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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="TTriangle"></a><h1 class="cio">Object TTriangle</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><a class="section" href="#PasDoc-Fields">Fields</a></td><td><a class="section" href="#PasDoc-Methods">Methods</a></td><td>Properties</td></tr></table>
<a name="PasDoc-Description"></a><h2 class="unit">Unit</h2>
<p class="unitlink">
<a href="X3DTriangles.html">X3DTriangles</a></p>
<h2 class="declaration">Declaration</h2>
<p class="declaration">
<code>type TTriangle = object(<a class="normal" href="CastleTriangles.T3DTriangle.html">T3DTriangle</a>)</code></p>
<h2 class="description">Description</h2>
<p>
Triangle in VRML/X3D model. This is the most basic item for our VRML/X3D collision detection routines, returned by octrees descending from <a class="normal" href="X3DTriangles.TBaseTrianglesOctree.html">TBaseTrianglesOctree</a>.</p>
<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
<ul class="hierarchy"><li class="ancestor">TObject</li>
<li class="ancestor"><a class="normal" href="CastleTriangles.T3DTriangle.html">T3DTriangle</a></li>
<li class="thisitem">TTriangle</li></ul><h2 class="overview">Overview</h2>
<a name="PasDoc-Fields"></a><h3 class="summary">Fields</h3>
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<td class="itemcode"><code><b><a href="X3DTriangles.TTriangle.html#Shape">Shape</a></b>: TObject;</code></td>
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<td class="itemcode"><code><b><a href="X3DTriangles.TTriangle.html#Normal">Normal</a></b>: <a href="CastleTriangles.html#TTriangle3Single">TTriangle3Single</a>;</code></td>
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<td class="itemcode"><code><b><a href="X3DTriangles.TTriangle.html#TexCoord">TexCoord</a></b>: <a href="CastleTriangles.html#TTriangle4Single">TTriangle4Single</a>;</code></td>
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<td class="itemcode"><code><b><a href="X3DTriangles.TTriangle.html#Face">Face</a></b>: <a href="CastleTriangles.TFaceIndex.html">TFaceIndex</a>;</code></td>
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<td class="itemcode"><code><b><a href="X3DTriangles.TTriangle.html#MailboxSavedTag">MailboxSavedTag</a></b>: <a href="X3DTriangles.html#TMailboxTag">TMailboxTag</a>;</code></td>
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<td class="itemcode"><code><b><a href="X3DTriangles.TTriangle.html#MailboxIsIntersection">MailboxIsIntersection</a></b>: boolean;</code></td>
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<td class="itemcode"><code><b><a href="X3DTriangles.TTriangle.html#MailboxIntersection">MailboxIntersection</a></b>: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>;</code></td>
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<td class="itemcode"><code><b><a href="X3DTriangles.TTriangle.html#MailboxIntersectionDistance">MailboxIntersectionDistance</a></b>: Single;</code></td>
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<a name="PasDoc-Methods"></a><h3 class="summary">Methods</h3>
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<td class="itemcode"><code>constructor <b><a href="X3DTriangles.TTriangle.html#Init">Init</a></b>(AShape: TObject; const APosition: <a href="CastleTriangles.html#TTriangle3Single">TTriangle3Single</a>; const ANormal: <a href="CastleTriangles.html#TTriangle3Single">TTriangle3Single</a>; const ATexCoord: <a href="CastleTriangles.html#TTriangle4Single">TTriangle4Single</a>; const AFace: <a href="CastleTriangles.TFaceIndex.html">TFaceIndex</a>);</code></td>
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<td class="itemcode"><code>procedure <b><a href="X3DTriangles.TTriangle.html#UpdateWorld">UpdateWorld</a></b>;</code></td>
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<td class="itemcode"><code>function <b><a href="X3DTriangles.TTriangle.html#State">State</a></b>: <a href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a>;</code></td>
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<td class="itemcode"><code>function <b><a href="X3DTriangles.TTriangle.html#SegmentDirCollision">SegmentDirCollision</a></b>( out Intersection: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; out IntersectionDistance: Single; const Odc0, OdcVector: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const SegmentTag: <a href="X3DTriangles.html#TMailboxTag">TMailboxTag</a>): boolean;</code></td>
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<td class="itemcode"><code>function <b><a href="X3DTriangles.TTriangle.html#RayCollision">RayCollision</a></b>( out Intersection: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; out IntersectionDistance: Single; const RayOrigin, RayDirection: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const RayTag: <a href="X3DTriangles.html#TMailboxTag">TMailboxTag</a>): boolean;</code></td>
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<td class="itemcode"><code>function <b><a href="X3DTriangles.TTriangle.html#MaterialInfo">MaterialInfo</a></b>: <a href="X3DNodes.TX3DMaterialInfoAbstract.html">TX3DMaterialInfoAbstract</a>;</code></td>
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<td class="itemcode"><code>function <b><a href="X3DTriangles.TTriangle.html#Transparency">Transparency</a></b>: Single;</code></td>
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<td class="itemcode"><code>function <b><a href="X3DTriangles.TTriangle.html#IsTransparent">IsTransparent</a></b>: boolean;</code></td>
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<td class="itemcode"><code>function <b><a href="X3DTriangles.TTriangle.html#IgnoreForShadowRays">IgnoreForShadowRays</a></b>: boolean;</code></td>
