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<title>Castle Game Engine: X3DNodes: Class TX3DGraphTraverseState</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="TX3DGraphTraverseState"></a><h1 class="cio">Class TX3DGraphTraverseState</h1>
<table class="sections wide_list">
<tr>
<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 TX3DGraphTraverseState = class(TObject)</code></p>
<h2 class="description">Description</h2>
<p>
Current state (transformation and such) when traversing VRML/X3D graph.
<p>For VRML/X3D >= 2.0 this could be simpler, as VRML/X3D >= 2.0 doesn't need to keep track for example of the <a class="normal" href="X3DNodes.TX3DGraphTraverseState.html#LastNodes">LastNodes</a>. But we want to still handle VRML 1.0, 100% correctly, so here we are: this class contains whole state needed for any VRML/X3D version.</p>
<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
<ul class="hierarchy"><li class="ancestor">TObject</li>
<li class="thisitem">TX3DGraphTraverseState</li></ul><h2 class="overview">Overview</h2>
<a name="PasDoc-Fields"></a><h3 class="summary">Fields</h3>
<table class="summary 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"><code><b><a href="X3DNodes.TX3DGraphTraverseState.html#Lights">Lights</a></b>: <a href="X3DNodes.TLightInstancesList.html">TLightInstancesList</a>;</code></td>
</tr>
<tr class="list2">
<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.TX3DGraphTraverseState.html#Transform">Transform</a></b>: <a href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a>;</code></td>
</tr>
<tr class="list">
<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.TX3DGraphTraverseState.html#InvertedTransform">InvertedTransform</a></b>: <a href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a>;</code></td>
</tr>
<tr class="list2">
<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.TX3DGraphTraverseState.html#TransformScale">TransformScale</a></b>: Single;</code></td>
</tr>
<tr class="list">
<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.TX3DGraphTraverseState.html#TextureTransform">TextureTransform</a></b>: <a href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a>;</code></td>
</tr>
<tr class="list2">
<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.TX3DGraphTraverseState.html#ShapeNode">ShapeNode</a></b>: <a href="X3DNodes.TAbstractShapeNode.html">TAbstractShapeNode</a>;</code></td>
</tr>
<tr class="list">
<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.TX3DGraphTraverseState.html#InsideInline">InsideInline</a></b>: Cardinal;</code></td>
</tr>
<tr class="list2">
<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.TX3DGraphTraverseState.html#InsidePrototype">InsidePrototype</a></b>: Cardinal;</code></td>
</tr>
<tr class="list">
<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.TX3DGraphTraverseState.html#InsideIgnoreCollision">InsideIgnoreCollision</a></b>: Cardinal;</code></td>
</tr>
<tr class="list2">
<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.TX3DGraphTraverseState.html#InsideInvisible">InsideInvisible</a></b>: Cardinal;</code></td>
</tr>
<tr class="list">
<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.TX3DGraphTraverseState.html#PointingDeviceSensors">PointingDeviceSensors</a></b>: <a href="X3DNodes.TPointingDeviceSensorList.html">TPointingDeviceSensorList</a>;</code></td>
</tr>
<tr class="list2">
<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.TX3DGraphTraverseState.html#HumanoidTransform">HumanoidTransform</a></b>: <a href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a>;</code></td>
</tr>
<tr class="list">
<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.TX3DGraphTraverseState.html#HumanoidInvertedTransform">HumanoidInvertedTransform</a></b>: <a href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a>;</code></td>
</tr>
<tr class="list2">
<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.TX3DGraphTraverseState.html#Humanoid">Humanoid</a></b>: <a href="X3DNodes.THAnimHumanoidNode.html">THAnimHumanoidNode</a>;</code></td>
</tr>
<tr class="list">
<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.TX3DGraphTraverseState.html#ClipPlanes">ClipPlanes</a></b>: <a href="X3DNodes.TClipPlaneList.html">TClipPlaneList</a>;</code></td>
</tr>
<tr class="list2">
<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.TX3DGraphTraverseState.html#LocalFog">LocalFog</a></b>: <a href="X3DNodes.TLocalFogNode.html">TLocalFogNode</a>;</code></td>
</tr>
<tr class="list">
<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.TX3DGraphTraverseState.html#Effects">Effects</a></b>: <a href="X3DNodes.TX3DNodeList.html">TX3DNodeList</a>;</code></td>
