Class TAbstractSequencerNode

Unit

Declaration

type TAbstractSequencerNode = class(TAbstractChildNode)

Description

Base node type from which all sequencers (like TIntegerSequencerNode and TBooleanSequencerNode) are derived.

Hierarchy

Overview

Methods

Public constructor Create(const AX3DName: string = ''; const ABaseUrl: String = ''); override;
Public procedure CreateNode; override;
Public class function ClassX3DType: String; override;
Public procedure SetKey(const Value: array of Single); overload;
Public procedure SetKey(const Value: TSingleList); overload;

Properties

Public property EventNext: TSFBoolEvent read FEventNext;
Public property EventPrevious: TSFBoolEvent read FEventPrevious;
Public property EventSet_fraction: TSFFloatEvent read FEventSet_fraction;
Public property FdKey: TMFFloat read FFdKey;
Public property FdForceContinuousValue_changed: TSFBool read FFdForceContinuousValue_changed;
Public property ForceContinuousValue_changed: Boolean read GetForceContinuousValue_changed write SetForceContinuousValue_changed;

Description

Methods

Public constructor Create(const AX3DName: string = ''; const ABaseUrl: String = ''); override;

This item has no description. Showing description inherited from TX3DNode.Create.

Constructor. Initializes various properties:

  • Name, BaseUrl are initialized from given parameters.

  • The Fields, Events lists are filled in every descendant, to have all the fields/events defined by the specification.

  • DefaultContainerField, and other node-specific stuff, is filled in descendants. This is actually implemented in CreateNode, that is called at the end of this constructor.

Public procedure CreateNode; override;

Create node fields and events.

Public class function ClassX3DType: String; override;

This item has no description. Showing description inherited from TX3DNode.ClassX3DType.

Node type name in VRML/X3D, for this class. Normal VRML/X3D node classes should override this to return something non-empty, and then X3DType automatically will return the same value.

Empty for classes that don't have a hardcoded VRML/X3D node name, like a special TX3DUnknownNode. Such special classes should override then X3DType to return actual non-empty name there.

You usually should call X3DType. The only use of this method is that it works on classes (it's "class function"), without needing at actual instance.

Public procedure SetKey(const Value: array of Single); overload;

This item has no description.

Public procedure SetKey(const Value: TSingleList); overload;

This item has no description.

Properties

Public property EventNext: TSFBoolEvent read FEventNext;

This item has no description.

Public property EventPrevious: TSFBoolEvent read FEventPrevious;

This item has no description.

Public property EventSet_fraction: TSFFloatEvent read FEventSet_fraction;

This item has no description.

Public property FdKey: TMFFloat read FFdKey;

Internal wrapper for property Key. This wrapper API may change, we advise to access simpler Key instead, if it is defined (TODO: for now, some field types do not have a simpler counterpart).

Public property FdForceContinuousValue_changed: TSFBool read FFdForceContinuousValue_changed;

Internal wrapper for property ForceContinuousValue_changed. This wrapper API may change, we advise to access simpler ForceContinuousValue_changed instead, if it is defined (TODO: for now, some field types do not have a simpler counterpart).

Public property ForceContinuousValue_changed: Boolean read GetForceContinuousValue_changed write SetForceContinuousValue_changed;

Send value_changed event on any input, even you receive set_fraction that does not change previous key range. This means that sequencer node generates output event (value_changed) more often, even if internal node knowledge says that "no change occurred". See https://castle-engine.io/x3d_implementation_eventutilities_extensions.php


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