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<td class="itemcode"><code>function <b><a href="X3DTriangles.TTriangle.html#ITexCoord">ITexCoord</a></b>(const Point: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>): <a href="CastleVectors.html#TVector4Single">TVector4Single</a>;</code></td>
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<td class="itemcode"><code>function <b><a href="X3DTriangles.TTriangle.html#ITexCoord2D">ITexCoord2D</a></b>(const Point: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>): <a href="CastleVectors.html#TVector2Single">TVector2Single</a>;</code></td>
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<td class="itemcode"><code>function <b><a href="X3DTriangles.TTriangle.html#INormal">INormal</a></b>(const Point: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>): <a href="CastleVectors.html#TVector3Single">TVector3Single</a>;</code></td>
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<h2 class="description">Description</h2>
<h3 class="detail">Fields</h3>
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<td class="itemcode"><a name="Shape"></a><code><b>Shape</b>: TObject;</code></td>
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<p>
See <a class="normal" href="CastleShapes.html#TTriangleEvent">TTriangleEvent</a> for the meaning of these fields.</p>
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<td class="itemcode"><a name="Normal"></a><code><b>Normal</b>: <a href="CastleTriangles.html#TTriangle3Single">TTriangle3Single</a>;</code></td>
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<td class="itemcode"><a name="TexCoord"></a><code><b>TexCoord</b>: <a href="CastleTriangles.html#TTriangle4Single">TTriangle4Single</a>;</code></td>
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<td class="itemcode"><a name="Face"></a><code><b>Face</b>: <a href="CastleTriangles.TFaceIndex.html">TFaceIndex</a>;</code></td>
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<td class="itemcode"><a name="MailboxSavedTag"></a><code><b>MailboxSavedTag</b>: <a href="X3DTriangles.html#TMailboxTag">TMailboxTag</a>;</code></td>
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<p>
Tag of an object (like a ray or a line segment) for which we have saved an intersection result. Intersection result is in <a class="normal" href="X3DTriangles.TTriangle.html#MailboxIsIntersection">MailboxIsIntersection</a>, <a class="normal" href="X3DTriangles.TTriangle.html#MailboxIntersection">MailboxIntersection</a>, <a class="normal" href="X3DTriangles.TTriangle.html#MailboxIntersectionDistance">MailboxIntersectionDistance</a>.
<p>To make things correct, we obviously assume that every segment and ray have different tags. Also, tag -1 is reserved. In practice, we simply initialize <code>MailboxSavedTag</code> to -1, and each new segment/ray get consecutive tags starting from 0.
<p><i>History</i>: a naive implementation at the beginning was not using tags, instead I had MailboxState (empty, ray or segment) and I was storing ray/line vectors (2 <a class="normal" href="CastleVectors.html#TVector3Single">TVector3Single</a> values). This had much larger size (6 * SizeOf(Single) + SizeOf(enum) = 28 bytes) than tag, which is important (3D models have easily thousands of <a class="normal" href="X3DTriangles.TTriangle.html">TTriangle</a>). And it took longer to compare and assign, so it was working much slower.
<p></p>
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<td class="itemcode"><a name="MailboxIsIntersection"></a><code><b>MailboxIsIntersection</b>: boolean;</code></td>
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<td class="itemcode"><a name="MailboxIntersection"></a><code><b>MailboxIntersection</b>: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>;</code></td>
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<td class="itemcode"><a name="MailboxIntersectionDistance"></a><code><b>MailboxIntersectionDistance</b>: Single;</code></td>
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<h3 class="detail">Methods</h3>
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<td class="itemcode"><a name="Init"></a><code>constructor <b>Init</b>(AShape: TObject; const APosition: <a href="CastleTriangles.html#TTriangle3Single">TTriangle3Single</a>; const ANormal: <a href="CastleTriangles.html#TTriangle3Single">TTriangle3Single</a>; const ATexCoord: <a href="CastleTriangles.html#TTriangle4Single">TTriangle4Single</a>; const AFace: <a href="CastleTriangles.TFaceIndex.html">TFaceIndex</a>);</code></td>
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Initialize new triangle. Given APosition must satisfy <a class="normal" href="CastleTriangles.html#IsValidTriangle">IsValidTriangle</a>.</p>
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<td class="itemcode"><a name="UpdateWorld"></a><code>procedure <b>UpdateWorld</b>;</code></td>
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<td class="itemcode"><a name="State"></a><code>function <b>State</b>: <a href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a>;</code></td>
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State of this shape, containing various information about 3D shape. This is a shortcut of <a class="normal" href="CastleShapes.TShape.html">TShape</a>(Shape).State.</p>
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<td class="itemcode"><a name="SegmentDirCollision"></a><code>function <b>SegmentDirCollision</b>( out Intersection: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; out IntersectionDistance: Single; const Odc0, OdcVector: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const SegmentTag: <a href="X3DTriangles.html#TMailboxTag">TMailboxTag</a>): boolean;</code></td>
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Check collisions between <a class="normal" href="X3DTriangles.TTriangle.html">TTriangle</a> and ray/segment.