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<a name="PasDoc-Methods"></a><h3 class="summary">Methods</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>procedure <b><a href="X3DNodes.TX3DGraphTraverseState.html#SetLastNodes">SetLastNodes</a></b>(const StateNode: <a href="X3DNodes.html#TVRML1StateNode">TVRML1StateNode</a>; const Node: <a href="X3DNodes.TX3DNode.html">TX3DNode</a>; const OwnNode: boolean);</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>procedure <b><a href="X3DNodes.TX3DGraphTraverseState.html#AddLight">AddLight</a></b>(const Light: <a href="X3DNodes.TLightInstance.html">TLightInstance</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>procedure <b><a href="X3DNodes.TX3DGraphTraverseState.html#AssignTransform">AssignTransform</a></b>(Source: <a href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</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>constructor <b><a href="X3DNodes.TX3DGraphTraverseState.html#CreateCopy">CreateCopy</a></b>(Source: <a href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</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>constructor <b><a href="X3DNodes.TX3DGraphTraverseState.html#Create">Create</a></b>;</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>destructor <b><a href="X3DNodes.TX3DGraphTraverseState.html#Destroy">Destroy</a></b>; override;</code></td>
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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"><code>procedure <b><a href="X3DNodes.TX3DGraphTraverseState.html#Assign">Assign</a></b>(Source: <a href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</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>procedure <b><a href="X3DNodes.TX3DGraphTraverseState.html#Clear">Clear</a></b>;</code></td>
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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"><code>function <b><a href="X3DNodes.TX3DGraphTraverseState.html#Equals">Equals</a></b>(SecondValue: <a href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a>; const IgnoreTransform: boolean): boolean; reintroduce;</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>function <b><a href="X3DNodes.TX3DGraphTraverseState.html#Texture">Texture</a></b>: <a href="X3DNodes.TAbstractTextureNode.html">TAbstractTextureNode</a>;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="X3DNodes.TX3DGraphTraverseState.html#BlendMode">BlendMode</a></b>: <a href="X3DNodes.TBlendModeNode.html">TBlendModeNode</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>function <b><a href="X3DNodes.TX3DGraphTraverseState.html#AddClipPlane">AddClipPlane</a></b>: <a href="X3DNodes.html#PClipPlane">PClipPlane</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>function <b><a href="X3DNodes.TX3DGraphTraverseState.html#Emission">Emission</a></b>(LightingCalculationOn: boolean): <a href="CastleVectors.html#TVector3Single">TVector3Single</a>;</code></td>
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</table>
<a name="PasDoc-Properties"></a><h3 class="summary">Properties</h3>
<table class="summary 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"><code>property <b><a href="X3DNodes.TX3DGraphTraverseState.html#LastNodes">LastNodes</a></b>: <a href="X3DNodes.TTraverseStateLastNodes.html">TTraverseStateLastNodes</a> read FLastNodes;</code></td>
</tr>
</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="Lights"></a><code><b>Lights</b>: <a href="X3DNodes.TLightInstancesList.html">TLightInstancesList</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
Lights active in this state.
<p>May be <code>Nil</code> if empty. This way we optimize creation / assignment time, which happen very often with <a class="normal" href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a> during VRML/X3D traversing.
<p>Note that VRML >= 2.0 "global" lights are added from <a class="normal" href="CastleSceneCore.TCastleSceneCore.html">TCastleSceneCore</a>, not during the traverse pass.</p>
</td></tr>
</table>
<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="Transform"></a><code><b>Transform</b>: <a href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
Current transformation.</p>
</td></tr>
</table>
<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="InvertedTransform"></a><code><b>InvertedTransform</b>: <a href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
Inverted <a class="normal" href="X3DNodes.TX3DGraphTraverseState.html#Transform">Transform</a> matrix. This matrix is crucial for some special effects (for example, it's needed for calculating in tangent space for bump mapping).
<p>This is not calculated using any complex matrix inversion algorithms. Instead, this is calculated by updating this along the way, just like we calculate normal <a class="normal" href="X3DNodes.TX3DGraphTraverseState.html#Transform">Transform</a>. So it's simple, quick, and guaranteed to be correct <i>assuming that user didn't use VRML 1.0 MatrixTransform along the way</i>. That's why MatrixTransform node was removed from VRML 2.0, it breaks such things.
