/usr/src/castle-game-engine-5.0.0/x3d/x3dnodes_node.inc is in castle-game-engine-src 5.0.0-3.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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Copyright 2002-2014 Michalis Kamburelis.
This file is part of "Castle Game Engine".
"Castle Game Engine" is free software; see the file COPYING.txt,
included in this distribution, for details about the copyright.
"Castle Game Engine" is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
----------------------------------------------------------------------------
}
{ TX3DNode class. Huge class, the basic building block of VRML nodes. }
{$ifdef read_interface}
{ Private stuff for TX3DNode.DeepCopy and friends implementation. }
TX3DNodeDeepCopyState = class
private
{ These two lists must always have exactly the same length. }
Original, New: TX3DNodeList;
public
constructor Create;
destructor Destroy; override;
{ Return a copy or OriginalNode.
To keep sharing of nodes (DEF/USE mechanism) within the newly
created copy, we need a list of already duplicated children.
This method uses and updates such list. When called for the
first time with OriginalNode, it actually creates a duplicate
(by OriginalNode.DeepCopy). Next time, it will just return
this copy. }
function DeepCopy(OriginalNode: TX3DNode): TX3DNode;
end;
{ X3D node interface.
All other interfaces for X3D nodes descend from this. }
IX3DNode = interface
['{5BD33327-430F-47EC-9241-AD899F072BF8}']
end;
{ X3D node. Every VRML/X3D node class descends from this. }
TX3DNode = class(TX3DFileItem, IX3DNode)
private
fNodeName: string;
FBaseUrl: string;
FVRML1Children, FVRML1Parents: TX3DNodeList;
FKeepExisting: Cardinal;
FParentFields: TX3DFieldList;
FPrototypes: TX3DPrototypeBaseList;
FRoutes: TX3DRouteList;
FImportsList, FExportsList: TX3DFileItemList;
FFields: TX3DFieldList;
FEvents: TX3DEventList;
FPrototypeInstance: boolean;
FPrototypeInstanceSourceNode: TX3DPrototypeNode;
FPrototypeInstanceHelpers: TX3DNode;
FDefaultContainerField: string;
FHasInterfaceDeclarations: TX3DAccessTypes;
FInterfaceDeclarations: TX3DInterfaceDeclarationList;
FCDataField: TMFString;
FDestructionNotifications: TNodeDestructionNotificationList;
FScene: TX3DEventsEngine;
FShapeTrees: TObject;
{ Internally used by PROTO instantiating mechanism,
in TX3DPrototypeNode.InstantiateIsClauses
and TX3DPrototypeNode.Instantiate.
This is always @false outside of TX3DPrototypeNode.Instantiate
implementation (as TX3DPrototypeNode.Instantiate sets it to @true
and changes back to @false for appropriate nodes). }
NeedsInstantiateIsClause: boolean;
function GetVRML1Child(i: integer): TX3DNode;
function GetVRML1Parent(i: integer): TX3DNode;
procedure SetVRML1Child(I: Integer; Value: TX3DNode);
function GetParentFieldsItem(Index: Integer): TX3DField;
function GetParentFieldsNodeItem(Index: Integer): TX3DNode;
procedure RemoveParentField(Field: TX3DField);
procedure AddParentField(Field: TX3DField);
procedure TryFindNode_Found(Node: TX3DNode);
procedure SetHasInterfaceDeclarations(const Value: TX3DAccessTypes);
{ Internal save to stream utility.
When CurrentContainerField is not empty, it means we know our containing field
(and should adjust containerField= for XML encoding output). }
procedure NodeSaveToStream(Writer: TX3DWriter; const CurrentContainerField: string = '');
protected
{ Does actual DeepCopy work. You can override this to copy some
more properties for descendants. }
function DeepCopyCore(CopyState: TX3DNodeDeepCopyState): TX3DNode; virtual;
{ This should be a mere call to constructor of your own class.
In TX3DNode, this simply calls default virtual constructor,
which is Ok for all normal nodes. But we have some special nodes,
like TX3DPrototypeNode or TX3DUnknownNode, that simply cannot
be created by default constructor. They need to override this. }
function DeepCopyCreate(CopyState: TX3DNodeDeepCopyState): TX3DNode; virtual;
protected
{ Are VRML 1.0 children allowed.
This condition is checked in VRML1ChildAdd, so it's strictly
impossible to add a node that is not allowed.
Note that in some special cases VRML1ChildrenAllowed and
VRML1ChildrenParsingAllowed values may be changed during object lifetime.
Currently, this may concern TX3DUnknownNode.
Default @false. }
VRML1ChildrenAllowed: boolean;
{ VRML 1.0 children allowed to be added during parsing.
This is used only by *Inline nodes for now, that do not allow
reading children during parsing but may get new children
in memory. So their VRML1ChildrenParsingAllowed must be empty,
but VRML1ChildrenAllowed must allow all.
When VRML1ChildrenAllowed is @false then VRML1ChildrenParsingAllowed should
also be @false.
Default @false. }
VRML1ChildrenParsingAllowed: boolean;
{ Should SaveToStream save our VRML1Children.
In this class default implementation returns @true,
this is what you will want in 99% of cases.
It's useful to set this to false if you use
VRML1Children internally, e.g. *Inline nodes. }
class function VRML1ChildrenSaveToStream: boolean; virtual;
{ Enumerate all active child nodes of given node.
"Active nodes" are the ones affecting current VRML graph look
or collisions, e.g. from Switch
node only one child will be enumerated.
See @link(Traverse) for more precise definition.
"Direct" means that this enumerates only direct
descendants, i.e. this is not recursive.
See methods like Traverse or EnumerateNodes if you
want recursive behavior.
This can enumerate both @link(VRML1Children) nodes
nodes within TSFNode and TMFNode fields.
Default implementation in this class returns all Children
nodes of VRML 1.0. If you need to remove some children
for VRML 1.0 (e.g. for Switch or LOD nodes)
or add some children for VRML 2.0 you
have to override this. You're not required to call
inherited when overriding this. }
procedure DirectEnumerateActive(
Func: TEnumerateChildrenFunction); virtual;
{ Enumerate all active child nodes of given node,
and may additionally modify StateStack. It's used by Traverse.
Default implementation in this class simply calls
DirectEnumerateActive, ignoring StateStack, and this is suitable
for 99% of nodes. However, for some special nodes (only Collision
node for now), they have to modify state during traversing into
various children, and then they can override this. }
procedure DirectEnumerateActiveForTraverse(
Func: TEnumerateChildrenFunction;
StateStack: TX3DGraphTraverseStateStack); virtual;
{ Simply enumerate all direct descendant nodes.
That is, all children in VRML 1.0 style and
all nodes in SFNode and MFNode fields.
This includes prototype stuff, if this node is expanded
from prototype: PrototypeInstanceSourceNode and PrototypeInstanceHelpers. }
procedure DirectEnumerateAll(
Func: TEnumerateChildrenFunction);
{ This enumerates direct descendant nodes of this node.
This is equivalent to DirectEnumerateActive or
DirectEnumerateAll, depending on value of OnlyActive param. }
procedure DirectEnumerate(
Func: TEnumerateChildrenFunction;
OnlyActive: boolean);
{ Override these methods to determine what happens when
given node is traversed during Traverse call.
The main use of this is to operate on TX3DGraphTraverseStateStack.
Remember to always call inherited when overriding.
In BeforeTraverse and MiddleTraverse you should call inherited
at the beginning, in AfterTraverse inherited should be called at the end.
Besides changing StateStack.Top fields, you can do push/pop
on the stack. Remember that if you do StateStack.Push in BeforeTraverse,
and then you @italic(must call StateStack.Pop in AfterTraverse).
@groupBegin }
procedure BeforeTraverse(StateStack: TX3DGraphTraverseStateStack); virtual;
procedure MiddleTraverse(StateStack: TX3DGraphTraverseStateStack); virtual;
procedure AfterTraverse(StateStack: TX3DGraphTraverseStateStack); virtual;
{ @groupEnd }
{ Parse VRML node body element. Usually, this is a field.
May also be VRML 1.0 style child node.
May also be VRML 2.0 Script node interface declaration, etc.
--- see VRML 2.0 grammar spec.
This should be overriden to parse special features within particular
nodes. While generally VRML is very clean and there's no need to
override this, there's one use for this currently:
@orderedList(
@item(Since we handle a couple of VRML flavors (at least
Inventor, VRML 1.0 and VRML 97), sometimes the same node has
different fields to express the same things in various VRML flavors.
So it may be useful to parse a field and copy it's value into
other fields.
Example: TShapeHintsNode_1 in Inventor parses "hints" field,
and copies it's value to other fields as appropriate.
"hints" field is not exposed in TShapeHintsNode_1 interface,
so everything is clean in the interface, and under the hood
TShapeHintsNode_1 can "magically" handle "hints" field for Inventor.)
)
When overriding, always check inherited result first, and exit if
inherited handled successfully.
Otherwise either read your stuff and return @true
(Lexer should advance to the position of next "nodeBodyElement").
