CastleVectors.html#TVector3Double">TVector3Double</a>
read GetItemsSafe write SetItemsSafe;</code></td>
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<p>
Access Items[] checking for range errors. In case of errors, Get will return zero vector, Set will do nothing, and both will produce clear <a class="normal" href="CastleWarnings.html#OnWarning">OnWarning</a>.</p>
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