File: X3DNodes.TX3DGraphTraverseState.html

package info (click to toggle)
castle-game-engine 5.2.0-3
  • links: PTS, VCS
  • area: main
  • in suites: stretch
  • size: 185,428 kB
  • sloc: pascal: 260,781; cpp: 1,363; objc: 713; makefile: 537; xml: 496; sh: 480; php: 4
file content (528 lines) | stat: -rw-r--r-- 35,476 bytes parent folder | download
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/1999/REC-html401-19991224/loose.dtd">
<html>
<head>
<title>Castle Game Engine: X3DNodes: Class TX3DGraphTraverseState</title>
<meta name="generator" content="PasDoc 0.13.0">
<meta http-equiv="content-type" content="text/html; charset=utf-8">
<link rel="StyleSheet" type="text/css" href="pasdoc.css">
</head>
<body>
<table class="container"><tr><td class="navigation">
<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 &gt;= 2.0 this could be simpler, as VRML/X3D &gt;= 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>
</tr>
</table>
<a name="PasDoc-Methods"></a><h3 class="summary">Methods</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>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>
</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>procedure <b><a  href="X3DNodes.TX3DGraphTraverseState.html#AddLight">AddLight</a></b>(const Light: <a  href="X3DNodes.TLightInstance.html">TLightInstance</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>procedure <b><a  href="X3DNodes.TX3DGraphTraverseState.html#AssignTransform">AssignTransform</a></b>(Source: <a  href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</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>constructor <b><a  href="X3DNodes.TX3DGraphTraverseState.html#CreateCopy">CreateCopy</a></b>(Source: <a  href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</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>constructor <b><a  href="X3DNodes.TX3DGraphTraverseState.html#Create">Create</a></b>;</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>destructor <b><a  href="X3DNodes.TX3DGraphTraverseState.html#Destroy">Destroy</a></b>; override;</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>procedure <b><a  href="X3DNodes.TX3DGraphTraverseState.html#Assign">Assign</a></b>(Source: <a  href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</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>procedure <b><a  href="X3DNodes.TX3DGraphTraverseState.html#Clear">Clear</a></b>;</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#Equals">Equals</a></b>(SecondValue: <a  href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a>; const IgnoreTransform: boolean): boolean; reintroduce;</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>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>
</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>function <b><a  href="X3DNodes.TX3DGraphTraverseState.html#AddClipPlane">AddClipPlane</a></b>: <a  href="X3DNodes.html#PClipPlane">PClipPlane</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#Emission">Emission</a></b>(LightingCalculationOn: boolean): <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>;</code></td>
</tr>
</table>
<a name="PasDoc-Properties"></a><h3 class="summary">Properties</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>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 &gt;= 2.0 &quot;global&quot; 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>
</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="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 &mdash; we do not actually extract it from a matrix (as long as you don't use explicit MatrixTransform in the VRML/X3D file).</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="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>
</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="ShapeNode"></a><code><b>ShapeNode</b>: <a  href="X3DNodes.TAbstractShapeNode.html">TAbstractShapeNode</a>;</code></td>
</tr>
<tr><td colspan="2">
&nbsp;</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="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 &quot;run-time name scope&quot; of X3D, see X3D spec 4.4.7 (needed e.g. when handling Anchor node with &quot;#Viewpoint&quot; 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 &quot;Browser.createX3DFromString()&quot;.

