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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="TAbstractGeometryNode"></a><h1 class="cio">Class TAbstractGeometryNode</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="X3DNodes.html">X3DNodes</a></p>
<h2 class="declaration">Declaration</h2>
<p class="declaration">
<code>type TAbstractGeometryNode = class(<a class="normal" href="X3DNodes.TAbstractNode.html">TAbstractNode</a>)</code></p>
<h2 class="description">Description</h2>
<p>
Geometry nodes are the only nodes that produces some visible results during rendering. Much of the VRML language is just a method of describing properties how geometry nodes are displayed (materials, transformations, lighting).
<p>A few things that make geometry node special : </p>
<ul class="paragraph_spacing">
<li><p>Only geometry nodes may have [Local]<a class="normal" href="X3DNodes.TAbstractGeometryNode.html#BoundingBox">BoundingBox</a>.</p></li>
<li><p> Only geometry nodes define something visible "in usual way" during rendering (Some other nodes in VRML / X3D are visible but in an unusual way, like Background and Fog. These nodes must be rendered in a special way — they are not affected in any usual way by the current transformation matrix etc.)</p></li>
<li><p> Geometry nodes are never "grouping nodes", in particular there's never a geometry node that is (direct or indirect) child of another geometry node. So there's no need to be concerned whether geometry nodes' children are included in things like [Local]<a class="normal" href="X3DNodes.TAbstractGeometryNode.html#BoundingBox">BoundingBox</a> or Triangles/<a class="normal" href="X3DNodes.TAbstractGeometryNode.html#VerticesCount">VerticesCount</a>.</p></li>
<li><p> Geometry nodes don't affect anything in graph traverse state. (This is important mostly for VRML 1.0, since in newer VRML / X3D "graph traverse state" is not that important.)</p></li>
</ul>
<p>
<p>For X3D, this descends from <a class="normal" href="X3DNodes.TAbstractNode.html">TAbstractNode</a>, and <a class="normal" href="X3DNodes.TAbstractX3DGeometryNode.html">TAbstractX3DGeometryNode</a> descends from us. This way in X3D <a class="normal" href="X3DNodes.TAbstractX3DGeometryNode.html">TAbstractX3DGeometryNode</a> descends from this, and also X3D hierarchy is preserved (X3DGeometryNode must descend from X3DNode).</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="X3DNodes.TX3DNode.html">TX3DNode</a></li>
<li class="ancestor"><a class="normal" href="X3DNodes.TAbstractNode.html">TAbstractNode</a></li>
<li class="thisitem">TAbstractGeometryNode</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>procedure <b><a href="X3DNodes.TAbstractGeometryNode.html#CreateNode">CreateNode</a></b>; override;</code></td>
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<td class="itemcode"><code>function <b><a href="X3DNodes.TAbstractGeometryNode.html#BoundingBox">BoundingBox</a></b>(State: <a href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a>; ProxyGeometry: <a href="X3DNodes.TAbstractGeometryNode.html">TAbstractGeometryNode</a>; ProxyState: <a href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a>): <a href="CastleBoxes.TBox3D.html">TBox3D</a>; virtual;</code></td>
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<td class="itemcode"><code>function <b><a href="X3DNodes.TAbstractGeometryNode.html#LocalBoundingBox">LocalBoundingBox</a></b>(State: <a href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a>; ProxyGeometry: <a href="X3DNodes.TAbstractGeometryNode.html">TAbstractGeometryNode</a>; ProxyState: <a href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a>): <a href="CastleBoxes.TBox3D.html">TBox3D</a>; virtual;</code></td>
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<td class="itemcode"><code>function <b><a href="X3DNodes.TAbstractGeometryNode.html#VerticesCount">VerticesCount</a></b>(State: <a href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a>; OverTriangulate: boolean; ProxyGeometry: <a href="X3DNodes.TAbstractGeometryNode.html">TAbstractGeometryNode</a>; ProxyState: <a href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a>): Cardinal; virtual;</code></td>
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<td class="itemcode"><code>function <b><a href="X3DNodes.TAbstractGeometryNode.html#TrianglesCount">TrianglesCount</a></b>(State: <a href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a>; OverTriangulate: boolean; ProxyGeometry: <a href="X3DNodes.TAbstractGeometryNode.html">TAbstractGeometryNode</a>; ProxyState: <a href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a>): Cardinal; virtual;</code></td>