<p>Also, any scale with zero component along the way will make this partially invalid (we'll substitute identity in place of inverted scaling matrix). This is unavoidable, there's no reverse matrix for scaling with zero factor, since one resulting point may correpond to infinitely many source points (i.e., it's natural that such scaling function cannot be reversed).</p>
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<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="TransformScale"></a><code><b>TransformScale</b>: Single;</code></td>
</tr>
<tr><td colspan="2">
<p>
A uniform scale of the matrix <a class="normal" href="X3DNodes.TX3DGraphTraverseState.html#Transform">Transform</a>. If the matrix causes non-uniform scaling, this value represents an average scale.
<p>This is updated while traversing the VRML graph, just like the <a class="normal" href="X3DNodes.TX3DGraphTraverseState.html#Transform">Transform</a> matrix is updated. This way it's calculated fast and easy — we do not actually extract it from a matrix (as long as you don't use explicit MatrixTransform in the VRML/X3D file).</p>
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<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="TextureTransform"></a><code><b>TextureTransform</b>: <a href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
Current texture transformation. Usable only for VRML 1.0, in VRML 2.0 texture transformations don't accumulate like modelview transformations.</p>
</td></tr>
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<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="ShapeNode"></a><code><b>ShapeNode</b>: <a href="X3DNodes.TAbstractShapeNode.html">TAbstractShapeNode</a>;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
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<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="InsideInline"></a><code><b>InsideInline</b>: Cardinal;</code></td>
</tr>
<tr><td colspan="2">
<p>
Information if you're within any inline node or expanded prototype. <code>InsideInline</code> = 0 means you're not inside any inline node, 1 means you're inside one inline, 2 means you're within content inlined from yet another inline node, and so on. Analogous for <a class="normal" href="X3DNodes.TX3DGraphTraverseState.html#InsidePrototype">InsidePrototype</a>.
<p>These are measured from the node where you started <a class="normal" href="X3DNodes.TX3DNode.html#Traverse">TX3DNode.Traverse</a> call, that is they assume that the initial node from where you're traversing is at level 0 (not inside inline or expanded prototype).
<p>These are useful to establish "run-time name scope" of X3D, see X3D spec 4.4.7 (needed e.g. when handling Anchor node with "#Viewpoint" URL). Interpreting this for our implementation, specification says that if you traverse from node X, then all traversed nodes with <code>InsideInline</code> = <a class="normal" href="X3DNodes.TX3DGraphTraverseState.html#InsidePrototype">InsidePrototype</a> = 0 are within the same name scope.
<p>Also this is useful for searching for the first bindable node after loading the file. Specification says to ignore inline content in this case (although prototype content is Ok in this case).
<p>When scriping will be implemented, probably analogous InsideScriptCreatedNode will also be needed, as the spec says that bindable nodes should not be searched within things like "Browser.createX3DFromString()".
<p></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="InsidePrototype"></a><code><b>InsidePrototype</b>: Cardinal;</code></td>
</tr>
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</td></tr>
</table>
<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="InsideIgnoreCollision"></a><code><b>InsideIgnoreCollision</b>: Cardinal;</code></td>
</tr>
<tr><td colspan="2">
<p>
This is > 0 when traversing nodes that do not participate in collision detection.
<p>This counts how many times are we inside Collision node that prevents us from colliding. More precise, this is increased when we traverse inside Collision.children with Collision.enabled = FALSE or Collision.proxy <> NULL (since then Collision.children are not collidable).</p>
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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="InsideInvisible"></a><code><b>InsideInvisible</b>: Cardinal;</code></td>
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<tr><td colspan="2">
<p>
This is > 0 when traversing nodes that are not visible.
<p>This counts how many times are we inside Collision.proxy (with Collision.enabled = TRUE). Collision.proxy is never visible.</p>
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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="PointingDeviceSensors"></a><code><b>PointingDeviceSensors</b>: <a href="X3DNodes.TPointingDeviceSensorList.html">TPointingDeviceSensorList</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
Active pointing device sensors in this state. This can contain only nodes descending from X3DPointingDeviceSensorNode, and additionally an Anchor node.