<p></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="InsidePrototype"></a><code><b>InsidePrototype</b>: Cardinal;</code></td>
</tr>
<tr><td colspan="2">
&nbsp;</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="InsideIgnoreCollision"></a><code><b>InsideIgnoreCollision</b>: Cardinal;</code></td>
</tr>
<tr><td colspan="2">
<p>
This is &gt; 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 &lt;&gt; NULL (since then Collision.children are not collidable).</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="InsideInvisible"></a><code><b>InsideInvisible</b>: Cardinal;</code></td>
</tr>
<tr><td colspan="2">
<p>
This is &gt; 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>
</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="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>
</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="HumanoidTransform"></a><code><b>HumanoidTransform</b>: <a  href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
For Humanoid skeleton, these contain cummulated joint 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="HumanoidInvertedTransform"></a><code><b>HumanoidInvertedTransform</b>: <a  href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
For Humanoid skeleton, these contain cummulated joint 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="Humanoid"></a><code><b>Humanoid</b>: <a  href="X3DNodes.THAnimHumanoidNode.html">THAnimHumanoidNode</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
Humanoid node containing us, or <code>Nil</code> if none.</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="ClipPlanes"></a><code><b>ClipPlanes</b>: <a  href="X3DNodes.TClipPlaneList.html">TClipPlaneList</a>;</code></td>
</tr>
<tr><td colspan="2">
<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>
</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="LocalFog"></a><code><b>LocalFog</b>: <a  href="X3DNodes.TLocalFogNode.html">TLocalFogNode</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
Local fog settings. When <code>Nil</code>, it means use global fog (or no fog, if no global fog defined in file).</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="Effects"></a><code><b>Effects</b>: <a  href="X3DNodes.TX3DNodeList.html">TX3DNodeList</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
Effects (<a class="normal" href="X3DNodes.TEffectNode.html">TEffectNode</a>) affecting this state.</p>
</td></tr>
</table>
<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="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>
</tr>
<tr><td colspan="2">
&nbsp;</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="AddLight"></a><code>procedure <b>AddLight</b>(const Light: <a  href="X3DNodes.TLightInstance.html">TLightInstance</a>);</code></td>
</tr>
<tr><td colspan="2">
&nbsp;</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="AssignTransform"></a><code>procedure <b>AssignTransform</b>(Source: <a  href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a>);</code></td>
</tr>
<tr><td colspan="2">
<p>
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>
</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="CreateCopy"></a><code>constructor <b>CreateCopy</b>(Source: <a  href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a>);</code></td>
</tr>
<tr><td colspan="2">
&nbsp;</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="Create"></a><code>constructor <b>Create</b>;</code></td>
</tr>
<tr><td colspan="2">
<p>
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>
</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="Destroy"></a><code>destructor <b>Destroy</b>; override;</code></td>
</tr>
<tr><td colspan="2">
&nbsp;</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="Assign"></a><code>procedure <b>Assign</b>(Source: <a  href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a>);</code></td>
</tr>
<tr><td colspan="2">
&nbsp;</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="Clear"></a><code>procedure <b>Clear</b>;</code></td>
</tr>
<tr><td colspan="2">
<p>
Clear the whole state, just like this <a class="normal" href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a> instance would be just constructed.</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="Equals"></a><code>function <b>Equals</b>(SecondValue: <a  href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a>; const IgnoreTransform: boolean): boolean; reintroduce;</code></td>
</tr>
<tr><td colspan="2">
<p>
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>
</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="Texture"></a><code>function <b>Texture</b>: <a  href="X3DNodes.TAbstractTextureNode.html">TAbstractTextureNode</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
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> &lt;&gt; 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>
</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="BlendMode"></a><code>function <b>BlendMode</b>: <a  href="X3DNodes.TBlendModeNode.html">TBlendModeNode</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
Returns <code>BlendMode</code> for this state, or <code>Nil</code> if not present.</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="AddClipPlane"></a><code>function <b>AddClipPlane</b>: <a  href="X3DNodes.html#PClipPlane">PClipPlane</a>;</code></td>
</tr>
<tr><td colspan="2">
&nbsp;</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="Emission"></a><code>function <b>Emission</b>(LightingCalculationOn: boolean): <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
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>
</td></tr>
</table>
<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="LastNodes"></a><code>property <b>LastNodes</b>: <a  href="X3DNodes.TTraverseStateLastNodes.html">TTraverseStateLastNodes</a> read FLastNodes;</code></td>
</tr>
<tr><td colspan="2">
<p>
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>
</td></tr>
</table>
<!-- Piwik -->
<script type="text/javascript">
  var _paq = _paq || [];
  _paq.push(["trackPageView"]);
  _paq.push(["enableLinkTracking"]);

  (function() {
    var u=(("https:" == document.location.protocol) ? "https" : "http") + "://michalis.ii.uni.wroc.pl/piwik-castle-engine/";
    _paq.push(["setTrackerUrl", u+"piwik.php"]);
    _paq.push(["setSiteId", "1"]);
    var d=document, g=d.createElement("script"), s=d.getElementsByTagName("script")[0]; g.type="text/javascript";
    g.defer=true; g.async=true; g.src=u+"piwik.js"; s.parentNode.insertBefore(g,s);
  })();
</script>
<!-- End Piwik Code -->

<noscript>
<!-- Piwik Image Tracker -->
<img src="http://michalis.ii.uni.wroc.pl/piwik-castle-engine/piwik.php?idsite=1&amp;rec=1" style="border:0" alt="" />
<!-- End Piwik -->
</noscript>
<hr noshade size="1"><span class="appinfo"><em>Generated by <a  href="http://pasdoc.sourceforge.net/">PasDoc 0.13.0</a> on 2015-06-15 04:43:14</em>
</span>
</td></tr></table></body></html>