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<title>Castle Game Engine: X3DNodes: Class TTimeDependentNodeHandler</title>
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<a name="TTimeDependentNodeHandler"></a><h1 class="cio">Class TTimeDependentNodeHandler</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><a class="section" href="#PasDoc-Fields">Fields</a></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 TTimeDependentNodeHandler = class(TObject)</code></p>
<h2 class="description">Description</h2>
<p>
Common helper for all X3DTimeDependentNode descendants. This includes things descending from interface <a class="normal" href="X3DNodes.IAbstractTimeDependentNode.html">IAbstractTimeDependentNode</a>, in particular (but not only) descending from class <a class="normal" href="X3DNodes.TAbstractTimeDependentNode.html">TAbstractTimeDependentNode</a>.
<p>It would be cleaner to have Node declared as <a class="normal" href="X3DNodes.IAbstractTimeDependentNode.html">IAbstractTimeDependentNode</a>, and have <a class="normal" href="X3DNodes.IAbstractTimeDependentNode.html">IAbstractTimeDependentNode</a> contain common fields. Then a lot of fields of this class would not be needed, as they would be accessible as <a class="normal" href="X3DNodes.IAbstractTimeDependentNode.html">IAbstractTimeDependentNode</a> fields. TODO: maybe in the future.</p>
<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
<ul class="hierarchy"><li class="ancestor">TObject</li>
<li class="thisitem">TTimeDependentNodeHandler</li></ul><h2 class="overview">Overview</h2>
<a name="PasDoc-Fields"></a><h3 class="summary">Fields</h3>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code><b><a href="X3DNodes.TTimeDependentNodeHandler.html#Node">Node</a></b>: <a href="X3DNodes.TX3DNode.html">TX3DNode</a>;</code></td>
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<td class="itemcode"><code><b><a href="X3DNodes.TTimeDependentNodeHandler.html#CurrentTime">CurrentTime</a></b>: <a href="X3DTime.TX3DTime.html">TX3DTime</a>;</code></td>
</tr>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code><b><a href="X3DNodes.TTimeDependentNodeHandler.html#OnCycleInterval">OnCycleInterval</a></b>: <a href="X3DNodes.html#TTimeFunction">TTimeFunction</a>;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code><b><a href="X3DNodes.TTimeDependentNodeHandler.html#Fdloop">Fdloop</a></b>: <a href="X3DFields.TSFBool.html">TSFBool</a>;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code><b><a href="X3DNodes.TTimeDependentNodeHandler.html#FdpauseTime">FdpauseTime</a></b>: <a href="X3DFields.TSFTime.html">TSFTime</a>;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code><b><a href="X3DNodes.TTimeDependentNodeHandler.html#FdresumeTime">FdresumeTime</a></b>: <a href="X3DFields.TSFTime.html">TSFTime</a>;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code><b><a href="X3DNodes.TTimeDependentNodeHandler.html#FdstartTime">FdstartTime</a></b>: <a href="X3DFields.TSFTime.html">TSFTime</a>;</code></td>
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<td class="itemcode"><code><b><a href="X3DNodes.TTimeDependentNodeHandler.html#FdstopTime">FdstopTime</a></b>: <a href="X3DFields.TSFTime.html">TSFTime</a>;</code></td>
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<td class="itemcode"><code><b><a href="X3DNodes.TTimeDependentNodeHandler.html#Fdenabled">Fdenabled</a></b>: <a href="X3DFields.TSFBool.html">TSFBool</a>;</code></td>
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<td class="itemcode"><code><b><a href="X3DNodes.TTimeDependentNodeHandler.html#EventelapsedTime">EventelapsedTime</a></b>: <a href="X3DFields.TSFTimeEvent.html">TSFTimeEvent</a>;</code></td>
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<td class="itemcode"><code><b><a href="X3DNodes.TTimeDependentNodeHandler.html#EventisActive">EventisActive</a></b>: <a href="X3DFields.TSFBoolEvent.html">TSFBoolEvent</a>;</code></td>
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<td class="itemcode"><code><b><a href="X3DNodes.TTimeDependentNodeHandler.html#EventisPaused">EventisPaused</a></b>: <a href="X3DFields.TSFBoolEvent.html">TSFBoolEvent</a>;</code></td>
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<td class="itemcode"><code><b><a href="X3DNodes.TTimeDependentNodeHandler.html#EventcycleTime">EventcycleTime</a></b>: <a href="X3DFields.TSFTimeEvent.html">TSFTimeEvent</a>;</code></td>
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<a name="PasDoc-Methods"></a><h3 class="summary">Methods</h3>
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<td class="itemcode"><code>function <b><a href="X3DNodes.TTimeDependentNodeHandler.html#CycleInterval">CycleInterval</a></b>: <a href="X3DTime.html#TFloatTime">TFloatTime</a>;</code></td>
