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<title>Castle Game Engine: X3DFields: Class TX3DMultField</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="TX3DMultField"></a><h1 class="cio">Class TX3DMultField</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="X3DFields.html">X3DFields</a></p>
<h2 class="declaration">Declaration</h2>
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<code>type TX3DMultField = class(<a class="normal" href="X3DFields.TX3DField.html">TX3DField</a>)</code></p>
<h2 class="description">Description</h2>
<div class="nodescription">no description available, TX3DField description follows</div><p>
Base class for all VRML/X3D fields.
<p>Common notes for all descendants: most of them expose field or property "Value", this is (surprise, surprise!) the value of the field. Many of them also expose DefaultValue and DefaultValueExists fields/properties, these should be the default VRML value for this field. You can even change DefaultValue after the object is created.
<p>Most of descendants include constructor that initializes both DefaultValue and Value to the same thing, as this is what you usually want.
<p>Some notes about <code>Assign</code> method (inherited from TPersistent and overridied appropriately in <code>TX3DField</code> descendants):
<p></p>
<ol class="paragraph_spacing">
<li value="1"><p>There are some exceptions, but usually assignment is possible only when source and destination field classes are equal.</p></li>
<li value="2"><p>Assignment (by <code>Assign</code>, inherited from TPersistent) tries to copy everything: name (with alternative names), default value, <a class="normal" href="X3DFields.TX3DFieldOrEvent.html#IsClauseNames">IsClauseNames</a>, <a class="normal" href="X3DFields.TX3DField.html#ValueFromIsClause">ValueFromIsClause</a>, Exposed, and of course current value.
<p>Exceptions are things related to hierarchy of containers: <a class="normal" href="X3DFields.TX3DFieldOrEvent.html#ParentNode">ParentNode</a>, <a class="normal" href="X3DFields.TX3DFieldOrEvent.html#ParentInterfaceDeclaration">ParentInterfaceDeclaration</a>. Also <a class="normal" href="X3DFields.TX3DField.html#ExposedEventsLinked">ExposedEventsLinked</a>.
<p>If you want to copy only the current value, use <a class="normal" href="X3DFields.TX3DField.html#AssignValue">AssignValue</a> (or <a class="normal" href="X3DFields.TX3DField.html#AssignLerp">AssignLerp</a>, where available).</p></li>
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<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="thisitem">TX3DMultField</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="X3DFields.TX3DMultField.html#GetCount">GetCount</a></b>: Integer; virtual; abstract;</code></td>
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<td class="itemcode"><code>procedure <b><a href="X3DFields.TX3DMultField.html#SetCount">SetCount</a></b>(const Value: Integer); virtual; abstract;</code></td>
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<td class="itemcode"><code>procedure <b><a href="X3DFields.TX3DMultField.html#CheckCountEqual">CheckCountEqual</a></b>(SecondValue: <a href="X3DFields.TX3DMultField.html">TX3DMultField</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="X3DFields.TX3DMultField.html#Count">Count</a></b>: Integer read <a href="X3DFields.TX3DMultField.html#GetCount">GetCount</a> write <a href="X3DFields.TX3DMultField.html#SetCount">SetCount</a>;</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="GetCount"></a><code>function <b>GetCount</b>: Integer; virtual; abstract;</code></td>
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<p>
Get or set the number of items, see <a class="normal" href="X3DFields.TX3DMultField.html#Count">Count</a>. </p>
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<td class="itemcode"><a name="SetCount"></a><code>procedure <b>SetCount</b>(const Value: Integer); virtual; abstract;</code></td>
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<td class="itemcode"><a name="CheckCountEqual"></a><code>procedure <b>CheckCountEqual</b>(SecondValue: <a href="X3DFields.TX3DMultField.html">TX3DMultField</a>);</code></td>
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<p>
If SecondValue.Count <> Count, raises <a class="normal" href="X3DFields.EX3DMultFieldDifferentCount.html">EX3DMultFieldDifferentCount</a></p>
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<h3 class="detail">Properties</h3>
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<td class="itemcode"><a name="Count"></a><code>property <b>Count</b>: Integer read <a href="X3DFields.TX3DMultField.html#GetCount">GetCount</a> write <a href="X3DFields.TX3DMultField.html#SetCount">SetCount</a>;</code></td>
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<p>
Number of items in this field.
<p>Remember that increasing this generally sets new items to undefined values (see <a class="normal" href="X3DFields.TX3DMultField.html#SetCount">SetCount</a> documentation of particular descendant for docs). So you usually want to initialize them afterwards to something correct.</p>
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