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<td class="itemcode"><code>function <b><a href="X3DNodes.TAbstractGeometryNode.html#Coord">Coord</a></b>(State: <a href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a>; out ACoord: <a href="X3DFields.TMFVec3f.html">TMFVec3f</a>): boolean; virtual;</code></td>
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<td class="itemcode"><code>function <b><a href="X3DNodes.TAbstractGeometryNode.html#Coordinates">Coordinates</a></b>(State: <a href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a>): <a href="X3DFields.TMFVec3f.html">TMFVec3f</a>;</code></td>
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<td class="itemcode"><code>function <b><a href="X3DNodes.TAbstractGeometryNode.html#CoordIndex">CoordIndex</a></b>: <a href="X3DFields.TMFLong.html">TMFLong</a>; virtual;</code></td>
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<td class="itemcode"><code>function <b><a href="X3DNodes.TAbstractGeometryNode.html#CoordRangesCounts">CoordRangesCounts</a></b>(out RangeCount: <a href="CastleUtils.TLongIntList.html">TLongIntList</a>; out SRanges, SRangeName: string; out RangeMinimumCount: Cardinal): boolean; virtual;</code></td>
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<td class="itemcode"><code>procedure <b><a href="X3DNodes.TAbstractGeometryNode.html#MakeCoordRanges">MakeCoordRanges</a></b>( State: <a href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a>; CoordRangeHandler: <a href="X3DNodes.html#TCoordRangeHandler">TCoordRangeHandler</a>);</code></td>
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<td class="itemcode"><code>procedure <b><a href="X3DNodes.TAbstractGeometryNode.html#CoordPolygons">CoordPolygons</a></b>( State: <a href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a>; PolygonHandler: <a href="X3DNodes.html#TIndexedPolygonHandler">TIndexedPolygonHandler</a>); virtual;</code></td>
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<td class="itemcode"><code>function <b><a href="X3DNodes.TAbstractGeometryNode.html#TexCoord">TexCoord</a></b>(State: <a href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a>; out ATexCoord: <a href="X3DNodes.TX3DNode.html">TX3DNode</a>): boolean; virtual;</code></td>
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<td class="itemcode"><code>function <b><a href="X3DNodes.TAbstractGeometryNode.html#TexCoordField">TexCoordField</a></b>: <a href="X3DNodes.TSFNode.html">TSFNode</a>; virtual;</code></td>
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<td class="itemcode"><code>function <b><a href="X3DNodes.TAbstractGeometryNode.html#Proxy">Proxy</a></b>(var State: <a href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a>; const OverTriangulate: boolean): <a href="X3DNodes.TAbstractGeometryNode.html">TAbstractGeometryNode</a>; virtual;</code></td>
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<td class="itemcode"><code>function <b><a href="X3DNodes.TAbstractGeometryNode.html#ProxyUsesOverTriangulate">ProxyUsesOverTriangulate</a></b>: boolean; virtual;</code></td>
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<td class="itemcode"><code>function <b><a href="X3DNodes.TAbstractGeometryNode.html#Color">Color</a></b>: <a href="X3DFields.TMFVec3f.html">TMFVec3f</a>;</code></td>
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<td class="itemcode"><code>function <b><a href="X3DNodes.TAbstractGeometryNode.html#ColorRGBA">ColorRGBA</a></b>: <a href="X3DFields.TMFColorRGBA.html">TMFColorRGBA</a>;</code></td>
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<td class="itemcode"><code>function <b><a href="X3DNodes.TAbstractGeometryNode.html#FogCoord">FogCoord</a></b>: <a href="X3DFields.TMFFloat.html">TMFFloat</a>; virtual;</code></td>
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<td class="itemcode"><code>function <b><a href="X3DNodes.TAbstractGeometryNode.html#Attrib">Attrib</a></b>: <a href="X3DNodes.TMFNode.html">TMFNode</a>; virtual;</code></td>
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<td class="itemcode"><code>function <b><a href="X3DNodes.TAbstractGeometryNode.html#ColorField">ColorField</a></b>: <a href="X3DNodes.TSFNode.html">TSFNode</a>; virtual;</code></td>
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<td class="itemcode"><code>function <b><a href="X3DNodes.TAbstractGeometryNode.html#SolidField">SolidField</a></b>: <a href="X3DFields.TSFBool.html">TSFBool</a>; virtual;</code></td>
