Class THAnimHumanoidNode
Unit
X3DNodes
Declaration
type THAnimHumanoidNode = class(TAbstractChildNode, IAbstractBoundedObject, ITransformNode)
Description
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
Properties
Description
Methods
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procedure CreateNode; override; |
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destructor Destroy; override; |
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class function ClassNodeTypeName: string; override; |
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class function URNMatching(const URN: string): boolean; override; |
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function AnimateSkin: TMFVec3f; |
Change the skin (in skinCoord), to follow the animation of joints. Joints that changed are assumed to be already traversed by TX3DNode.Traverse (this prepares field values for AnimateSkinPoint call).
This method is used by TCastleSceneCore. Don't call this yourself.
Returns changed VRML/X3D coordinates field (or Nil if there is no skin). You should call TX3DField.Changed on it (unless you use it from some TCastleSceneCore initialization, when there's no point in notifying about this).
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Properties
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property FdCenter: TSFVec3f read FFdCenter; |
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property FdJoints: TMFNode read FFdJoints; |
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property FdScale: TSFVec3f read FFdScale; |
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property FdScaleOrientation: TSFRotation read FFdScaleOrientation; |
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property FdSegments: TMFNode read FFdSegments; |
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property FdSites: TMFNode read FFdSites; |
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property FdSkeleton: TMFNode read FFdSkeleton; |
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property FdSkin: TMFNode read FFdSkin; |
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property FdSkinCoord: TSFNode read FFdSkinCoord; |
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property FdSkinNormal: TSFNode read FFdSkinNormal; |
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property FdTranslation: TSFVec3f read FFdTranslation; |
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property FdVersion: TSFString read FFdVersion; |
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property FdViewpoints: TMFNode read FFdViewpoints; |
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property FdBboxCenter: TSFVec3f read FFdBboxCenter; |
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property FdBboxSize: TSFVec3f read FFdBboxSize; |
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