Or return @false without changing Lexer position. }
function ParseNodeBodyElement(Lexer: TX3DLexer; Reader: TX3DReaderNames;
const APositionInParent: Integer): boolean; virtual;
{ Called at the end of parsing (in both classic and XML encoding). }
procedure ParseAfter(Reader: TX3DReaderNames); virtual;
procedure CreateNode; virtual;
{ The field where CDATA section from XML is added.
Used when loading X3D in XML encoding: XML elements may contain
CDATA sections, that are added to "url" field.
See X3D XML encoding specification about
"Encapsulating Script node code"
[http://www.web3d.org/x3d/specifications/ISO-IEC-19776-1.2-X3DEncodings-XML/Part01/concepts.html#EncapsulatingScriptNodeCode].
We also allow this for shader nodes (sensible (follows the intention
of the spec) and compatible with InstantReality).
When not assigned, then CDATA section for this node is not allowed.
This should be set in descendants constructor. }
property CDataField: TMFString read FCDataField write FCDataField;
public
{ Node fields.
For normal nodes, all Fields are created and added
to Fields list in constructor. Fields default values are set,
and of course current field values are set to these defaults.
Later, we only modify these fields current values (e.g. when parsing).
However, there are special node classes that set their Fields differently.
TX3DPrototypeNode has their fields set according to it's VRML 2.0 prototype.
TX3DUnknownNode may have it's fields set by VRML 1.0 "fields" feature
(so it's Fields are initialized by parsing it).
Nodes with HasInterfaceDeclarations have some Fields and Events
added when reading node.
All fields on this list are owned by this object. }
property Fields: TX3DFieldList read FFields;
{ Explicit events (that is, not exposed by some field) of this node.
For exposed events, see each field's property ExposedEvents. }
property Events: TX3DEventList read FEvents;
{ Search by name for given field or event (exposed by some field or not).
@nil if not found. }
function FieldOrEvent(const Name: string): TX3DFieldOrEvent;
{ Search by name for given event (exposed by some field or not).
@nil if not found. }
function AnyEvent(const Name: string): TX3DEvent;
{ VRML 1.0 children nodes. These are nodes directly specified inside
a VRML 1.0 node, they don't belong to any node field. (In VRML 1.0,
there was no SFNode / MFNode fields.)
In VRML 2.0, this is always empty.
VRML 1.0 nodes may have any number of children.
The children nodes refer back to it's parent nodes in VRML1Parents list.
When travelling over VRML/X3D graph, remember that cycles
are possible, because of DEF/USE.
Obviously, they possible when travelling along the VRML1Parents list.
We currently assume that there are no cycles when we treat the graph
as directed, but it may change one day (some VRML/X3D models
create real cycles).
Adding/removing stuff from the VRML1Children list keeps track
of how many times a node is used. If the child node has no parents,
it will be freed.
Actually, nodes can be children of both nodes (VRML 1.0 style,
then VRML1Children and VRML1Parents is used) or fields (TMFNode or TSFNode,
in VRML 2.0 style; then ParentFields is used). So the node is freed
only when it's not referenced by any node and not referenced by any
field. Generally, it's the parent that takes care of reference-counting
and freeing the children, not the other way around.
Note that given node instance may be a children of a single node
multiple times, through DEF/USE mechanism. The order of children
is important and preserved. (On the other hand, the order of
VRML1Parents is not important, as that list is mostly for reference-counting.)
You can replace one children with another like
@code(VRML1Children[I] := NewChildren;).
This works like a shortcut for
@code(VRML1ChildRemove(I); VRML1ChildAdd(I, NewChildren);).
But 1. it's more efficient; 2. it's safer --- if Children[I]
is already equal to NewChildren, it does nothing.
@groupBegin }
property VRML1Children [i: integer]: TX3DNode read GetVRML1Child write SetVRML1Child;
function VRML1ChildrenCount: integer;
{ @groupEnd }
{ Add a VRML 1.0 child node at given position.
Index (position) must be in [0..VRML1ChildrenCount].
Items at and above Index position are moved to the right,
to insert new child at Index position. }
procedure VRML1ChildAdd(Index: Integer; child: TX3DNode); overload;
{ Add a VRML 1.0 child node at the end of VRML1Children list. }
procedure VRML1ChildAdd(child: TX3DNode); overload;
procedure VRML1ChildRemove(i: integer);
procedure VRML1ChildrenClear;
{ Remove a VRML 1.0 children at index I and return it (do not free it).
Compare this with VRML1Remove, that removes children I and
frees it if it's no longer used by anything.
This removes children I, appropriately adjusting
all parent / children links, but even if a node is unused after removing,
it is not freed. It's always returned. }
function VRML1ChildExtract(I: Integer): TX3DNode;
{ VRML 1.0 parent nodes. VRML1Parents is a reverse of
VRML1Children --- it lists all the nodes where we are on VRML1Children
list.
@groupBegin }
property VRML1Parents [i: integer] :TX3DNode read GetVRML1Parent;
function VRML1ParentsCount: integer;
{ @groupEnd }
{ This lists all SFNode and MFNode fields where this node is referenced.
This is somewhat analogous for VRML1Parents, but for VRML 2.0.
ParentFieldsNode is just for your comfort, it returns always
appropriate field's ParentNode property value
(i.e. @code((ParentField[Index] as TSFNode).ParentNode)
or @code((ParentField[Index] as TMFNode).ParentNode)).
@groupBegin }
property ParentFields[Index: Integer]: TX3DField read GetParentFieldsItem;
property ParentFieldsNode[Index: Integer]: TX3DNode
read GetParentFieldsNodeItem;
function ParentFieldsCount: Integer;
{ @groupEnd }
{ Free this object (if it's not @nil) @italic(also removing
it from @bold(all) parent nodes and fields).
By design, normal destructor (Destroy called by Free)
doesn't care about removing references to this object from
it's parents. That's because it's the parents that usually
initialize freeing of their children, and they free child
when it's reference count is 0. So this freeing method
is special in this regard.
Use this if you really want to remove all node occurrences from the middle
of VRML hierarchy. }
procedure FreeRemovingFromAllParents;
{ Free this node if it is not referenced by any parent fields or nodes.
Takes into account that node may have VRML 1.0 parent nodes
and VRML 2.0 / X3D parent fields (SFNode or MFNode).
This is a safe way of removing
a node that may, but doesn't have to, be part of some VRML/X3D graph.
The idea is that if a node is a part of some graph,
we don't need to do anything (since you should have
a reference to the entine graph somewhere anyway), otherwise node is
considered unused and freed.
Analogous to standard TObject.Free, this also works when called on
a @nil value (does nothing in this case).
For safety, it's advised to set reference to @nil after calling FreeIfUnused.
You can use FreeIfUnusedAndNil utility for this (that employs a trick
to @nil the visible reference even before freeing, which is even safer).
This is analogous to standard FreeAndNil. }
procedure FreeIfUnused;
{ Increase KeepExisting property value to disable automatic freeing
of the node when unused.
This may be useful in cases when you remove the node from VRML graph
hierarchy, but you want to keep a valid reference to it anyway
(for example, maybe you'll free it later by hand or add it somewhere
else).
Simple methods KeepExistingBegin and KeepExistingEnd simply increase /
decrease KeepExisting value by 1. This is the most usual usage.
@groupBegin }
property KeepExisting: Cardinal read FKeepExisting write FKeepExisting;
procedure KeepExistingBegin;
procedure KeepExistingEnd;
{ @groupEnd }
{ Name of this node. When saving/loading, this comes from VRML/X3D
"DEF" construct. Empty value means that the name is not defined.
Do not change it during loading / saving or searching. }
property NodeName: string read fNodeName write FNodeName;
{ Base URL for all URLs inside our fields.
Used everywhere as a base for relative URLs, to handle fields that refer
to external files like textures, other 3D models (ImageTexture,
Inline nodes, many others).
It must be an absolute URL. Currently, it doesn't have to contain
a protocol, and is then interpreted as a path on local filesystem
(just like it had file:// prefix). Still, it must be an absolute path.
This is set in constructor, and eventually adjusted by
various parsing routines.
This way we could, if only we would like to, resolve nodes
like Inline or ImageTexture immediately after parsing them. }
property BaseUrl: string read FBaseUrl write FBaseUrl;
{ Old deprecated name for BaseUrl. @deprecated }
property WWWBasePath: string read FBaseUrl write FBaseUrl; deprecated;
{ Returns an absolute path, assuming that RelativePath is relative
path from BaseUrl or that RelativePath is already absolute. }
function PathFromBaseUrl(const RelativePath: string): string;
{ Parse node. This should set values of your fields, VRML 1.0 Children
list, BaseUrl.
In special cases like TX3DUnknownNode this may
actually initialize whole Fields list (by VRML 1.0 "fields" extensibility
feature). }
procedure Parse(Lexer: TX3DLexer; Reader: TX3DReaderNames); virtual;
{ Parse node body, i.e. mainly node's fields. }
procedure ParseXML(Element: TDOMElement; Reader: TX3DReaderNames);
{ Constructor. Initializes various properties:
@unorderedList(
@item(NodeName, BaseUrl are initialized
directly from given parameters.)