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<td class="itemcode"><code>function <b><a href="X3DNodes.TAbstractGeometryNode.html#ConvexField">ConvexField</a></b>: <a href="X3DFields.TSFBool.html">TSFBool</a>; virtual;</code></td>
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<td class="itemcode"><code>function <b><a href="X3DNodes.TAbstractGeometryNode.html#AutoGenerate3DTexCoords">AutoGenerate3DTexCoords</a></b>: boolean; virtual;</code></td>
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<td class="itemcode"><code>function <b><a href="X3DNodes.TAbstractGeometryNode.html#TransformationChange">TransformationChange</a></b>: <a href="X3DNodes.html#TNodeTransformationChange">TNodeTransformationChange</a>; override;</code></td>
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<td class="itemcode"><code>procedure <b><a href="X3DNodes.TAbstractGeometryNode.html#GetTextureBounds2DST">GetTextureBounds2DST</a></b>(const LocalBoxSizes: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; out S, T: Integer);</code></td>
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<td class="itemcode"><code>function <b><a href="X3DNodes.TAbstractGeometryNode.html#Lit">Lit</a></b>(State: <a href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a>): boolean; virtual;</code></td>
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<td class="itemcode"><code>function <b><a href="X3DNodes.TAbstractGeometryNode.html#FontTextureNode">FontTextureNode</a></b>: <a href="X3DNodes.TAbstractTexture2DNode.html">TAbstractTexture2DNode</a>; virtual;</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="X3DNodes.TAbstractGeometryNode.html#Convex">Convex</a></b>: boolean read GetConvex write SetConvex;</code></td>
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<td class="itemcode"><code>property <b><a href="X3DNodes.TAbstractGeometryNode.html#Solid">Solid</a></b>: boolean read GetSolid write SetSolid;</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="CreateNode"></a><code>procedure <b>CreateNode</b>; override;</code></td>
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<p>
Constructor for node. Only sets <a class="normal" href="X3DNodes.TX3DNode.html#DefaultContainerField">DefaultContainerField</a> to 'geometry', since this is valid for all X3D nodes descending from <a class="normal" href="X3DNodes.TAbstractGeometryNode.html">TAbstractGeometryNode</a>.</p>
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<td class="itemcode"><a name="BoundingBox"></a><code>function <b>BoundingBox</b>(State: <a href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a>; ProxyGeometry: <a href="X3DNodes.TAbstractGeometryNode.html">TAbstractGeometryNode</a>; ProxyState: <a href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a>): <a href="CastleBoxes.TBox3D.html">TBox3D</a>; virtual;</code></td>
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<p>
Calculate bounding box of this geometry node. They require State of this node during VRML traverse state — this is mainly for VRML 1.0 nodes, that depend on such state.
<p><a class="normal" href="X3DNodes.TAbstractGeometryNode.html#LocalBoundingBox">LocalBoundingBox</a> gives a bounding box ignoring current transformation (or, equivalently, assuming like Transform = IdentityMatrix). Normal <code>BoundingBox</code> gives a bounding box taking current transformation into account.
<p><i>Notes for descendants implementors:</i>
<p>The default implementations of these methods in <a class="normal" href="X3DNodes.TAbstractGeometryNode.html">TAbstractGeometryNode</a> try to be smart and cover all common bases, so that you have to do as little work as possible to implement working descendant.
<p></p>
<ol class="paragraph_spacing">
<li value="1"><p> For nodes based on coordinates (when <a class="normal" href="X3DNodes.TAbstractGeometryNode.html#Coord">Coord</a> returns <code>True</code>), <a class="normal" href="X3DNodes.TAbstractGeometryNode.html#LocalBoundingBox">LocalBoundingBox</a> and <code>BoundingBox</code> already have optimal and correct implementation in this class. Using <a class="normal" href="X3DNodes.TAbstractGeometryNode.html#Coord">Coord</a> and <a class="normal" href="X3DNodes.TAbstractGeometryNode.html#CoordIndex">CoordIndex</a>, no other information is needed.</p></li>
<li value="2"><p> For other nodes, we first check ProxyGeometry and ProxyState. If ProxyGeometry is non-nil, we assume these came from <a class="normal" href="X3DNodes.TAbstractGeometryNode.html#Proxy">Proxy</a> call and we will use them to calculate bounding boxes, local and not local.
