Class TMovieTextureNode

DescriptionHierarchyFieldsMethodsProperties

Unit

Declaration

type TMovieTextureNode = class(TAbstractX3DTexture2DNode, IAbstractSoundSourceNode, IAbstractUrlObject, IAbstractTimeDependentNode)

Description

no description available, TAbstractX3DTexture2DNode description follows
no description available, TAbstractTexture2DNode description follows

VRML/X3D texture that is 2D and is loaded (from file or some other stream).

For X3D, this descends from X3DTextureNode and is an ancestor for X3DTexture2DNode, so X3D hierarchy is nicely preserved.

Hierarchy

Overview

Methods

Protected procedure LoadTextureData(out WasCacheUsed: boolean); override;
Public procedure CreateNode; override;
Public destructor Destroy; override;
Public class function ClassNodeTypeName: string; override;
Public class function URNMatching(const URN: string): boolean; override;
Public function TextureDescription: string; override;

Properties

Public property FdDescription: TSFString read FFdDescription;
Public property FdLoop: TSFBool read FFdLoop;
Public property FdPauseTime: TSFTime read FFdPauseTime;
Public property FdResumeTime: TSFTime read FFdResumeTime;
Public property FdSpeed: TSFFloat read FFdSpeed;
Public property FdStartTime: TSFTime read FFdStartTime;
Public property FdStopTime: TSFTime read FFdStopTime;
Public property FdUrl: TMFString read FFdUrl;
Public property EventDuration_changed: TSFTimeEvent read FEventDuration_changed;
Public property EventElapsedTime: TSFTimeEvent read FEventElapsedTime;
Public property EventIsActive: TSFBoolEvent read FEventIsActive;
Public property EventIsPaused: TSFBoolEvent read FEventIsPaused;
Public property TimeDependentNodeHandler: TTimeDependentNodeHandler read FTimeDependentNodeHandler;
Public property Duration: TFloatTime read FDuration;

Description

Methods

Protected procedure LoadTextureData(out WasCacheUsed: boolean); override;
 
Public procedure CreateNode; override;
 
Public destructor Destroy; override;
 
Public class function ClassNodeTypeName: string; override;
 
Public class function URNMatching(const URN: string): boolean; override;
 
Public function TextureDescription: string; override;
 

Properties

Public property FdDescription: TSFString read FFdDescription;
 
Public property FdLoop: TSFBool read FFdLoop;
 
Public property FdPauseTime: TSFTime read FFdPauseTime;
 
Public property FdResumeTime: TSFTime read FFdResumeTime;
 
Public property FdSpeed: TSFFloat read FFdSpeed;
 
Public property FdStartTime: TSFTime read FFdStartTime;
 
Public property FdStopTime: TSFTime read FFdStopTime;
 
Public property FdUrl: TMFString read FFdUrl;
 
Public property EventDuration_changed: TSFTimeEvent read FEventDuration_changed;
 
Public property EventElapsedTime: TSFTimeEvent read FEventElapsedTime;
 
Public property EventIsActive: TSFBoolEvent read FEventIsActive;
 
Public property EventIsPaused: TSFBoolEvent read FEventIsPaused;
 
Public property TimeDependentNodeHandler: TTimeDependentNodeHandler read FTimeDependentNodeHandler;
 
Public property Duration: TFloatTime read FDuration;

Duration for this time-dependent node. Duration is initialized from loaded video length (default is -1). So it's automatically initialized when you call IsTextureVideo, TextureVideo methods.

cycleInterval is just set to duration scaled by 1/Abs(speed), like required by X3D spec.

Duration (and so, also cycleInterval) is not reset when video is freed (like when you set IsTextureLoaded to False, maybe implicitly by calling TCastleSceneCore.FreeResources with frTextureDataInNodes). This way this is available even you freed the texture video data to save memory.


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