<p>Always use these routines to check for collisions, to use mailboxes if possible. Mailboxes are used only if this was compiled with TRIANGLE_OCTREE_USE_MAILBOX defined.
<p>Increments <a class="normal" href="X3DTriangles.html#TriangleCollisionTestsCounter">TriangleCollisionTestsCounter</a> if actual test was done (that is, if we couldn't use mailbox to get the result quickier).
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<td class="itemcode"><a name="RayCollision"></a><code>function <b>RayCollision</b>( out Intersection: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; out IntersectionDistance: Single; const RayOrigin, RayDirection: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const RayTag: <a href="X3DTriangles.html#TMailboxTag">TMailboxTag</a>): boolean;</code></td>
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<td class="itemcode"><a name="MaterialInfo"></a><code>function <b>MaterialInfo</b>: <a href="X3DNodes.TX3DMaterialInfoAbstract.html">TX3DMaterialInfoAbstract</a>;</code></td>
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Create material information instance for material of this triangle. See <a class="normal" href="X3DNodes.TX3DMaterialInfoAbstract.html">TX3DMaterialInfoAbstract</a> for usage description.
<p>Returns <code>Nil</code> when no Material node is defined, this can happen only for VRML >= 2.0.
<p>Returned <a class="normal" href="X3DNodes.TX3DMaterialInfoAbstract.html">TX3DMaterialInfoAbstract</a> is valid only as long as the Material node (for VRML 1.0 or 2.0) on which it was based.</p>
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<td class="itemcode"><a name="Transparency"></a><code>function <b>Transparency</b>: Single;</code></td>
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Return transparency of this triangle's material. Equivalent to MaterialInfo.Transparency, although a little faster.</p>
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<td class="itemcode"><a name="IsTransparent"></a><code>function <b>IsTransparent</b>: boolean;</code></td>
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Returns <code>True</code> for triangles that are transparent.</p>
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<td class="itemcode"><a name="IgnoreForShadowRays"></a><code>function <b>IgnoreForShadowRays</b>: boolean;</code></td>
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Returns <code>True</code> for triangles that should be ignored by shadow rays. Returns <code>True</code> for transparent triangles (with Material.Transparency > 0) and non-shadow-casting triangles (with Appearance.shadowCaster = FALSE).
<p></p>
<h6 class="description_section">See also</h6>
<dl class="see_also">
<dt><a class="normal" href="X3DTriangles.TBaseTrianglesOctree.html#IgnoreForShadowRays">TBaseTrianglesOctree.IgnoreForShadowRays</a></dt>
<dd>Ignore (return <code>True</code>) transparent triangles (with Material.Transparency > 0) and non-shadow-casting triangles (with Appearance.shadowCaster = FALSE).</dd>
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<td class="itemcode"><a name="ITexCoord"></a><code>function <b>ITexCoord</b>(const Point: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>): <a href="CastleVectors.html#TVector4Single">TVector4Single</a>;</code></td>
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For a given position (in world coordinates), return the texture coordinate at this point. It is an interpolated texture coordinate from our per-vertex texture coordinates in <a class="normal" href="X3DTriangles.TTriangle.html#TexCoord">TexCoord</a> field.
<p>This assumes that Position actually lies within the triangle.
<p>The <a class="normal" href="X3DTriangles.TTriangle.html#ITexCoord2D">ITexCoord2D</a> returns the same, but cut to the first 2 texture coordinate components. Usable for normal 2D textures. </p>
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<td class="itemcode"><a name="ITexCoord2D"></a><code>function <b>ITexCoord2D</b>(const Point: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>): <a href="CastleVectors.html#TVector2Single">TVector2Single</a>;</code></td>
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<td class="itemcode"><a name="INormal"></a><code>function <b>INormal</b>(const Point: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>): <a href="CastleVectors.html#TVector3Single">TVector3Single</a>;</code></td>
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For a given position (in world coordinates), return the smooth normal vector at this point. It is an interpolated normal from our per-vertex normals in <a class="normal" href="X3DTriangles.TTriangle.html#Normal">Normal</a> field. Like them, it is a normal vector in local coordinates.
<p>This assumes that Position actally lies within the triangle.</p>
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