<p>So for nodes with <a class="normal" href="X3DNodes.TAbstractGeometryNode.html#Proxy">Proxy</a> overridden, you don't have to implement bounding box calculation, instead a ProxyGeometry will be created and provided here by the caller. This will work Ok if <a class="normal" href="X3DNodes.TAbstractGeometryNode.html#Proxy">Proxy</a> node will have bounding box calculation implemented.
<p>You can always override these methods, if you don't want to use proxy (for example, maybe there exists much faster method to calculate bounding box, or maybe tighter bounding box may be calculated directly).</p></li>
<li value="3"><p> For other nodes (not coordinate-based and without a proxy):
<p>The default implementation of <a class="normal" href="X3DNodes.TAbstractGeometryNode.html#LocalBoundingBox">LocalBoundingBox</a> just calls <code>BoundingBox</code> with a specially modified State, such that Transform is identity.
<p>The default implementation of <code>BoundingBox</code>, in turn, just calls <a class="normal" href="X3DNodes.TAbstractGeometryNode.html#LocalBoundingBox">LocalBoundingBox</a> and transforms this bounding box.
<p>So the default implementations call each other, and will loop infinitely... But if you override any one of them (local or not local), the other one will magically work.
<p>Note that the default implementation of <a class="normal" href="X3DNodes.TAbstractGeometryNode.html#LocalBoundingBox">LocalBoundingBox</a> may be non-optimal as far as time is concerned, as we'll do useless multiplications by identity matrix. And the default implementation of <code>BoundingBox</code> may generate non-optimal bounding box, more direct approach (transforming each vertex) may give much tightier bounding box.
<p>So you only have to override one method — although if you want the best implementation, fastest and with the best tight bounding boxes, you may need to override both of them for some nodes.</p></li>
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<p></p>
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<td class="itemcode"><a name="LocalBoundingBox"></a><code>function <b>LocalBoundingBox</b>(State: <a href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a>; ProxyGeometry: <a href="X3DNodes.TAbstractGeometryNode.html">TAbstractGeometryNode</a>; ProxyState: <a href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a>): <a href="CastleBoxes.TBox3D.html">TBox3D</a>; virtual;</code></td>
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<td class="itemcode"><a name="VerticesCount"></a><code>function <b>VerticesCount</b>(State: <a href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a>; OverTriangulate: boolean; ProxyGeometry: <a href="X3DNodes.TAbstractGeometryNode.html">TAbstractGeometryNode</a>; ProxyState: <a href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a>): Cardinal; virtual;</code></td>
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<p>
Calculate vertex and triangles count of this node.
<p>They require State of this node during VRML traverse state — this is mainly for VRML 1.0 nodes, that depend on such state. OverTriangulate has the same meaning as for <a class="normal" href="CastleShapes.TShape.html#Triangulate">TShape.Triangulate</a>.
<p>Vertices count calculates number of different vertexes in this node. That is, it doesn't eliminate doubles in cases like Coordinate node with multiple points the same. But if some face is known to use twice the same vertex index, then this counts like a single vertex. The idea is that this indicates rendering speed.
<p>For triangles count, the returned value may be different then actual if some faces were non-convex. Things like <a class="normal" href="CastleTriangulate.html#TriangulateFace">TriangulateFace</a> may remove degenerate triangles, so actual number of triangles may be slightly less. So don't depend on <a class="normal" href="X3DNodes.TAbstractGeometryNode.html#TrianglesCount">TrianglesCount</a> as a precise measure — but it's a good fast measure of complexity of given node, how fast it will be rendered, used with collision detection etc.
<p><i>Notes for descendants implementors:</i>
<p>For coordinate-based nodes (when <a class="normal" href="X3DNodes.TAbstractGeometryNode.html#Coord">Coord</a> returns <code>True</code>), <code>VerticesCount</code> is already implemented in this class. Using <a class="normal" href="X3DNodes.TAbstractGeometryNode.html#Coord">Coord</a> method, no other information is needed.