@item(The @link(Fields), @link(Events) lists are filled
in every descendant, to have all the fields/events defined
by the specification.)
@item(DefaultContainerField, and other node-specific
stuff, is filled in descendants. This is actually implemented
in CreateNode, that is called at the end of this constructor.)
)
}
constructor Create(const ANodeName: string = '';
const ABaseUrl: string = ''); virtual;
destructor Destroy; override;
{ Node type name in VRML/X3D. Never empty.
Constant for the class lifetime (even for special
TX3DUnknownNode and TX3DPrototypeNode, where this is calculated
at runtime).
Note that VRML/X3D is generally case-sensitive, so this property is too.
In TX3DNode, this returns ClassNodeTypeName, which is suitable
for most nodes. See ClassNodeTypeName. }
function NodeTypeName: string; virtual;
{ Node type name in VRML/X3D, for this class.
Normal VRML/X3D node classes should override this to return something
non-empty, and then NodeTypeName automatically will return the same value.
Empty for classes that don't have a hardcoded VRML/X3D node name,
like a special TX3DUnknownNode. Such special classes should override
then NodeTypeName to return actual non-empty name there.
You usually should call NodeTypeName. The only use of this method
is that it works on classes (it's "class function"), without needing
at actual instance. }
class function ClassNodeTypeName: string; virtual;
{ Traverse all the nodes of VRML graph that are active.
An "active" part of the VRML graph are the nodes that actually
change what the VRML file represents, in terms of geometry,
collision detection etc. For example, the Switch node has only
one child usually active. Nodes that merely influence
the active graph by some events and routes do not have to be
active (these nodes may change what the VRML file actually represents,
but only by changing other nodes).
For all nodes of NodeClass TraversingFunc
will be called.
Traverse not only enumerates these
nodes, it also collects all state (transformation, etc ---
see TX3DGraphTraverseState) that affects how given node should
be presented.
Also, TraversingInfo is passed to each TraversingFunc call.
This allows you to investigate, during TraversingFunc call, the parents
hierarchy (you can't use VRML1Parents / ParentFields of the current node,
since a node may have many parents). Traverse calls are
naturally recursive, and so the stack of TraversingInfo
structures is naturally build and destroyed by recursive calls.
For the root node (the one where you called Traverse without
specifying initial TraversingInfo), ParentInfo is simply @nil.
The scheme of how Traverse works:
@preformatted(
BeforeTraverse;
TraverseIntoChildren := true;
if Self is NodeClass then TraversingFunc (Self, State, TraverseIntoChildren);
MiddleTraverse;
if TraverseIntoChildren is still true then
for all children returned by DirectEnumerateActive
call their Traverse(State);
AfterTraverse;
Add Self to State.LastNodes (for VRML 1.0 state nodes, see
TraverseStateLastNodesClasses);
)
Note: setting TraverseIntoChildren to false means that some
part of the tree is explicitly omitted from traversing.
Use this only if you know what you're doing, as for some
nodes they actually affect their parents too (for example,
chilren within VRML 1.0 Group affect other nodes too;
global lights within VRML >= 2.0 affect all nodes; and so on...).
Usually, you will use this only for separator-like nodes
(for VRML >= 2.0, all Group, Transform, Switch etc. act like separators),
and only when you will somehow traverse into these nodes anyway.
We guarantee that AfterTraverse will be called if BeforeTraverse
was called and finished (that is, AfterTraverse is called in the
@code(finally..end)).
During traversing, you can only modify the children (direct or not)
nodes of the current node. }
procedure Traverse(
NodeClass: TX3DNodeClass;
TraversingFunc: TTraversingFunc);
{ Like @link(Traverse), but it takes explicit starting state stack
and starting ParentInfo. Not generally useful, use only for special
purposes. }
procedure TraverseInternal(StateStack: TX3DGraphTraverseStateStack;
NodeClass: TX3DNodeClass;
TraversingFunc: TTraversingFunc;
ParentInfo: PTraversingInfo);
{ Like @link(Traverse), but only enters children.
This does the job of Traverse normally omitted if your @link(Traverse)
callback returns TraverseIntoChildren = @false.
Using this method, you can traverse into children explicitly
from your callback. }
procedure TraverseIntoChildren(StateStack: TX3DGraphTraverseStateStack;
NodeClass: TX3DNodeClass;
TraversingFunc: TTraversingFunc;
ParentInfo: PTraversingInfo);
{ Enumerate all our children of some class. Recursively.
Enumerates also this instance (Self), if it satisfies the
NodeClass and SeekNodeName conditions.
This enumerates both VRML 1.0 children (@link(VRML1Children)) as well as
VRML >= 2.0 (including X3D) children (nodes in TSFNode and TMFNode fields).
If OnlyActive then it will enumerate only active parts
of the graph ("active" as defined by @link(Traverse)),
so it will work as a simpler version of Traverse
(simpler, because it doesn't track any state).
If not OnlyActive then it will simply enumerate all nodes.
This will include then also prototype helpers, if this node
was expanded from prototype: see PrototypeInstanceSourceNode
and PrototypeInstanceHelpers.
If you give SeekNodeName parameter, we'll only look for nodes
with NodeName = SeekNodeName. When SeekNodeName = '' it,
consistently, looks for unnamed nodes (where NodeName = '').
Enumerates children only after enumerating Self.
So you can modify children before enumerating them in the Proc callback.
You can only modify your children in the Proc callback.
@groupBegin }
procedure EnumerateNodes(
proc: TX3DNodeProc; OnlyActive: boolean); overload;
procedure EnumerateNodes(nodeClass: TX3DNodeClass;
proc: TX3DNodeProc; OnlyActive: boolean); overload;
procedure EnumerateNodes(nodeClass: TX3DNodeClass;
const SeekNodeName: string;
proc: TX3DNodeProc; OnlyActive: boolean); overload;
{ @groupEnd }
{ TryFindNodeByName and TryFindNode seek for a node with
given class (and node name, in case of TryFindNodeByName).
If OnlyActive then they seek among only active nodes
("active" as defined by @link(Traverse)), otherwise all nodes.
These functions are quite like EnumerateNodes, except
they stop at the first occurrence and return it.
TryFindNodeByName and TryFindNode return @nil if such node
is not found. FindNodeByName and FindNode raise exception EX3DNotFound
in this case.
@raises(EX3DNotFound FindNodeByName and FindNode raise
this exception when node is not found.)
@groupBegin }
function TryFindNodeByName(FindClass: TX3DNodeClass;
const FindName: string;
OnlyActive: boolean): TX3DNode;
function FindNodeByName(FindClass: TX3DNodeClass;
const FindName: string;
OnlyActive: boolean): TX3DNode;
function TryFindNode(FindClass: TX3DNodeClass;
OnlyActive: boolean): TX3DNode;
function FindNode(FindClass: TX3DNodeClass;
OnlyActive: boolean): TX3DNode;
{ @groupEnd }
{ Find the first node with given class (NodeClass),
return it's state or just transformation.
Similar to @link(Traverse), but stops as soon as the given node is found.
Returns @false when not found ("out" parametrs
Node, State and Transform are undefined then).
@groupBegin }
function TryFindNodeState(
NodeClass: TX3DNodeClass;
out Node: TX3DNode;
out State: TX3DGraphTraverseState): boolean;
function TryFindNodeTransform(
NodeClass: TX3DNodeClass;
out Node: TX3DNode;
out Transform: TMatrix4Single;
out TransformScale: Single): boolean;
{ @groupEnd }
{ Seeks Self and parent nodes (from VRML1Parents and ParentFields,
recursively) for given node name.
In other words, this is similar to TryNodeByName or NodeByName,
but it goes "upward" in graph hierarchy. Note that this
never restricts itself only to "active" graph part
("active" as defined by @link(Traverse))
because you really can't detect what is the "active"
part of the graph when going upward.
@raises(EX3DNotFound
FindParentByName raises this exception when node is not found.)
@groupBegin }
function TryFindParentByName(const FindName: string): TX3DNode;
function FindParentByName(const FindName: string): TX3DNode;
{ @groupEnd }
{ Looks for a given Node in parents (and self), recursively.
Similar to TryFindParentByName. Returns @true only if found. }
function HasParent(Node: TX3DNode): boolean;
{ Search immediate parents of this node for a node with given FindName.
Returns @nil if not found. }
function TryFindDirectParentByName(const FindName: string): TX3DNode;
{ Looks for a given node in our children (direct and not, including self).
If OnlyActive, then only active parts are searched
("active" as defined by @link(Traverse)). }
function IsNodePresent(Node: TX3DNode; OnlyActive: boolean): boolean;
{ Count the occurrences of given node class in our children.
For example, you can pass NodeClass = TAbstractLightNode to count
the light sources in the scene.
If CountOnlyActiveNodes, then only active parts are searched
("active" as defined by @link(Traverse)).
This traverses both VRML 1.0 children nodes and VRML 2.0 nodes
inside SFNode and MFNode fields. }
function NodesCount(NodeClass: TX3DNodeClass;
CountOnlyActiveNodes: boolean): integer;
{ Save node to a stream. Saves everything, including node name,
node type, and node contents. }
procedure SaveToStream(Writer: TX3DWriter); override;
{ Do the nodes of (exactly) this class should be included
in VRML 1.0 state (see TX3DGraphTraverseState.LastNodes). }
class function VRML1StateNode(out StateNode: TVRML1StateNode): boolean;
{ Some nodes are present only in specific VRML/X3D version.
