Class TAbstractScriptNode

DescriptionHierarchyFieldsMethodsProperties

Unit

Declaration

type TAbstractScriptNode = class(TAbstractChildNode, IAbstractUrlObject)

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

Protected procedure ExecuteScript(const FunctionName: string; ReceivedValue: TX3DField);
Public procedure CreateNode; override;
Public destructor Destroy; override;
Public procedure ResetLastEventTimes;

Properties

Public property FdUrl: TMFString read FFdUrl;
Public property Initialized: boolean read FInitialized write SetInitialized default false;

Description

Methods

Protected procedure ExecuteScript(const FunctionName: string; ReceivedValue: TX3DField);
 
Public procedure CreateNode; override;
 
Public destructor Destroy; override;
 
Public procedure ResetLastEventTimes;

Clear the memory when the last events were generated from this script.

TCasScriptVRMLValuesList.ResetLastEventTimes

See also
TX3DRoute.ResetLastEventTime
Clear the memory when the last event passed through this route.

Properties

Public property FdUrl: TMFString read FFdUrl;
 
Public property Initialized: boolean read FInitialized write SetInitialized default false;

Initialize / shutdown of the script. Read this to know current script state, write this is to actually initialize/shutdown if needed.

Note that the script node doesn't initialize itself at any point. Reason: there's no comfortable moment to do this: 1. in constructor some routes and such are not initialized yet, and we should initialize script after whole VRML graph is loaded. 2. tricks with BeforeTraverse, like used for TInlineNode, are not Ok, since scripts must work even when they are in the inactive part of VRML graph.

If you want scripts to work, you have to initialize them yourself. If you use TCastleSceneCore, this will be done for you automatically when you change TCastleSceneCore.ProcessEvents, so it's not a problem in practice.