Class TTimeSensorNode

DescriptionHierarchyFieldsMethodsProperties

Unit

Declaration

type TTimeSensorNode = class(TAbstractTimeDependentNode, IAbstractSensorNode)

Description

no description available, TAbstractTimeDependentNode description follows
no description available, TAbstractChildNode description follows
no description available, TAbstractNode description follows

Base X3D node.

Almost all X3D nodes inherit from this. (Exception: X3DMetadataObject. So you cannot have metadata of metadata of...)

Hierarchy

Overview

Methods

Public procedure CreateNode; override;
Public class function ClassNodeTypeName: string; override;
Public class function URNMatching(const URN: string): boolean; override;
Public procedure FakeTime(const Time: TFloatTime; const Loop: boolean);

Properties

Public property FdCycleInterval: TSFTime read FFdCycleInterval;
Public property EventCycleTime: TX3DEvent read FEventCycleTime;
Public property EventFraction_changed: TX3DEvent read FEventFraction_changed;
Public property EventTime: TX3DEvent read FEventTime;
Public property FdEnabled: TSFBool read FFdEnabled;

Description

Methods

Public procedure CreateNode; override;
 
Public class function ClassNodeTypeName: string; override;
 
Public class function URNMatching(const URN: string): boolean; override;
 
Public procedure FakeTime(const Time: TFloatTime; const Loop: boolean);

Send TimeSensor output events, without actually activating the TimeSensor.

This is useful in situations when you want the X3D scene state to reflect given time, but you do not want to activate sensor and generally you do not want to initialize anything that would continue animating on it's own.

Using TimeSensor this way is contrary to the VRML/X3D specified behavior. But it's useful when we have VRML/X3D scene inside T3DResource, that is shared by many T3D instances (like creatures and items) that want to simultaneusly display different time moments of the same scene within a single frame. In other words, this is useful when a single scene is shared (if you have a 100 creatures in your game using the same 3D model, you don't want to create 100 copies of this 3D model in memory).

We ignore TimeSensor.loop (FdLoop) field, instead we follow our own Loop parameter. We take into account TimeSensor.cycleInterval (FdCycleInterval) and TimeSensor.enabled (FdEnabled) fields, just like normal TimeSensor. We send out fraction_changed (EventFraction_changed) and time (EventTime) output events.

Properties

Public property FdCycleInterval: TSFTime read FFdCycleInterval;
 
Public property EventCycleTime: TX3DEvent read FEventCycleTime;
 
Public property EventFraction_changed: TX3DEvent read FEventFraction_changed;
 
Public property EventTime: TX3DEvent read FEventTime;
 
Public property FdEnabled: TSFBool read FFdEnabled;
 

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