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<td class="itemcode"><code>function <b><a href="X3DNodes.TTimeDependentNodeHandler.html#SetTime">SetTime</a></b>(const OldValue, NewValue: <a href="X3DTime.TX3DTime.html">TX3DTime</a>; const TimeIncrease: <a href="X3DTime.html#TFloatTime">TFloatTime</a>; const ResetTime: boolean): boolean;</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.TTimeDependentNodeHandler.html#IsActive">IsActive</a></b>: boolean read FIsActive write SetIsActive;</code></td>
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<td class="itemcode"><code>property <b><a href="X3DNodes.TTimeDependentNodeHandler.html#IsPaused">IsPaused</a></b>: boolean read FIsPaused write SetIsPaused;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="X3DNodes.TTimeDependentNodeHandler.html#ElapsedTime">ElapsedTime</a></b>: <a href="X3DTime.html#TFloatTime">TFloatTime</a> read FElapsedTime write SetElapsedTime;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="X3DNodes.TTimeDependentNodeHandler.html#ElapsedTimeInCycle">ElapsedTimeInCycle</a></b>: <a href="X3DTime.html#TFloatTime">TFloatTime</a> read FElapsedTimeInCycle;</code></td>
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</table>
<h2 class="description">Description</h2>
<h3 class="detail">Fields</h3>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Node"></a><code><b>Node</b>: <a href="X3DNodes.TX3DNode.html">TX3DNode</a>;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="CurrentTime"></a><code><b>CurrentTime</b>: <a href="X3DTime.TX3DTime.html">TX3DTime</a>;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="OnCycleInterval"></a><code><b>OnCycleInterval</b>: <a href="X3DNodes.html#TTimeFunction">TTimeFunction</a>;</code></td>
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<p>
Cycle interval for this time-dependent node.</p>
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<td class="itemcode"><a name="Fdloop"></a><code><b>Fdloop</b>: <a href="X3DFields.TSFBool.html">TSFBool</a>;</code></td>
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</td></tr>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="FdpauseTime"></a><code><b>FdpauseTime</b>: <a href="X3DFields.TSFTime.html">TSFTime</a>;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="FdresumeTime"></a><code><b>FdresumeTime</b>: <a href="X3DFields.TSFTime.html">TSFTime</a>;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="FdstartTime"></a><code><b>FdstartTime</b>: <a href="X3DFields.TSFTime.html">TSFTime</a>;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="FdstopTime"></a><code><b>FdstopTime</b>: <a href="X3DFields.TSFTime.html">TSFTime</a>;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Fdenabled"></a><code><b>Fdenabled</b>: <a href="X3DFields.TSFBool.html">TSFBool</a>;</code></td>
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<p>
May be <code>Nil</code> if node doesn't have an "enabled" field.</p>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="EventelapsedTime"></a><code><b>EventelapsedTime</b>: <a href="X3DFields.TSFTimeEvent.html">TSFTimeEvent</a>;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="EventisActive"></a><code><b>EventisActive</b>: <a href="X3DFields.TSFBoolEvent.html">TSFBoolEvent</a>;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="EventisPaused"></a><code><b>EventisPaused</b>: <a href="X3DFields.TSFBoolEvent.html">TSFBoolEvent</a>;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="EventcycleTime"></a><code><b>EventcycleTime</b>: <a href="X3DFields.TSFTimeEvent.html">TSFTimeEvent</a>;</code></td>
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<p>
May be <code>Nil</code> if node doesn't have a "cycleTime" event.</p>
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<h3 class="detail">Methods</h3>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="CycleInterval"></a><code>function <b>CycleInterval</b>: <a href="X3DTime.html#TFloatTime">TFloatTime</a>;</code></td>
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</td></tr>
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<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="SetTime"></a><code>function <b>SetTime</b>(const OldValue, NewValue: <a href="X3DTime.TX3DTime.html">TX3DTime</a>; const TimeIncrease: <a href="X3DTime.html#TFloatTime">TFloatTime</a>; const ResetTime: boolean): boolean;</code></td>
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<p>
Call this when world time increases. This is the most important method of this class, that basically implements time-dependent nodes operations.