This functions decides it.
For example some nodes can only work in VRML < 2.0,
some others only in VRML >= 2.0. There are even some pairs
of nodes: for example TConeNode_1 works with VRML < 2.0,
TConeNode works with VRML >= 2.0.
NodesManager will use this.
Default implementation of this function returns always @true.
Generally, I don't try to set this too aggresively ---
in other words, for all cases when it's sensible, I allow
nodes to be used in every VRML/X3D version, even when official
specification doesn't. This means that when reading VRML 1.0
files actually a large part of VRML 2.0 is allowed too,
and also while reading VRML 2.0 many constructs from VRML 1.0
(officially no longer present in VRML 2.0) are allowed too.
I'm trying to support what I call a "sum of VRML 1.0 and 2.0".
In practice I only use this function when various VRML/X3D versions
specify the same node name but
@unorderedList(
@item(With different fields.
For example Cone and Cylinder have slightly different fields,
due to the fact that VRML 2.0 resigned from using TSFBitMask fields.)
@item(With different behavior.
For example definitions of Sphere for VRML 1.0
and 2.0 are practically equal. However, the behavior from where
to take texture and material info is different --- in VRML 1.0
we take last Texture2, Material etc. nodes, while in VRML 2.0
we look in parent Shape's "appearance" field. So once again
two different Sphere classes are needed.)
) }
class function ForVRMLVersion(const Version: TX3DVersion): boolean;
virtual;
{ Enumerates all children nodes (recursively),
allowing you to decide for each node to replace or remove it.
So this is something like EnumerateNodes,
except that it allows you to remove the nodes. It always
enumerates all nodes, not only active (e.g. it enumerates all
Switch node children, not only the chosen one).
Note that (unlike regular EnumerateNodes) @bold(this doesn't
report Self to Func !). Which is natural, since this may remove
nodes by normal VRML1ChildRemove calls, so it needs to know ParentNode
of the removed node.
For each node Func will be called, with ParentNode and Node set.
If you change the Node to something else, then the old node will
be removed and new Node inserted in the same place.
If new Node is @nil, then only the old node will be removed.
Nodes are traversed in depth-first search. Node is first reported
to Func, and then (if it's not replaced) we descend into this Node.
@returns The number of removed (and possibly replaced) nodes. }
function EnumerateReplaceChildren(
Func: TEnumerateReplaceNodesFunction): Cardinal;
{ Removes all children (and their children, recursively) with
node names matchig Wildcard. You can use * and ? special chars
in the Wildcard.
@returns The number of removed nodes. }
function RemoveChildrenWithMatchingName(
const Wildcard: string; IgnoreCase: Boolean): Cardinal;
property Prototypes: TX3DPrototypeBaseList read FPrototypes;
property Routes: TX3DRouteList read FRoutes;
property ImportsList: TX3DFileItemList read FImportsList;
property ExportsList: TX3DFileItemList read FExportsList;
{ Create a deep copy of this node and all it's children.
New copy is completely independent from original,
having all children nodes (in both VRML 1.0 sense (Children)
and VRML >= 2.0 (inside SFNode and MFNode fields)) also
duplicated. New copy has protypes, routes, interface declarations
and generally everything established like in the original, using copied
nodes.
Doesn't copy things which are dependent on container hierarchy.
(So copying them would be more dangerous than useful.)
This means: DestructionNotifications, Scene, VRML1Parents,
ParentFields. VRML1Parents and ParentFields will be set for children
anyway (to appropriate copies).
Caller owns this newly created copy --- as returned by this method,
it's not linked anywhere. }
function DeepCopy: TX3DNode;
{ Internal notes:
TODO: memory leaks are known to be possible in some difficult cases
with PrototypeInstanceHelpers. See e.g.
../../../demo_models/vrml_2/warnings/errors/proto_leak.wrl and
../../../demo_models/vrml_2/warnings/errors/proto_leak_2.wrl
for simple testcases. Reason: PrototypeInstanceHelpers may contain,
by DEF statements, links to Self.
This causes circular dependency (Self is child of some node on
PrototypeInstanceHelpers, but PrototypeInstanceHelpers will
be freed only if Self is freed) causing some memory to be left
always allocated.
PrototypeInstanceHelpers are actually always TX3DRootNode,
may be declared as such in the future if needed.
}
{ PrototypeInstance = @true indicates that this node was created
from a non-external prototype instantiation.
Then PrototypeInstanceSourceNode is non-nil and indicates
parsed prototype node (and PrototypeInstanceSourceNode.Prototype
gives you even a link to the actual prototype specification).
PrototypeInstanceSourceNode is used for events: any ROUTEs
specified @italic(outside) of prototype and
leading to/from instantiated prototype should actually lead
to PrototypeInstanceSourceNode events (not to events of Self).
Reason: prototype events may be different than actual expanded
node events, and ROUTEs want to lead to prototype events.
This is implemented when expanding prototype
(@link(TX3DPrototypeNode.Instantiate))
and when linking ROUTE (TX3DRoute.SetSource, TX3DRoute.SetDestination).
PrototypeInstanceHelpers may be @nil if empty, or may contain
a list of other nodes duplicated along with the main prototype node.
From VRML spec:
@preformatted(
Any other nodes and accompanying scene graphs
are not part of the transformation hierarchy, but may be referenced
by ROUTE statements or Script nodes in the prototype definition.)
Note that for TX3DPrototypeNode (within PrototypeInstanceSourceNode)
these have a little different meaning: they describe the
@italic(nested prototype), if any, that was used to create this node.
This may happen if the node was expanded from one prototype within
another. (Usually, you shouldn't be concerned about this;
see TX3DPrototypeNode.Instantiate implementation comments for
gory details about this.)
@groupBegin }
property PrototypeInstance: boolean read FPrototypeInstance;
property PrototypeInstanceSourceNode: TX3DPrototypeNode
read FPrototypeInstanceSourceNode;
property PrototypeInstanceHelpers: TX3DNode read FPrototypeInstanceHelpers;
{ @groupEnd }
{ Should we use this node when URN is required by EXTERNPROTO ?
Implementors note: in this class, this returns @false.
You can use constants like URNVRML97Nodes and URNKambiNodes to help
implementing this. }
class function URNMatching(const URN: string): boolean; virtual;
{ Default value of "containerField" attribute for this node in X3D XML
encoding. }
property DefaultContainerField: string
read FDefaultContainerField write FDefaultContainerField;
{ For some special VRML / X3D nodes (like Script, ComposedShader)
that allow the definition of additional fields/events within.
In X3D specification this is marked like
@preformatted(
# And any number of:
fieldType [in] fieldName
fieldType [in,out] fieldName initialValue
fieldType [out] fieldName
fieldType [] fieldName initialValue
)
If HasInterfaceDeclarations is not [], then InterfaceDeclarations
will be non-nil and parser (classic VRML parser in this unit,
X3D XML reader too) will read this from VRML files.
Moreover, for each interface declaration, also appropriate field/event
will be added to the list of @link(Fields) or @link(Events),
so fields/events created by interface declarations will function
just like other standard fields everywhere.
@groupBegin }
property HasInterfaceDeclarations: TX3DAccessTypes
read FHasInterfaceDeclarations
write SetHasInterfaceDeclarations default [];
property InterfaceDeclarations: TX3DInterfaceDeclarationList
read FInterfaceDeclarations;
{ @groupEnd }
{ Functions registered here will be called when this TX3DNode descendant
will be destroyed. }
property DestructionNotifications: TNodeDestructionNotificationList
read FDestructionNotifications;
{ Scene that will be notified about changes to this node.
This is necessary to allow the scene to properly process VRML/X3D
events, and also to react properly to any other changes to the nodes
(like when you change some field directly by ObjectPascal code,
e.g. by TX3DField.Send).
May be @nil if none.
A given TX3DNode may be renderable only by a single renderer.
This means it can be placed only within one TCastleScene
or one TCastlePrecalculatedAnimation (nothing else gives you a renderer).
A given TX3DNode may be placed inside many TCastleSceneCore instances
(including TCastleScene). But if more than one scene is used,
then all the scenes must be static (TCastleSceneCore.ProcessEvents = false
and TCastleSceneCore.Static = true). Static scenes are ones
that never change, that is never have any TCastleSceneCore.ChangedField called.
This means that events processing is disabled, and also
other dynamic scene changes from code are disallowed.
These two rules are both at action when you think about
a node inside many TCastleScene instances. In this case,
all such scene instances must be created with the same
renderer (hence the need for TCastleScene.CreateCustomRenderer)
and all must be static. This is actually exactly how
TCastlePrecalculatedAnimation works: it internally creates a single renderer
and a series of TCastleScene instances. }
property Scene: TX3DEventsEngine read FScene write FScene;
{ Managed and used by TCastleSceneCore to keep TShapeTreesList
for every ITransformNode. }
property ShapeTrees: TObject read FShapeTrees write FShapeTrees;
{ This will be always called by VRML parsers after adding new item
to our InterfaceDeclarations.