<p>For other nodes, the default implementation of both <code>VerticesCount</code> and <a class="normal" href="X3DNodes.TAbstractGeometryNode.html#TrianglesCount">TrianglesCount</a> in this <a class="normal" href="X3DNodes.TAbstractGeometryNode.html">TAbstractGeometryNode</a> class will use ProxyGeometry and ProxyState to do the work. You should override these methods if <a class="normal" href="X3DNodes.TAbstractGeometryNode.html#Proxy">Proxy</a> is not available (so caller will always pass ProxyGeometry = <code>Nil</code>) or some faster approach is possible.
<p></p>
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<td class="itemcode"><a name="TrianglesCount"></a><code>function <b>TrianglesCount</b>(State: <a href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a>; OverTriangulate: boolean; ProxyGeometry: <a href="X3DNodes.TAbstractGeometryNode.html">TAbstractGeometryNode</a>; ProxyState: <a href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a>): Cardinal; virtual;</code></td>
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<td class="itemcode"><a name="Coord"></a><code>function <b>Coord</b>(State: <a href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a>; out ACoord: <a href="X3DFields.TMFVec3f.html">TMFVec3f</a>): boolean; virtual;</code></td>
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<p>
Return node's list of coordinates. Returns <code>False</code> if node is not based on coordinates. Returns <code>True</code> and sets ACoord if the node is based on coordinates. Even when returns <code>True</code>, it can set ACoord = <code>Nil</code>, which means that node is based on coordinates but they are empty right now (so for example bounding box may be considered empty).
<p>In base <a class="normal" href="X3DNodes.TAbstractGeometryNode.html">TAbstractGeometryNode</a> class this always returns <code>False</code>.
<p>Override this for descendants that have some kind of "<code>coord</code>" field, then this should return <code>True</code> and set ACoord to coord.point field, assuming that <code>coord</code> is set and specifies Coordinate node. Override this even if coordinates affect the look indirectly, e.g. NURBS "controlPoint" fields also should be returned here. Otherwise should return <code>True</code> and set ACoord = <code>Nil</code>.
<p>For VRML 1.0, <code>coord</code> may be taken from State, that's why we have to pass current traverse state here.</p>
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<td class="itemcode"><a name="Coordinates"></a><code>function <b>Coordinates</b>(State: <a href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a>): <a href="X3DFields.TMFVec3f.html">TMFVec3f</a>;</code></td>
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<p>
Return node's list of coordinates, raising exception if node is not based on coordinates.
<p>This is just like the <a class="normal" href="X3DNodes.TAbstractGeometryNode.html#Coord">Coord</a> method, except it simply returns the coordinates, not the boolean result. If virtual <a class="normal" href="X3DNodes.TAbstractGeometryNode.html#Coord">Coord</a> returns <code>False</code> (indicating the node is not coordinate-based) this raises <a class="normal" href="X3DNodes.ENotCoordinateBasedNode.html">ENotCoordinateBasedNode</a>.
<p></p>
<h6 class="description_section">Exceptions raised</h6>
<dl class="exceptions_raised">
<dt><a class="normal" href="X3DNodes.ENotCoordinateBasedNode.html">ENotCoordinateBasedNode</a></dt>
<dd>If node is not coordinate-based, that is <a class="normal" href="X3DNodes.TAbstractGeometryNode.html#Coord">Coord</a> returns false.</dd>
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<td class="itemcode"><a name="CoordIndex"></a><code>function <b>CoordIndex</b>: <a href="X3DFields.TMFLong.html">TMFLong</a>; virtual;</code></td>
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<p>
Node's list of coordinate indexes.
<p>In base <a class="normal" href="X3DNodes.TAbstractGeometryNode.html">TAbstractGeometryNode</a> class this always returns <code>Nil</code>.
<p>Override this for descendants that have some kind of "<code>coordIndex</code>" or "index" field used to index <a class="normal" href="X3DNodes.TAbstractGeometryNode.html#Coord">Coord</a> array.</p>
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<td class="itemcode"><a name="CoordRangesCounts"></a><code>function <b>CoordRangesCounts</b>(out RangeCount: <a href="CastleUtils.TLongIntList.html">TLongIntList</a>; out SRanges, SRangeName: string; out RangeMinimumCount: Cardinal): boolean; virtual;</code></td>
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<p>
Returns an information how to split <a class="normal" href="X3DNodes.TAbstractGeometryNode.html#Coord">Coord</a> array into ranges.