<p>This list automatically honours VRML / X3D rules for what pointing device sensor is active: pointing device within some group node affects all children in this group node. (And when multiple pointing device sensors are within the same grouping node, they all work.)</p>
</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="HumanoidTransform"></a><code><b>HumanoidTransform</b>: <a href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a>;</code></td>
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<tr><td colspan="2">
<p>
For Humanoid skeleton, these contain cummulated joint transformation.</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="HumanoidInvertedTransform"></a><code><b>HumanoidInvertedTransform</b>: <a href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a>;</code></td>
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<p>
For Humanoid skeleton, these contain cummulated joint transformation.</p>
</td></tr>
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<td class="itemcode"><a name="Humanoid"></a><code><b>Humanoid</b>: <a href="X3DNodes.THAnimHumanoidNode.html">THAnimHumanoidNode</a>;</code></td>
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<p>
Humanoid node containing us, or <code>Nil</code> if none.</p>
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<td class="itemcode"><a name="ClipPlanes"></a><code><b>ClipPlanes</b>: <a href="X3DNodes.TClipPlaneList.html">TClipPlaneList</a>;</code></td>
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<p>
<code>ClipPlanes</code> affecting nodes within this state.
<p>They are collected here regardless of whether they are enabled or not. This allows efficient implementation of <code>ClipPlane.enabled</code> dynamic changes.
<p>Ordered from the most global to most local ones. So, following the X3D specification, we should consider the first clip planes on this list more important.
<p>Always <code>Nil</code> if empty. This allows us to optimize <a class="normal" href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a> processing.</p>
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<td class="itemcode"><a name="LocalFog"></a><code><b>LocalFog</b>: <a href="X3DNodes.TLocalFogNode.html">TLocalFogNode</a>;</code></td>
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<p>
Local fog settings. When <code>Nil</code>, it means use global fog (or no fog, if no global fog defined in file).</p>
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<td class="itemcode"><a name="Effects"></a><code><b>Effects</b>: <a href="X3DNodes.TX3DNodeList.html">TX3DNodeList</a>;</code></td>
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<p>
Effects (<a class="normal" href="X3DNodes.TEffectNode.html">TEffectNode</a>) affecting this state.</p>
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<h3 class="detail">Methods</h3>
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<td class="itemcode"><a name="SetLastNodes"></a><code>procedure <b>SetLastNodes</b>(const StateNode: <a href="X3DNodes.html#TVRML1StateNode">TVRML1StateNode</a>; const Node: <a href="X3DNodes.TX3DNode.html">TX3DNode</a>; const OwnNode: boolean);</code></td>
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<td class="itemcode"><a name="AddLight"></a><code>procedure <b>AddLight</b>(const Light: <a href="X3DNodes.TLightInstance.html">TLightInstance</a>);</code></td>
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<td class="itemcode"><a name="AssignTransform"></a><code>procedure <b>AssignTransform</b>(Source: <a href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a>);</code></td>
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Copy transformation-related fields from Source. Copies <a class="normal" href="X3DNodes.TX3DGraphTraverseState.html#Transform">Transform</a> matrix, along with related information like <a class="normal" href="X3DNodes.TX3DGraphTraverseState.html#InvertedTransform">InvertedTransform</a> and <a class="normal" href="X3DNodes.TX3DGraphTraverseState.html#TransformScale">TransformScale</a>. Copies also the <a class="normal" href="X3DNodes.TX3DGraphTraverseState.html#ClipPlanes">ClipPlanes</a> list, as it contains the transformation information.</p>
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<td class="itemcode"><a name="CreateCopy"></a><code>constructor <b>CreateCopy</b>(Source: <a href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a>);</code></td>
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<td class="itemcode"><a name="Create"></a><code>constructor <b>Create</b>;</code></td>
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Standard constructor. Uses global StateDefaultNodes as default nodes for VRML 1.0 state. This makes it fast, and improves cache (more nodes have equal reference).</p>
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<td class="itemcode"><a name="Destroy"></a><code>destructor <b>Destroy</b>; override;</code></td>
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<td class="itemcode"><a name="Assign"></a><code>procedure <b>Assign</b>(Source: <a href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a>);</code></td>
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<td class="itemcode"><a name="Clear"></a><code>procedure <b>Clear</b>;</code></td>
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<p>
Clear the whole state, just like this <a class="normal" href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a> instance would be just constructed.</p>
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<td class="itemcode"><a name="Equals"></a><code>function <b>Equals</b>(SecondValue: <a href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a>; const IgnoreTransform: boolean): boolean; reintroduce;</code></td>
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Compare with other <a class="normal" href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a> instance. True if these two states, when applied to the same geometry, result in the same <a class="normal" href="CastleGeometryArrays.TGeometryArrays.html">TGeometryArrays</a> output. If IgnoreTransform then we should ignore transformation during comparison (it means that renderer is absolutely sure that different transformation of geometry doesn't affect the generated arrays).</p>
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<td class="itemcode"><a name="Texture"></a><code>function <b>Texture</b>: <a href="X3DNodes.TAbstractTextureNode.html">TAbstractTextureNode</a>;</code></td>
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Returns texture node that should be used for nodes within this State. Regardless of VRML/X3D version. May return multi-texture (<a class="normal" href="X3DNodes.TMultiTextureNode.html">TMultiTextureNode</a>), or normal 2D texture (<a class="normal" href="X3DNodes.TAbstractTexture2DNode.html">TAbstractTexture2DNode</a>), or some other <a class="normal" href="X3DNodes.TAbstractTextureNode.html">TAbstractTextureNode</a> descendant (cube map, 3d texture).
