no description available, TX3DSimpleMultField description follows
Field holding multiple values. Remember that such field may always have any number of items, including zero.
Note that we keep MF fields contents in TFPSList or TCastleStringList instances (RawItems in this class, also accessible as Items (with more concrete class) in descendants). This means that they are in compact form, easy for reading, or even for feeding the list into OpenGL. That's the main reason why I did not simply implement TX3DSimpleMultField as a descendant of TX3DSingleFieldsList: A long list of vertexes, MFVec3f, would be kept as a list of pointers to a lot of TSFVec3f instances. This would be quite memory-consuming, and very uncomfortable for access. On the contrary, current implementation keeps all these vertexes inside one TVector3SingleList instance, that internally keeps all items in one continuos piece of memory.
Descendants implementors notes: to make new descendant:
If your ItemClass doesn't work 100% correctly when it's initialized by CreateUndefined, you may have to override CreateItemBeforeParse. Fortunately, VRML specification was careful to choose as multi-valued field types' only fields that can behave nicely when initialized by CreateUndefined (and in fact VRML 2.0 removed the "bad fields" entirely).
Not strictly required, but usually it's comfortable to have a constructor that allows you to init default field value from some "array of TXxx".
Call OnWarning reporting that an invalid vertex index is caused from this field. This simply calls OnWarning formatting appropriate message.
Additionally this guards us against producing too many warnings from the same field. When a given threshold will be reached, further OnWarning_WrongVertexIndex calls for this field instance will be simply ignored. This is a good thing, as some invalid models have really an incredible amount of invalid indexes, and the very amount of lines printed on console makes viewing these invalid files (at least, the valid parts of them) impossible.
Example test cases: content/examples/Basic/HumanoidAnimation/AllenStandShootRifleM24.x3d and content/examples/Basic/HumanoidAnimation/NancyDiving.x3dv from http://www.web3d.org/ example models.
procedure Send(const AValue: array of LongInt); virtual; overload;
When saving to VRML/X3D classic encoding, make newline after each negative value on the list. This makes a nice output for fields like IndexedFaceSet.coordIndex.