<p>When <a class="normal" href="X3DNodes.TAbstractGeometryNode.html#CoordIndex">CoordIndex</a> = <code>Nil</code>, then if the node's <a class="normal" href="X3DNodes.TAbstractGeometryNode.html#Coord">Coord</a> array can be divided into some "ranges", we will use this information. This is used (and should be overridden) for X3D non-indexed nodes, like fanCount or stripCount or vertexCount.
<p>What precisely is a "range of coordinates" is not specified here. It may be a line stip, or one triangle strip, etc. — depending on the descendant.
<p>Returns <code>True</code> if this is available. In this case, RangeCount must be set to something <> nil, and the rest of returned variables are mainly to generate proper warnings by <a class="normal" href="X3DNodes.TAbstractGeometryNode.html#MakeCoordRanges">MakeCoordRanges</a>.</p>
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<td class="itemcode"><a name="MakeCoordRanges"></a><code>procedure <b>MakeCoordRanges</b>( State: <a href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a>; CoordRangeHandler: <a href="X3DNodes.html#TCoordRangeHandler">TCoordRangeHandler</a>);</code></td>
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<p>
Splits <a class="normal" href="X3DNodes.TAbstractGeometryNode.html#Coord">Coord</a> array into ranges.
<p>If <a class="normal" href="X3DNodes.TAbstractGeometryNode.html#CoordIndex">CoordIndex</a> is assigned, then a "range of coordinates" is just a range of non-negative indexes within <a class="normal" href="X3DNodes.TAbstractGeometryNode.html#CoordIndex">CoordIndex</a>. Otherwise (when <a class="normal" href="X3DNodes.TAbstractGeometryNode.html#CoordIndex">CoordIndex</a> = <code>Nil</code>), <a class="normal" href="X3DNodes.TAbstractGeometryNode.html#CoordRangesCounts">CoordRangesCounts</a> must return <code>True</code> and we will use RangeCount to split coordinates.
<p>Call this only for nodes with coordinates, that is only when <a class="normal" href="X3DNodes.TAbstractGeometryNode.html#Coord">Coord</a> returns <code>True</code>.</p>
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<td class="itemcode"><a name="CoordPolygons"></a><code>procedure <b>CoordPolygons</b>( State: <a href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a>; PolygonHandler: <a href="X3DNodes.html#TIndexedPolygonHandler">TIndexedPolygonHandler</a>); virtual;</code></td>
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<p>
Splits coordinate-based node into polygons.
<p>Indexes in PolygonHandler point to <a class="normal" href="X3DNodes.TAbstractGeometryNode.html#CoordIndex">CoordIndex</a>, if assigned, or directly to <a class="normal" href="X3DNodes.TAbstractGeometryNode.html#Coord">Coord</a>. The ordering of generated polygons is correct, so what pointed CCW in the node field, will still point CCW according to generated PolygonHandler indexes.
<p>In this class this does nothing. Some, but not all, coordinate-based nodes (the ones when <a class="normal" href="X3DNodes.TAbstractGeometryNode.html#Coord">Coord</a> returns <code>True</code>) override this. So currently, whether this is implemented is coordinated with <a class="normal" href="CastleNormals.html">CastleNormals</a> and such internal needs.</p>
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<td class="itemcode"><a name="TexCoord"></a><code>function <b>TexCoord</b>(State: <a href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a>; out ATexCoord: <a href="X3DNodes.TX3DNode.html">TX3DNode</a>): boolean; virtual;</code></td>
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<p>
Node's texture coordinates. Returns <code>False</code> if node cannot have texture coordinates.
<p>Returns <code>True</code> and sets ATexCoord to a node defining texture coords. ATexCoord may be set to <a class="normal" href="X3DNodes.TAbstractTextureCoordinateNode.html">TAbstractTextureCoordinateNode</a> descendant or to <a class="normal" href="X3DNodes.TTextureCoordinate2Node_1.html">TTextureCoordinate2Node_1</a> (latter one only for VRML <= 1.0). ATexCoord can also be set to <code>Nil</code> in this case, which means that this node has a field for <code>texCoord</code>, but it's empty right now.
