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<title>Castle Game Engine: X3DNodes: Class TTimeSensorNode</title>
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<a name="TTimeSensorNode"></a><h1 class="cio">Class TTimeSensorNode</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="X3DNodes.html">X3DNodes</a></p>
<h2 class="declaration">Declaration</h2>
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<code>type TTimeSensorNode = class(<a class="normal" href="X3DNodes.TAbstractTimeDependentNode.html">TAbstractTimeDependentNode</a>, <a class="normal" href="X3DNodes.IAbstractSensorNode.html">IAbstractSensorNode</a>)</code></p>
<h2 class="description">Description</h2>
<div class="nodescription">no description available, TAbstractTimeDependentNode description follows</div><div class="nodescription">no description available, TAbstractChildNode description follows</div><div class="nodescription">no description available, TAbstractNode description follows</div><p>
Base X3D node.
<p>Almost all X3D nodes inherit from this. (Exception: X3DMetadataObject. So you cannot have metadata of metadata of...)</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="ancestor"><a class="normal" href="X3DNodes.TAbstractChildNode.html">TAbstractChildNode</a></li>
<li class="ancestor"><a class="normal" href="X3DNodes.TAbstractTimeDependentNode.html">TAbstractTimeDependentNode</a></li>
<li class="thisitem">TTimeSensorNode</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.TTimeSensorNode.html#CreateNode">CreateNode</a></b>; override;</code></td>
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<td class="itemcode"><code>class function <b><a href="X3DNodes.TTimeSensorNode.html#ClassNodeTypeName">ClassNodeTypeName</a></b>: string; override;</code></td>
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<td class="itemcode"><code>class function <b><a href="X3DNodes.TTimeSensorNode.html#URNMatching">URNMatching</a></b>(const URN: string): boolean; override;</code></td>
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<td class="itemcode"><code>function <b><a href="X3DNodes.TTimeSensorNode.html#CycleInterval">CycleInterval</a></b>: <a href="X3DTime.html#TFloatTime">TFloatTime</a>; override;</code></td>
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<td class="itemcode"><code>procedure <b><a href="X3DNodes.TTimeSensorNode.html#FakeTime">FakeTime</a></b>(const Time: <a href="X3DTime.html#TFloatTime">TFloatTime</a>; const Loop: 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.TTimeSensorNode.html#FdCycleInterval">FdCycleInterval</a></b>: <a href="X3DFields.TSFTime.html">TSFTime</a> read FFdCycleInterval;</code></td>
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<td class="itemcode"><code>property <b><a href="X3DNodes.TTimeSensorNode.html#EventCycleTime">EventCycleTime</a></b>: <a href="X3DFields.TSFTimeEvent.html">TSFTimeEvent</a> read FEventCycleTime;</code></td>
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<td class="itemcode"><code>property <b><a href="X3DNodes.TTimeSensorNode.html#EventFraction_changed">EventFraction_changed</a></b>: <a href="X3DFields.TSFFloatEvent.html">TSFFloatEvent</a> read FEventFraction_changed;</code></td>
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<td class="itemcode"><code>property <b><a href="X3DNodes.TTimeSensorNode.html#EventTime">EventTime</a></b>: <a href="X3DFields.TSFTimeEvent.html">TSFTimeEvent</a> read FEventTime;</code></td>
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<td class="itemcode"><code>property <b><a href="X3DNodes.TTimeSensorNode.html#FdEnabled">FdEnabled</a></b>: <a href="X3DFields.TSFBool.html">TSFBool</a> read FFdEnabled;</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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<td class="itemcode"><a name="ClassNodeTypeName"></a><code>class function <b>ClassNodeTypeName</b>: string; override;</code></td>
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<td class="itemcode"><a name="URNMatching"></a><code>class function <b>URNMatching</b>(const URN: string): boolean; override;</code></td>
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<td class="itemcode"><a name="CycleInterval"></a><code>function <b>CycleInterval</b>: <a href="X3DTime.html#TFloatTime">TFloatTime</a>; override;</code></td>
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<td class="itemcode"><a name="FakeTime"></a><code>procedure <b>FakeTime</b>(const Time: <a href="X3DTime.html#TFloatTime">TFloatTime</a>; const Loop: boolean);</code></td>
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Send TimeSensor output events, without actually activating the TimeSensor.
<p>This is useful in situations when you want the X3D scene state to reflect given time, but you do not want to activate sensor and generally you do not want to initialize anything that would continue animating on it's own.
<p>Using TimeSensor this way is contrary to the VRML/X3D specified behavior. But it's useful when we have VRML/X3D scene inside <a class="normal" href="CastleResources.T3DResource.html">T3DResource</a>, that is shared by many <a class="normal" href="Castle3D.T3D.html">T3D</a> instances (like creatures and items) that want to simultaneusly display different time moments of the same scene within a single frame. In other words, this is useful when a single scene is shared (if you have a 100 creatures in your game using the same 3D model, you don't want to create 100 copies of this 3D model in memory).
<p>We ignore TimeSensor.loop (<a class="normal" href="X3DNodes.TAbstractTimeDependentNode.html#FdLoop">FdLoop</a>) field, instead we follow our own Loop parameter. We take into account TimeSensor.cycleInterval (<a class="normal" href="X3DNodes.TTimeSensorNode.html#FdCycleInterval">FdCycleInterval</a>) and TimeSensor.enabled (<a class="normal" href="X3DNodes.TTimeSensorNode.html#FdEnabled">FdEnabled</a>) fields, just like normal TimeSensor. We send out fraction_changed (<a class="normal" href="X3DNodes.TTimeSensorNode.html#EventFraction_changed">EventFraction_changed</a>) and time (<a class="normal" href="X3DNodes.TTimeSensorNode.html#EventTime">EventTime</a>) output events.</p>
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<h3 class="detail">Properties</h3>
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<td class="itemcode"><a name="FdCycleInterval"></a><code>property <b>FdCycleInterval</b>: <a href="X3DFields.TSFTime.html">TSFTime</a> read FFdCycleInterval;</code></td>
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<td class="itemcode"><a name="EventCycleTime"></a><code>property <b>EventCycleTime</b>: <a href="X3DFields.TSFTimeEvent.html">TSFTimeEvent</a> read FEventCycleTime;</code></td>
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<td class="itemcode"><a name="EventFraction_changed"></a><code>property <b>EventFraction_changed</b>: <a href="X3DFields.TSFFloatEvent.html">TSFFloatEvent</a> read FEventFraction_changed;</code></td>
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<td class="itemcode"><a name="EventTime"></a><code>property <b>EventTime</b>: <a href="X3DFields.TSFTimeEvent.html">TSFTimeEvent</a> read FEventTime;</code></td>
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<td class="itemcode"><a name="FdEnabled"></a><code>property <b>FdEnabled</b>: <a href="X3DFields.TSFBool.html">TSFBool</a> read FFdEnabled;</code></td>
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