<p>OldValue, NewValue and TimeIncrease must match, as produced by <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#SetTime">TCastleSceneCore.SetTime</a> and friends.
<p>When ResetTime = true, this means that "TimeIncrease value is unknown" (you <i>must</i> pass TimeIncrease = 0 in this case). This can happen only when were called by ResetTime.
<p>In other circumstances, TimeIncrease must be >= 0. (It's allowed to pass TimeIncrease = 0 and ResetTime = false, this doesn't advance the clock, but is a useful trick to force some update, see TVRMScene.ChangedField implementation.)
<p>References: see X3D specification "Time" component, 8.2 ("concepts") for logic behind all those start/stop/pause/resumeTime, <a class="normal" href="X3DNodes.TTimeDependentNodeHandler.html#CycleInterval">cycleInterval</a>, loop properties.
<p></p>
<h6 class="description_section">Returns</h6>
<p class="return">If some state of time-dependent node changed.</p></td></tr>
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<h3 class="detail">Properties</h3>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="IsActive"></a><code>property <b>IsActive</b>: boolean read FIsActive write SetIsActive;</code></td>
</tr>
<tr><td colspan="2">
<p>
These describe current state of this TimeDependentNode, see X3D specification about "Time" component.
<p>Their setting causes appropriate events to be generated (with Time = <a class="normal" href="X3DNodes.TTimeDependentNodeHandler.html#CurrentTime">CurrentTime</a>, so be sure to update it before changing these properties. <a class="normal" href="X3DNodes.TTimeDependentNodeHandler.html#SetTime">SetTime</a> automatically does this for you.).
<p></p>
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<td class="itemcode"><a name="IsPaused"></a><code>property <b>IsPaused</b>: boolean read FIsPaused write SetIsPaused;</code></td>
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<tr><td colspan="2">
</td></tr>
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<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="ElapsedTime"></a><code>property <b>ElapsedTime</b>: <a href="X3DTime.html#TFloatTime">TFloatTime</a> read FElapsedTime write SetElapsedTime;</code></td>
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</td></tr>
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<table class="detail wide_list">
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="ElapsedTimeInCycle"></a><code>property <b>ElapsedTimeInCycle</b>: <a href="X3DTime.html#TFloatTime">TFloatTime</a> read FElapsedTimeInCycle;</code></td>
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<p>
Like <a class="normal" href="X3DNodes.TTimeDependentNodeHandler.html#ElapsedTime">ElapsedTime</a>, but spent in the current cycle. When <a class="normal" href="X3DNodes.TTimeDependentNodeHandler.html#CycleInterval">cycleInterval</a> = 0, this is always 0. When <a class="normal" href="X3DNodes.TTimeDependentNodeHandler.html#CycleInterval">cycleInterval</a> <> 0, this is always >= 0 and < <a class="normal" href="X3DNodes.TTimeDependentNodeHandler.html#CycleInterval">cycleInterval</a> .</p>
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