<p>In base <a class="normal" href="X3DNodes.TAbstractGeometryNode.html">TAbstractGeometryNode</a> class this looks at <a class="normal" href="X3DNodes.TAbstractGeometryNode.html#TexCoordField">TexCoordField</a>, eventually returns <code>False</code>.</p>
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<td class="itemcode"><a name="TexCoordField"></a><code>function <b>TexCoordField</b>: <a href="X3DNodes.TSFNode.html">TSFNode</a>; virtual;</code></td>
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<p>
Node's <a class="normal" href="X3DNodes.TAbstractGeometryNode.html#TexCoord">texCoord</a> field, or <code>Nil</code> if not available. Various nodes may have different exact rules about what is allowed here, but everything allows TextureCoordinateGenerator and ProjectedTextureCoordinate instances.
<p>This gives you more possibilities than the <a class="normal" href="X3DNodes.TAbstractGeometryNode.html#TexCoord">TexCoord</a> method (as you can assign <a class="normal" href="X3DNodes.TAbstractGeometryNode.html#TexCoord">texCoord</a> using this), however it may be not available in all cases — for example VRML 1.0 nodes do not have <a class="normal" href="X3DNodes.TAbstractGeometryNode.html#TexCoord">texCoord</a> field, but they may have a texture coordinate node (from the state).</p>
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<td class="itemcode"><a name="Proxy"></a><code>function <b>Proxy</b>(var State: <a href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a>; const OverTriangulate: boolean): <a href="X3DNodes.TAbstractGeometryNode.html">TAbstractGeometryNode</a>; virtual;</code></td>
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<p>
Converts this node to another node class that may be better supported.
<p>Typically, converts some complex geometry node (like Extrusion or Teapot) into more common node like IndexedFaceSet or IndexedTriangleSet. <a class="normal" href="CastleShapes.TShape.html">TShape</a> class wraps this method into a more comfortable interface, that is <a class="normal" href="CastleShapes.TShape.html">TShape</a> methods simply automatically convert geometry nodes to their proxy versions if needed.
<p>In the base <a class="normal" href="X3DNodes.TAbstractGeometryNode.html">TAbstractGeometryNode</a> class, returns <code>Nil</code> indicating that no conversion is known.
<p>When returns non-nil, result's <a class="normal" href="X3DNodes.TX3DNode.html#NodeName">NodeName</a> must be equal to our <a class="normal" href="X3DNodes.TX3DNode.html#NodeName">NodeName</a>.
<p>Some Proxy implementations (especially for VRML 1.0) will have to create new State (<a class="normal" href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a>) instance along with a new geometry node. You should do this by copying the State into a new <a class="normal" href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a> instance, and modyfying the State reference. Simply speaking, do
<p></p>
<pre class="longcode">
State := TX3DGraphTraverseState.CreateCopy(State)</pre>
<p> #)
<p>You should <i>not</i> just modify the fields of the provided State instance. (Reasoning: some proxy methods rely on getting the original State, e.g. with original MaterialBinding, not the transformed state, to work correctly. And some proxy methods need to modify the state differently, depending on OverTriangulate value.)
<p>You can modify State variable only when returning non-nil geometry.</p>
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<td class="itemcode"><a name="ProxyUsesOverTriangulate"></a><code>function <b>ProxyUsesOverTriangulate</b>: boolean; virtual;</code></td>
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<p>
Does the <a class="normal" href="X3DNodes.TAbstractGeometryNode.html#Proxy">Proxy</a> method look at the OverTriangulate parameter at all. Default implementation in <a class="normal" href="X3DNodes.TAbstractGeometryNode.html">TAbstractGeometryNode</a> returns safer <code>True</code>. Descendants may override and return <code>False</code>, to allow e.g. more caching in <a class="normal" href="CastleShapes.TShape.html">TShape</a>.</p>
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<td class="itemcode"><a name="Color"></a><code>function <b>Color</b>: <a href="X3DFields.TMFVec3f.html">TMFVec3f</a>;</code></td>
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<p>
Returns color.point field, assuming that "color" field is set and specifies Color (or <a class="normal" href="X3DNodes.TAbstractGeometryNode.html#ColorRGBA">ColorRGBA</a>) node. Otherwise returns <code>Nil</code>.