In this class, this simply adds
IDecl.FieldOrEvent to our normal fields/events by IDecl.AddFieldOrEvent.
You may override this in subclasses to react in some special way
to new fields/events, for example Script node may register here
to receive notification when input event is received. }
procedure PostAddInterfaceDeclaration(IDecl: TX3DInterfaceDeclaration); virtual;
{ Add to node InterfaceDeclarations given field.
Sets the field's exposed to given Exposed parameter, for comfort.
This should only be used with nodes having
HasInterfaceDeclarations = @true, like Script or ComposedShader. }
procedure AddCustomField(Field: TX3DField; const Exposed: boolean = false);
{ What happens when transformation of the node changes.
This is internally used by TCastleSceneCore when Transform (or similar)
node affecting this node changes. It's an important optimization,
to avoid large if clause with many "is" and "Supports" checks
that would be quite slow.
@exclude }
function TransformationChange: TNodeTransformationChange; virtual;
{ Nice and concise node description for user.
Shows node type and name. }
function NiceName: string;
end;
TX3DNodeList = class(specialize TFPGObjectList<TX3DNode>)
{ Find node by name, @nil if not found.
For empty node name, always returns @nil. This follows the definition
of NodeName: empty means that node has no name, so it should not be found
by searches by name, ever.
@seealso(IndexOfName Returns the node index. This is sometimes more
flexible (you can always quickly get actual node knowing the index,
by Items[Index], but not the other way around). It is also sometimes
less comfortable (often you're not interested in node index).) }
function FindName(const Name: string): TX3DNode;
{ Find index of a node with given name, -1 if not found. }
function IndexOfName(const Name: string): Integer;
procedure AddIfNotExists(const Node: TX3DNode);
function Equals(SecondValue: TObject): boolean; {$ifdef TOBJECT_HAS_EQUALS} override; {$endif}
end;
{$endif read_interface}
{$ifdef read_implementation}
{ TX3DNodeDeepCopyState ----------------------------------------------------- }
constructor TX3DNodeDeepCopyState.Create;
begin
inherited;
Original := TX3DNodeList.Create(false);
New := TX3DNodeList.Create(false);
end;
destructor TX3DNodeDeepCopyState.Destroy;
begin
FreeAndNil(Original);
FreeAndNil(New);
inherited;
end;
function TX3DNodeDeepCopyState.DeepCopy(OriginalNode: TX3DNode): TX3DNode;
var
I: Integer;
begin
Assert(New.Count = Original.Count);
I := Original.IndexOf(OriginalNode);
if I = -1 then
begin
{ DeepCopyCore will expand (Original, New) lists by (OriginalNode, Result).
This is needed, see DeepCopyCore comments. }
Result := OriginalNode.DeepCopyCore(Self);
end else
Result := New[I];
end;
{ TX3DNode ------------------------------------------------------------------ }
constructor TX3DNode.Create(const ANodeName, ABaseUrl: string);
begin
inherited Create;
VRML1ChildrenAllowed := false;
VRML1ChildrenParsingAllowed := false;
FNodeName := ANodeName;
FBaseUrl := ABaseUrl;
FVRML1Children := TX3DNodeList.Create(false);
FVRML1Parents := TX3DNodeList.Create(false);
FParentFields := TX3DFieldList.Create(false);
FFields := TX3DFieldList.Create(false);
FEvents := TX3DEventList.Create(false);
FPrototypes := TX3DPrototypeBaseList.Create(true);
FRoutes := TX3DRouteList.Create(true);
FImportsList := TX3DFileItemList.Create(true);
FExportsList := TX3DFileItemList.Create(true);
FHasInterfaceDeclarations := [];
FInterfaceDeclarations := nil;
FDestructionNotifications := TNodeDestructionNotificationList.Create;
CreateNode;
end;
destructor TX3DNode.Destroy;
var
I: Integer;
begin
{ This whole unit, including AnyNodeDestructionNotifications,
may be already finalized when calling this. }
if AnyNodeDestructionNotifications <> nil then
AnyNodeDestructionNotifications.ExecuteAll(Self);
if DestructionNotifications <> nil then
begin
DestructionNotifications.ExecuteAll(Self);
FreeAndNil(FDestructionNotifications);
end;
if FVRML1Children <> nil then VRML1ChildrenClear;
if PrototypeInstance then
begin
FreeAndNil(FPrototypeInstanceSourceNode);
FreeAndNil(FPrototypeInstanceHelpers);
FPrototypeInstance := false;
end;
FreeAndNil(FPrototypes);
FreeAndNil(FRoutes);
FreeAndNil(FImportsList);
FreeAndNil(FExportsList);
{ First free Fields and Events, before freeing InterfaceDeclarations.
Reason: Fields and Events may contains references to InterfaceDeclarations
items (since parsing added them there by PostAddInterfaceDeclaration(IDecl)).
So these references have to be valid, and omitted by checking
ParentInterfaceDeclaration <> nil. }
if FEvents <> nil then
begin
for I := 0 to FEvents.Count - 1 do
if FEvents[I].ParentInterfaceDeclaration = nil then
FPGObjectList_FreeAndNilItem(FEvents, I);
FreeAndNil(FEvents);
end;
if FFields <> nil then
begin
for I := 0 to FFields.Count - 1 do
if FFields[I].ParentInterfaceDeclaration = nil then
FPGObjectList_FreeAndNilItem(FFields, I);
FreeAndNil(FFields);
end;
FreeAndNil(FInterfaceDeclarations);
FreeAndNil(FVRML1Children);
FreeAndNil(FVRML1Parents);
FreeAndNil(FParentFields);
inherited;
end;
procedure TX3DNode.FreeIfUnused;
begin
if (Self <> nil) and
(FVRML1Parents.Count = 0) and
(FParentFields.Count = 0) and
(KeepExisting = 0) then
begin
{ For FPC <= 2.2.2:
This is written as "Self.Destroy" to actually do the desctruction,
freeing memory etc. If I would just call it "Destroy", it would
perform what destructor does but leaving object instance unfreed.
In FPC 2.2.4, 2.4.0, 2.4.2, 2.4.4, 2.6.0, calling Destroy always
does the actual destruction, there seems to be no difference
between "Self.Destroy" and "Destroy" below. }
Self.Destroy;
end;
end;
procedure TX3DNode.KeepExistingBegin;
begin
Inc(FKeepExisting);
end;
procedure TX3DNode.KeepExistingEnd;
begin
Dec(FKeepExisting);
end;
procedure TX3DNode.VRML1ChildAdd(Index: Integer; child: TX3DNode);
begin
Check(VRML1ChildrenAllowed,
'Node '+NodeTypeName+' is not allowed to have child node of type '+
Child.NodeTypeName);
child.FVRML1Parents.Add(Self);
FVRML1Children.Insert(Index, child);
end;
procedure TX3DNode.VRML1ChildAdd(child: TX3DNode);
begin
VRML1ChildAdd(FVRML1Children.Count, child);
end;
procedure TX3DNode.VRML1ChildRemove(i: integer);
var
OldChild: TX3DNode;
begin
OldChild := FVRML1Children[i];
FVRML1Children.Delete(i);
OldChild.FVRML1Parents.Remove(Self);
OldChild.FreeIfUnused;
end;
function TX3DNode.VRML1ChildExtract(I: Integer): TX3DNode;
begin
Result := FVRML1Children[i];
FVRML1Children.Delete(i);
Result.FVRML1Parents.Remove(Self);
{ VRML1ChildRemove now does
OldChild.FreeIfUnused;
but ExtractChild doesn't do it. }
end;
procedure TX3DNode.SetVRML1Child(I: Integer; Value: TX3DNode);
var
OldChild: TX3DNode;
begin
{ Inefficient implementation: VRML1ChildRemove(I); VRML1ChildAdd(I, Value); }
if Value <> FVRML1Children[I] then
begin
Check(VRML1ChildrenAllowed,
'Node '+NodeTypeName+' is not allowed to have child node of type '+
Value.NodeTypeName);
OldChild := FVRML1Children[i];
FVRML1Children[I] := Value;
OldChild.FVRML1Parents.Remove(Self);
OldChild.FreeIfUnused;
Value.FVRML1Parents.Add(Self);
end;
end;
procedure TX3DNode.VRML1ChildrenClear;
begin
while FVRML1Children.Count > 0 do VRML1ChildRemove(0);
end;
function TX3DNode.GetVRML1Child(i: integer): TX3DNode;
begin
result := FVRML1Children[i];
end;
function TX3DNode.GetVRML1Parent(i: integer): TX3DNode;
begin
