Interface IAbstractTimeDependentNode
Unit
Declaration
type IAbstractTimeDependentNode = interface(IAbstractChildNode)
Description
Interface from which all time-dependent nodes are derived.
Attributes
- GUID['{19D68914-F2BA-4CFA-90A1-F561DB264678}']
Hierarchy
- IInterface
- IX3DNode
- IAbstractNode
- IAbstractChildNode
- IAbstractTimeDependentNode
Overview
Methods
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function GetInternalTimeDependentHandler: TInternalTimeDependentHandler; |
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function GetCycleInterval: TFloatTime; |
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function IsActive: boolean; |
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function IsPaused: boolean; |
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function ElapsedTime: TFloatTime; |
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function ElapsedTimeInCycle: TFloatTime; |
Properties
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property InternalTimeDependentHandler: TInternalTimeDependentHandler
read GetInternalTimeDependentHandler; |
Description
Methods
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function GetInternalTimeDependentHandler: TInternalTimeDependentHandler; |
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function GetCycleInterval: TFloatTime; |
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Final length (in seconds) of this animation. For a looping animation, this is the time it takes to make a single cycle. Should always be > 0. This is not called "duration", as that word is reserved to mean "unscaled time length" for X3D AudioClip and MovieTexture nodes. The final length, returned here, is the AudioClip.duration divided by AudioClip.pitch, or MovieTexture.duration / MovieTexture.speed. On TTimeSensorNode descendants, you can also get and set this by the property TTimeSensorNode.CycleInterval. | |
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function IsActive: boolean; |
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Is the sensor enabled and running (ignoring whether it is paused). For a precise (and complicated:) specification of how this behaves, see the X3D TimeSensor.isActive specification at http://www.web3d.org/documents/specifications/19775-1/V3.3/Part01/components/time.html#TimeSensor | |
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function IsPaused: boolean; |
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Is the sensor paused. For a precise (and complicated:) specification of how this behaves, see the X3D TimeSensor.isPaused specification at http://www.web3d.org/documents/specifications/19775-1/V3.3/Part01/components/time.html#TimeSensor | |
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function ElapsedTime: TFloatTime; |
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Time in seconds since the sensor was activated and running, not counting any time while in pause state. For non-looping animations, note that the sensor automatically stops when the animation finishes, so BTW, the "duration" mentioned above is usually just GetCycleInterval, but sometimes it's a GetCycleInterval multiplied by some scaling factor, like in case of TAudioClipNode or TMovieTextureNode). For a precise (and more complicated) specification of how this behaves, see the X3D TimeSensor.elapsedTime specification at http://www.web3d.org/documents/specifications/19775-1/V3.3/Part01/components/time.html#TimeSensor | |
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function ElapsedTimeInCycle: TFloatTime; |
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Time in seconds since the sensor was activated and running, in this cycle, not counting any time while in pause state. This is like ike ElapsedTime, but counting only the current cycle. When GetCycleInterval = 0, this is always 0. When GetCycleInterval <> 0, this is always >= 0 and < CycleInterval . | |
Properties
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property InternalTimeDependentHandler: TInternalTimeDependentHandler
read GetInternalTimeDependentHandler; |
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