<p>Note that only one of Color and <a class="normal" href="X3DNodes.TAbstractGeometryNode.html#ColorRGBA">ColorRGBA</a> may return non-nil, since "color" field may contain only one of them.
<p></p>
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<td class="itemcode"><a name="ColorRGBA"></a><code>function <b>ColorRGBA</b>: <a href="X3DFields.TMFColorRGBA.html">TMFColorRGBA</a>;</code></td>
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<td class="itemcode"><a name="FogCoord"></a><code>function <b>FogCoord</b>: <a href="X3DFields.TMFFloat.html">TMFFloat</a>; virtual;</code></td>
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<td class="itemcode"><a name="Attrib"></a><code>function <b>Attrib</b>: <a href="X3DNodes.TMFNode.html">TMFNode</a>; virtual;</code></td>
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<td class="itemcode"><a name="ColorField"></a><code>function <b>ColorField</b>: <a href="X3DNodes.TSFNode.html">TSFNode</a>; virtual;</code></td>
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<td class="itemcode"><a name="SolidField"></a><code>function <b>SolidField</b>: <a href="X3DFields.TSFBool.html">TSFBool</a>; virtual;</code></td>
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<p>
Is backface culling used. <code>Nil</code> if given geometry node doesn't have a field to control it.</p>
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<td class="itemcode"><a name="ConvexField"></a><code>function <b>ConvexField</b>: <a href="X3DFields.TSFBool.html">TSFBool</a>; virtual;</code></td>
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<p>
Are faces guaranteed to be convex. <code>Nil</code> if given geometry node doesn't have a field to control it.</p>
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<td class="itemcode"><a name="AutoGenerate3DTexCoords"></a><code>function <b>AutoGenerate3DTexCoords</b>: boolean; virtual;</code></td>
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<p>
Should renderer automatically generate 3D texture coordinates, in case we will apply 3D texture on this geometry.
<p>The generated coordinates will follow the X3D specification at "Texturing3D" component: "Texture coordinate generation for primitive objects". The 3D texture space will be mapped nicely to the shape bounding box.
<p>Implementation in this class (<a class="normal" href="X3DNodes.TAbstractGeometryNode.html">TAbstractGeometryNode</a>) returns always <code>False</code>. Override it for primitives that have no texture coordinates to return <code>True</code>.</p>
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<td class="itemcode"><a name="TransformationChange"></a><code>function <b>TransformationChange</b>: <a href="X3DNodes.html#TNodeTransformationChange">TNodeTransformationChange</a>; override;</code></td>
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<td class="itemcode"><a name="GetTextureBounds2DST"></a><code>procedure <b>GetTextureBounds2DST</b>(const LocalBoxSizes: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; out S, T: Integer);</code></td>
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<p>
Calculate texture S, T coordinates for BOUNDS2D texture mapping. This mapping is like the default IndexedFaceSet texture mapping, following X3D spec. We also use it for other geometry nodes, and even allow explicitly requesting it by TextureCoordinateGenerator.mode = "BOUNDS2D".</p>
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<td class="itemcode"><a name="Lit"></a><code>function <b>Lit</b>(State: <a href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a>): boolean; virtual;</code></td>
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<p>
Is this object lit, disregarding the material. Default implementation in <a class="normal" href="X3DNodes.TAbstractGeometryNode.html">TAbstractGeometryNode</a> says <code>True</code>.</p>
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<td class="itemcode"><a name="FontTextureNode"></a><code>function <b>FontTextureNode</b>: <a href="X3DNodes.TAbstractTexture2DNode.html">TAbstractTexture2DNode</a>; virtual;</code></td>
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<p>
Should renderer setup an extra texture slot with font texture when rendering this node. This is useful for rendering Text nodes, that want to cooperate with normal texturing and shading, and additionally they want to use extra texture determined by font (not by Appearance node).</p>
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<h3 class="detail">Properties</h3>
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<td class="itemcode"><a name="Convex"></a><code>property <b>Convex</b>: boolean read GetConvex write SetConvex;</code></td>
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<p>
Are faces convex. This knowledge is used when calculating normal vectors by <a class="normal" href="CastleNormals.html">CastleNormals</a>.</p>
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<td class="itemcode"><a name="Solid"></a><code>property <b>Solid</b>: boolean read GetSolid write SetSolid;</code></td>
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<p>
Is backface culling used.</p>
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