result := FVRML1Parents[i];
end;
function TX3DNode.VRML1ChildrenCount: integer;
begin
result := FVRML1Children.Count
end;
function TX3DNode.VRML1ParentsCount: integer;
begin
result := FVRML1Parents.Count
end;
procedure TX3DNode.FreeRemovingFromAllParents;
var
i, j: integer;
SF: TSFNode;
MF: TMFNode;
begin
if Self = nil then exit;
for i := 0 to FVRML1Parents.Count - 1 do
begin
j := FVRML1Parents[i].FVRML1Children.IndexOf(Self);
FVRML1Parents[i].FVRML1Children.Delete(j);
{ nie musimy sie tu martwic usuwaniem naszego Parenta z listy
FVRML1Parents ktora
wlasnie przegladamy bo przeciez i tak zaraz zrobimy sobie Destroy; }
end;
for I := 0 to FParentFields.Count - 1 do
begin
if FParentFields[I] is TSFNode then
begin
SF := TSFNode(FParentFields[I]);
{ We remove accessing private SF.FValue,
not SF.Value property setter,
to avoid checking our reference count (and possibly calling
our destructor) by this setter. }
SF.FValue := nil;
end else
if FParentFields[I] is TMFNode then
begin
MF := TMFNode(FParentFields[I]);
{ Again we remove using internal methods, that shouldn't be used
by normal usage from outside: we call directly FItems methods
(instead of calling MFNode.RemoveItem method that would call our
RemoveParentField that possibly calls our destructor). }
J := MF.FItems.IndexOf(Self);
Assert(J <> -1, 'Node must be present on Items list of parent MFNode');
MF.FItems.Delete(J);
end else
raise EInternalError.Create('TX3DNode.ParentFields not SF or MF Node class');
end;
Self.Destroy;
end;
function TX3DNode.GetParentFieldsItem(Index: Integer): TX3DField;
begin
Result := FParentFields[Index];
end;
function TX3DNode.GetParentFieldsNodeItem(Index: Integer): TX3DNode;
var
F: TX3DField;
begin
F := ParentFields[Index];
if F is TSFNode then
Result := TSFNode(F).ParentNode else
Result := (F as TMFNode).ParentNode;
end;
function TX3DNode.ParentFieldsCount: Integer;
begin
Result := FParentFields.Count;
end;
procedure TX3DNode.DirectEnumerateActive(Func: TEnumerateChildrenFunction);
var
I: Integer;
begin
for I := 0 to VRML1ChildrenCount - 1 do
Func(Self, VRML1Children[I]);
end;
procedure TX3DNode.DirectEnumerateActiveForTraverse(
Func: TEnumerateChildrenFunction;
StateStack: TX3DGraphTraverseStateStack);
begin
DirectEnumerateActive(Func);
end;
procedure TX3DNode.DirectEnumerateAll(
Func: TEnumerateChildrenFunction);
var
I, J: Integer;
F: TX3DField;
SF: TSFNode;
MF: TMFNode;
begin
for I := 0 to VRML1ChildrenCount - 1 do
Func(Self, VRML1Children[I]);
for I := 0 to Fields.Count - 1 do
begin
F := Fields[I];
if F is TSFNode then
begin
SF := TSFNode(F);
if SF.Value <> nil then
Func(Self, SF.Value);
end else
if F is TMFNode then
begin
MF := TMFNode(F);
for J := 0 to MF.Items.Count - 1 do
Func(Self, MF.Items[J]);
end;
end;
if PrototypeInstance then
begin
Assert(PrototypeInstanceSourceNode <> nil);
Func(Self, PrototypeInstanceSourceNode);
if PrototypeInstanceHelpers <> nil then
Func(Self, PrototypeInstanceHelpers);
end;
end;
procedure TX3DNode.DirectEnumerate(
Func: TEnumerateChildrenFunction;
OnlyActive: boolean);
begin
if OnlyActive then
DirectEnumerateActive(Func) else
DirectEnumerateAll(Func);
end;
procedure TX3DNode.BeforeTraverse(StateStack: TX3DGraphTraverseStateStack);
begin
if PrototypeInstance then
Inc(StateStack.Top.InsidePrototype);
end;
procedure TX3DNode.MiddleTraverse(StateStack: TX3DGraphTraverseStateStack);
begin
end;
procedure TX3DNode.AfterTraverse(StateStack: TX3DGraphTraverseStateStack);
begin
if PrototypeInstance then
Dec(StateStack.Top.InsidePrototype);
end;
type
TTraverseEnumerator = class
StateStack: TX3DGraphTraverseStateStack;
NodeClass: TX3DNodeClass;
TraversingFunc: TTraversingFunc;
ParentInfo: PTraversingInfo;
procedure DoTraverseIntoChildren(Child: TX3DNode);
procedure EnumerateChildrenFunction(Node, Child: TX3DNode);
end;
procedure TTraverseEnumerator.DoTraverseIntoChildren(Child: TX3DNode);
var
ParentInfoForChildren: TTraversingInfo;
begin
ParentInfoForChildren.Node := Child;
ParentInfoForChildren.ParentInfo := ParentInfo;
ParentInfo := @ParentInfoForChildren;
try
Child.DirectEnumerateActiveForTraverse(@EnumerateChildrenFunction, StateStack);
finally
ParentInfo := ParentInfoForChildren.ParentInfo;
end;
end;
procedure TTraverseEnumerator.EnumerateChildrenFunction(
Node, Child: TX3DNode);
var
StateNode: TVRML1StateNode;
IsTraverseIntoChildren: boolean;
begin
Child.BeforeTraverse(StateStack);
try
IsTraverseIntoChildren := true;
if Child is NodeClass then
TraversingFunc(Child, StateStack, ParentInfo, IsTraverseIntoChildren);
Child.MiddleTraverse(StateStack);
if IsTraverseIntoChildren then
DoTraverseIntoChildren(Child);
finally Child.AfterTraverse(StateStack) end;
if Child.VRML1StateNode(StateNode) then
StateStack.Top.SetLastNodes(StateNode, Child, false);
end;
procedure TX3DNode.TraverseInternal(StateStack: TX3DGraphTraverseStateStack;
NodeClass: TX3DNodeClass;
TraversingFunc: TTraversingFunc;
ParentInfo: PTraversingInfo);
var
Enumerator: TTraverseEnumerator;
begin
Enumerator := TTraverseEnumerator.Create;
try
Enumerator.StateStack := StateStack;
Enumerator.NodeClass := NodeClass;
Enumerator.TraversingFunc := TraversingFunc;
Enumerator.ParentInfo := ParentInfo;
Enumerator.EnumerateChildrenFunction(nil, Self);
{ Check that, if all went without exception, Enumerator.ParentInfo
returned to original state. }
Assert(Enumerator.ParentInfo = ParentInfo);
finally FreeAndNil(Enumerator) end;
end;
procedure TX3DNode.TraverseIntoChildren(StateStack: TX3DGraphTraverseStateStack;
NodeClass: TX3DNodeClass;
TraversingFunc: TTraversingFunc;
ParentInfo: PTraversingInfo);
var
Enumerator: TTraverseEnumerator;
begin
Enumerator := TTraverseEnumerator.Create;
try
Enumerator.StateStack := StateStack;
Enumerator.NodeClass := NodeClass;
Enumerator.TraversingFunc := TraversingFunc;
Enumerator.ParentInfo := ParentInfo;
Enumerator.DoTraverseIntoChildren(Self);
{ Check that, if all went without exception, Enumerator.ParentInfo
returned to original state. }
Assert(Enumerator.ParentInfo = ParentInfo);
finally FreeAndNil(Enumerator) end;
end;
var
TraverseSingleStack: TX3DGraphTraverseStateStack;
procedure TX3DNode.Traverse(NodeClass: TX3DNodeClass;
TraversingFunc: TTraversingFunc);
begin
TraverseSingleStack.PushClear;
try
TraverseInternal(TraverseSingleStack, NodeClass, TraversingFunc, nil);
finally TraverseSingleStack.Pop end;
end;
function TX3DNode.NodeTypeName: string;
begin
result := ClassNodeTypeName;
end;
class function TX3DNode.ClassNodeTypeName: string;
begin
result := '';
end;
function TX3DNode.PathFromBaseUrl(const RelativePath: string): string;
begin
{ This is a workaround for Blender errorneous VRML 1.0 export.
Blender exports relative paths by prefixing them by "//"
(that's a general convention used internally by Blender, AFAIK).
Here I simply remove this "//". }
if IsPrefix('//', RelativePath) then
Result := CombineURI(BaseUrl, SEnding(RelativePath, 3)) else
Result := CombineURI(BaseUrl, RelativePath);
end;
procedure TX3DNode.Parse(Lexer: TX3DLexer; Reader: TX3DReaderNames);
var
Handled: boolean;
Position: Integer;
ChildNode: TX3DNode;
begin
VRML1ChildrenClear;
Position := 0;
Lexer.CheckTokenIs(vtOpenCurlyBracket);
Lexer.NextToken;
while Lexer.Token <> vtCloseCurlyBracket do
begin
Handled := ParseNodeBodyElement(Lexer, Reader, Position);
{ VRML 1.0 children nodes are handled as a last resort here
(that's also why they can't be inside our ParseNodeBodyElement).