<p>Details: If <a class="normal" href="X3DNodes.TX3DGraphTraverseState.html#ShapeNode">ShapeNode</a> <> nil, this returns texture node taken from ShapeNode.Texture (note that it may be nil, if Apperance of Appearance.Texture node is NULL in VRML). Otherwise it returns texture from LastNodes.Texture2.</p>
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<td class="itemcode"><a name="BlendMode"></a><code>function <b>BlendMode</b>: <a href="X3DNodes.TBlendModeNode.html">TBlendModeNode</a>;</code></td>
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Returns <code>BlendMode</code> for this state, or <code>Nil</code> if not present.</p>
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<td class="itemcode"><a name="AddClipPlane"></a><code>function <b>AddClipPlane</b>: <a href="X3DNodes.html#PClipPlane">PClipPlane</a>;</code></td>
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<td class="itemcode"><a name="Emission"></a><code>function <b>Emission</b>(LightingCalculationOn: boolean): <a href="CastleVectors.html#TVector3Single">TVector3Single</a>;</code></td>
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Calculate emission color of given shape.
<p>This can be used by software renderers (ray-tracers etc.) to calculate pixel color following VRML/X3D specifications. Emission should be added to <a class="normal" href="X3DNodes.TLightInstance.html#Contribution">TLightInstance.Contribution</a> (for each light), and resulting color should be processed by <a class="normal" href="X3DNodes.TFogNode.html#ApplyFog">TFogNode.ApplyFog</a>.
<p>When LightingCalculationOn = <code>False</code> we actually take diffuseColor instead of emissiveColor. This is useful if you want to force the scene completely unlit, usually diffuseColor is more useful for this (since emissiveColor is often <a class="normal" href="CastleColors.html#Black">black</a> on everything).</p>
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<h3 class="detail">Properties</h3>
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<td class="itemcode"><a name="LastNodes"></a><code>property <b>LastNodes</b>: <a href="X3DNodes.TTraverseStateLastNodes.html">TTraverseStateLastNodes</a> read FLastNodes;</code></td>
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Nodes that are saved during VRML/X3D traversing. These nodes affect some following nodes in the graph, mostly for VRML 1.0.
<p>They are never <code>Nil</code> (traversing code must always take care to initialize them to default nodes at the beginning).
<p>Note that <a class="normal" href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a> instance doesn't have to own these nodes (doesn't free them, and doesn't track of when they are freed). E.g. nodes' TX3DNode.ParentsCount doesn't take into account that they are owned by this state. Although for some tricks (but not during normal VRML/X3D traversing) some nodes are owned, by using <a class="normal" href="X3DNodes.TX3DGraphTraverseState.html#SetLastNodes">SetLastNodes</a> with OwnNode = <code>True</code>.
<p>For nodes that are within <a class="normal" href="X3DNodes.html#TraverseStateLastNodesClasses">TraverseStateLastNodesClasses</a> (and thus are stored inside <code>LastNodes</code>): it's guaranteed they don't affect the state (of this class) during traversing (that is, they don't do anything special in <a class="normal" href="X3DNodes.TX3DNode.html#BeforeTraverse">TX3DNode.BeforeTraverse</a> / <a class="normal" href="X3DNodes.TX3DNode.html#MiddleTraverse">TX3DNode.MiddleTraverse</a> / <a class="normal" href="X3DNodes.TX3DNode.html#AfterTraverse">TX3DNode.AfterTraverse</a>). So it's guaranteed that changing some field's value of a node within <a class="normal" href="X3DNodes.html#TraverseStateLastNodesClasses">TraverseStateLastNodesClasses</a> affects <i>only</i> the shapes that have given node inside State.LastNodes. <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#ChangedField">TCastleSceneCore.ChangedField</a> depends on that.</p>
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