That's because ParseNode just raises exception in case of unknown
node, so I have to catch first everything else (like "hints" field
of TShapeHintsNode_1). }
if not Handled then
begin
if VRML1ChildrenParsingAllowed then
begin
ChildNode := ParseNode(Lexer, Reader, false);
ChildNode.PositionInParent := Position;
VRML1ChildAdd(ChildNode);
end else
begin
raise EX3DParserError.Create(Lexer,
Format('Invalid VRML node content (probably unknown or not allowed' +
' field, prototype or VRML 1.0-style children) inside "%s": got %s',
[NodeTypeName, Lexer.DescribeToken]));
end;
end;
Inc(Position);
end;
Lexer.NextToken;
FBaseUrl := Reader.BaseUrl;
ParseAfter(Reader);
end;
function TX3DNode.ParseNodeBodyElement(Lexer: TX3DLexer; Reader: TX3DReaderNames;
const APositionInParent: Integer): boolean;
procedure ParseExtensibilityFields;
procedure ReadOneField;
var
FieldTypeName: string;
//FieldName: string;
FieldType: TX3DFieldClass;
begin
Lexer.CheckTokenIs(vtName, 'Field type name');
FieldTypeName := Lexer.TokenName;
FieldType := X3DFieldsManager.FieldTypeNameToClass(FieldTypeName);
if FieldType = nil then
raise EX3DParserError.Create(
Lexer, Format(SExpectedFieldType, [Lexer.DescribeToken]));
Lexer.NextToken;
Lexer.CheckTokenIs(vtName, 'Field name');
//FieldName := Lexer.TokenName;
Lexer.NextToken;
{ TODO: we should actually do something with obtained here
FieldName, FieldType }
end;
begin
{ We parse VRML 1.0 "fields" extensibility feature in a way similar to
MF fields syntax, this was the intention (although not clarified precisely)
of VRML 1.0 spec. }
if Lexer.Token = vtOpenSqBracket then
begin
Lexer.NextToken;
while Lexer.Token <> vtCloseSqBracket do
begin
ReadOneField;
if Lexer.Token = vtCloseSqBracket then break;
{ In VRML >= 2.0 the comma is simply a whitespace and will be ignored
by the lexer. }
if Lexer.Version.Major < 2 then
begin
Lexer.CheckTokenIs(vtComma);
Lexer.NextToken;
end;
end;
{ consume final "]" }
Lexer.NextToken;
end else
begin
{ one single field - not enclosed in [] brackets }
ReadOneField;
end;
end;
procedure ParseExtensibilityIsA;
var
IsAField: TMFString;
begin
IsAField := TMFString.Create(Self, '', []);
try
IsAField.Parse(Lexer, Reader, false);
{ TODO: we should actually do something with obtained here
isA value }
finally FreeAndNil(IsAField) end;
end;
var
I: integer;
Route: TX3DRoute;
Proto: TX3DPrototypeBase;
Event: TX3DEvent;
IDecl: TX3DInterfaceDeclaration;
Import: TX3DImport;
ExportItem: TX3DExport; { "export" is a keyword in Pascal }
begin
Result := false;
{ If I would know that all fields used are standard, I could
check first for if Lexer.TokenName[0] in ['a'..'z'], since all
standard field names start lowercase. But of course I can't,
all VRML versions allow to define your own nodes and fields. }
if Lexer.Token = vtName then
begin
I := Fields.IndexOf(Lexer.TokenName);
if I >= 0 then
begin
Result := true;
{ Advance to the next token. Usually, it should be just "Lexer.NextToken;"
But I have to add here some dirty hack to allow SFString fields
to contain strings not enclosed in double quotes in VRML 1.0.
So I call here NextTokenForceVTString before SFString field.
For VRML >= 2.0, this nonsense feature was fortunately removed,
and that's good because in VRML >= 2.0 you must be able to use
keyword "IS" here, so calling NextTokenForceVTString would be bad. }
if (Fields[I] is TSFString) and (Lexer.Version.Major <= 1) then
Lexer.NextTokenForceVTString else
Lexer.NextToken;
Fields[I].Parse(Lexer, Reader, true);
Fields[I].PositionInParent := APositionInParent;
end else
begin
Event := AnyEvent(Lexer.TokenName);
if Event <> nil then
begin
Result := true;
Lexer.NextToken;
Event.Parse(Lexer);
Event.PositionInParent := APositionInParent;
end else
if Lexer.TokenName = 'fields' then
begin
Result := true;
Lexer.NextToken;
ParseExtensibilityFields;
end else
if Lexer.TokenName = 'isA' then
begin
Result := true;
Lexer.NextToken;
ParseExtensibilityIsA;
end;
end;
end else
if Lexer.TokenIsKeyword(InterfaceDeclarationKeywords(HasInterfaceDeclarations)) then
begin
Result := true;
{ since we're here, HasInterfaceDeclarations is <> [] }
Assert(InterfaceDeclarations <> nil);
IDecl := TX3DInterfaceDeclaration.Create(Self);
InterfaceDeclarations.Add(IDecl);
IDecl.Parse(Lexer, Reader, true, true);
IDecl.PositionInParent := APositionInParent;
PostAddInterfaceDeclaration(IDecl);
end else
if Lexer.TokenIsKeyword(vkPROTO) then
begin
Result := true;
Proto := TX3DPrototype.Create;
Prototypes.Add(Proto);
Proto.Parse(Lexer, Reader);
Proto.PositionInParent := APositionInParent;
end else
if Lexer.TokenIsKeyword(vkEXTERNPROTO) then
begin
Result := true;
Proto := TX3DExternalPrototype.Create;
Prototypes.Add(Proto);
Proto.Parse(Lexer, Reader);
Proto.PositionInParent := APositionInParent;
end else
if Lexer.TokenIsKeyword(vkROUTE) then
begin
Result := true;
Route := TX3DRoute.Create;
Routes.Add(Route);
Route.Parse(Lexer, Reader);
Route.PositionInParent := APositionInParent;
end else
if Lexer.TokenIsKeyword(vkIMPORT) then
begin
Result := true;
Import := TX3DImport.Create;
ImportsList.Add(Import);
Import.Parse(Lexer, Reader);
Import.PositionInParent := APositionInParent;
end else
if Lexer.TokenIsKeyword(vkEXPORT) then
begin
Result := true;
ExportItem := TX3DExport.Create;
ExportsList.Add(ExportItem);
ExportItem.Parse(Lexer, Reader);
ExportItem.PositionInParent := APositionInParent;
end;
end;
procedure TX3DNode.ParseXML(Element: TDOMElement; Reader: TX3DReaderNames);
var
Position: Integer;
procedure ParseXMLAttributes;
var
Attr: TDOMAttr;
AttrNode: TDOMNode;
AttrIndex, Index: Integer;
begin
{ enumerate over all attributes }
for AttrIndex := 0 to Element.Attributes.Length - 1 do
begin
AttrNode := Element.Attributes[AttrIndex];
Assert(AttrNode.NodeType = ATTRIBUTE_NODE);
Attr := AttrNode as TDOMAttr;
{ containerField and DEF attributes are handled in ParseNode,
we can safely ignore them now. }
if (Attr.Name = SAttrContainerField) or
(Attr.Name = SAttrDEF) then
Continue;
Index := Fields.IndexOf(Attr.Name);
if Index >= 0 then
begin
Fields[Index].ParseXMLAttribute(Attr.Value, Reader);
{ Note that saving PositionInParent from XML attributes order
isn't really useful, as FPC DOM unit already sorted
Element.Attributes (TDOMNamedNodeMap) by name. }
Fields[Index].PositionInParent := Position;
Inc(Position);
end else
OnWarning(wtMajor, 'VRML/X3D', 'Unknown X3D field name (unhandled X3D XML attribute) "' + Attr.Name + '" in node "' + NodeTypeName + '"');
end;
end;
procedure ParseXMLChildrenNodes;
var
FieldIndex: Integer;
Child: TX3DNode;
ContainerField: string;
SF: TSFNode;
MF: TMFNode;
Route: TX3DRoute;
I: TXMLElementIterator;
Proto: TX3DPrototype;
ExternProto: TX3DExternalPrototype;
IDecl: TX3DInterfaceDeclaration;
Import: TX3DImport;
ExportItem: TX3DExport;
begin
I := TXMLElementIterator.Create(Element);
try
while I.GetNext do
begin
if I.Current.TagName = 'ROUTE' then
begin
Route := TX3DRoute.Create;
Route.PositionInParent := Position;
Routes.Add(Route);
Route.ParseXML(I.Current, Reader);
end else
if I.Current.TagName = 'IS' then
begin
ParseISStatement(Self, I.Current, Position);
end else
if I.Current.TagName = 'IMPORT' then
begin
Import := TX3DImport.Create;
Import.PositionInParent := Position;
ImportsList.Add(Import);
Import.ParseXML(I.Current, Reader);
end else
if I.Current.TagName = 'EXPORT' then
begin
ExportItem := TX3DExport.Create;
ExportItem.PositionInParent := Position;
ExportsList.Add(ExportItem);
ExportItem.ParseXML(I.Current, Reader);
end else
if I.Current.TagName = 'ProtoDeclare' then
begin
Proto := TX3DPrototype.Create;
Proto.PositionInParent := Position;
Prototypes.Add(Proto);
Proto.ParseXML(I.Current, Reader);
end else
if I.Current.TagName = 'ExternProtoDeclare' then
begin
ExternProto := TX3DExternalPrototype.Create;
ExternProto.PositionInParent := Position;
Prototypes.Add(ExternProto);
ExternProto.ParseXML(I.Current, Reader);
end else
if I.Current.TagName = 'field' then
begin
IDecl := TX3DInterfaceDeclaration.Create(Self);
try
IDecl.ParseXML(I.Current, Reader, true);
IDecl.PositionInParent := Position;
if IDecl.AccessType in HasInterfaceDeclarations then
begin
InterfaceDeclarations.Add(IDecl);
PostAddInterfaceDeclaration(IDecl);
end else
begin
FreeAndNil(IDecl);
OnWarning(wtMajor, 'VRML/X3D', 'X3D XML: specified <field> inside node, but this node doesn''t allow interface declaration with such accessType');
end;
except
FreeAndNil(IDecl);
raise;
end;
end else
begin
Child := ParseXMLNode(I.Current, ContainerField, Reader, true);
if Child <> nil then
try
Child.PositionInParent := Position;
FieldIndex := Fields.IndexOf(ContainerField);
if (FieldIndex = -1) and
(ContainerField <> Child.DefaultContainerField) and
(Child.DefaultContainerField <> '') then
begin
{ Retry with DefaultContainerField value, since it exists
and is different than current ContainerField. }
FieldIndex := Fields.IndexOf(Child.DefaultContainerField);
if FieldIndex >= 0 then
OnWarning(wtMajor, 'VRML/X3D', 'X3D XML: containerField indicated unknown field name ("' + ContainerField + '" by node "' + Child.NodeTypeName + '" inside node "' + NodeTypeName + '"), using the default containerField value "' + Child.DefaultContainerField + '" succeded');
end;
if FieldIndex >= 0 then
begin
if Fields[FieldIndex] is TSFNode then
begin
SF := Fields[FieldIndex] as TSFNode;
if SF.Value <> nil then
OnWarning(wtMajor, 'VRML/X3D', 'X3D XML: More than one value specified for SFNode field ' + SF.NiceName);
{ Although field doesn't have a set position in XML X3D
encoding, when saving later in classic encoding we
need some order of fields. This is yet another problem
with non-unique names, something defined in XML X3D
may be not possible to save in other encoding:
<Group>
<Shape> ... <Appearance DEF="XXX" ....> </Shape>
<ROUTE ... using "XXX" name ...>
<Shape> ... <Appearance DEF="XXX" ....> </Shape>
<ROUTE ... using "XXX" name ...>
</Group>
This is uneasy to save in classic encoding, since
you cannot insert ROUTE in the middle of "children"
field of Group node in classic encoding.
}
Fields[FieldIndex].PositionInParent := Position;
SF.Value := Child;
SF.WarningIfChildNotAllowed(Child);
end else
if Fields[FieldIndex] is TMFNode then
begin
MF := Fields[FieldIndex] as TMFNode;
Fields[FieldIndex].PositionInParent := Position;
MF.Add(Child);
MF.WarningIfChildNotAllowed(Child);
end else
OnWarning(wtMajor, 'VRML/X3D', 'X3D field "' + ContainerField + '" is not SFNode or MFNode, but a node value (XML element) is specified');
end else
OnWarning(wtMajor, 'VRML/X3D', 'Unknown X3D field name (indicated by containerField value) "' + ContainerField + '" by node "' + Child.NodeTypeName + '" inside node "' + NodeTypeName + '"');
finally
{ Any OnWarning above makes the Child unused.
Note that OnWarning may, but doesn't have, raise an exception. }
Child.FreeIfUnused;
Child := nil;
end;
end;
Inc(Position);
end;
finally FreeAndNil(I) end;
end;
procedure ParseXMLCdata;
var
I: TXMLCDataIterator;
CDataExists: boolean;
CData: string;
begin
CDataExists := false;
CData := '';
I := TXMLCDataIterator.Create(Element);
try
if I.GetNext then
begin
CDataExists := true;
repeat
CData := CData + I.Current;
until not I.GetNext;
end;
finally FreeAndNil(I) end;
if CDataExists then
if CDataField <> nil then
CDataField.Items.Add(CData) else
OnWarning(wtMajor, 'VRML/X3D', Format('VRML/X3D node %s doesn''t allow CDATA section, but it''s specified',
[NodeTypeName]));
end;
begin
Position := 0;
{ The order below is important: first parse XML attributes,
then elements, since VRML DEF mechanism says that DEF order
is significant. }
ParseXMLAttributes;
ParseXMLChildrenNodes;
{ This must be called *after* parsing fields, to add CDATA at the *end*
of "url" fields, like spec requires. }
ParseXMLCdata;
ParseAfter(Reader);
end;
procedure TX3DNode.ParseAfter(Reader: TX3DReaderNames);
begin
end;
procedure TX3DNode.CreateNode;
begin
end;
type
TEnumerateNodes0Enumerator = class
Proc: TX3DNodeProc;
OnlyActive: boolean;
procedure EnumerateChildrenFunction(Node, Child: TX3DNode);
end;
procedure TEnumerateNodes0Enumerator.EnumerateChildrenFunction(
Node, Child: TX3DNode);
begin
Proc(Child);
Child.DirectEnumerate(@EnumerateChildrenFunction, OnlyActive);
end;
procedure TX3DNode.EnumerateNodes(
Proc: TX3DNodeProc; OnlyActive: boolean);
var
Enumerator: TEnumerateNodes0Enumerator;
begin
Enumerator := TEnumerateNodes0Enumerator.Create;
try
Enumerator.Proc := Proc;
Enumerator.OnlyActive := OnlyActive;
Enumerator.EnumerateChildrenFunction(nil, Self);
finally FreeAndNil(Enumerator) end;
end;
type
TEnumerateNodes1Enumerator = class
NodeClass: TX3DNodeClass;
Proc: TX3DNodeProc;
OnlyActive: boolean;
procedure EnumerateChildrenFunction(Node, Child: TX3DNode);
end;
procedure TEnumerateNodes1Enumerator.EnumerateChildrenFunction(
Node, Child: TX3DNode);
begin
if Child is NodeClass then Proc(Child);
Child.DirectEnumerate(@EnumerateChildrenFunction, OnlyActive);
end;
procedure TX3DNode.EnumerateNodes(nodeClass: TX3DNodeClass;
Proc: TX3DNodeProc; OnlyActive: boolean);
var
Enumerator: TEnumerateNodes1Enumerator;
begin
Enumerator := TEnumerateNodes1Enumerator.Create;
try
Enumerator.NodeClass := NodeClass;
Enumerator.Proc := Proc;
Enumerator.OnlyActive := OnlyActive;
Enumerator.EnumerateChildrenFunction(nil, Self);
finally FreeAndNil(Enumerator) end;
end;
type
TEnumerateNodes2Enumerator = class
NodeClass: TX3DNodeClass;
SeekNodeName: string;
Proc: TX3DNodeProc;
OnlyActive: boolean;
procedure EnumerateChildrenFunction(Node, Child: TX3DNode);
end;
procedure TEnumerateNodes2Enumerator.EnumerateChildrenFunction(
Node, Child: TX3DNode);
begin
if (Child is NodeClass) and
(Child.NodeName = SeekNodeName) then
Proc(Child);
Child.DirectEnumerate(@EnumerateChildrenFunction, OnlyActive);
end;
procedure TX3DNode.EnumerateNodes(NodeClass: TX3DNodeClass;
const SeekNodeName: string;
Proc: TX3DNodeProc; OnlyActive: boolean);
var
Enumerator: TEnumerateNodes2Enumerator;
begin
Enumerator := TEnumerateNodes2Enumerator.Create;
try
Enumerator.NodeClass := NodeClass;
Enumerator.SeekNodeName := SeekNodeName;
Enumerator.Proc := Proc;
Enumerator.OnlyActive := OnlyActive;
Enumerator.EnumerateChildrenFunction(nil, Self);
finally FreeAndNil(Enumerator) end;
end;
type
BreakTryFindNode = class(TCodeBreaker)
public
FoundNode: TX3DNode;
constructor Create(AFoundNode: TX3DNode);
end;
constructor BreakTryFindNode.Create(AFoundNode: TX3DNode);
begin
inherited Create;
FoundNode := AFoundNode;
end;
procedure TX3DNode.TryFindNode_Found(Node: TX3DNode);
begin
raise BreakTryFindNode.Create(Node);
end;
function TX3DNode.TryFindNode(FindClass: TX3DNodeClass;
OnlyActive: boolean): TX3DNode;
begin
try
EnumerateNodes(FindClass, {$ifdef FPC_OBJFPC} @ {$endif}
TryFindNode_Found, OnlyActive);
Result := nil;
except
on B: BreakTryFindNode do Result := B.FoundNode;
end;
end;
function TX3DNode.FindNode(FindClass: TX3DNodeClass; OnlyActive: boolean): TX3DNode;
begin
result := TryFindNode(FindClass, OnlyActive);
if Result = nil then
raise EX3DNotFound.CreateFmt('Node class "%s" not found', [FindClass.ClassName]);
end;
function TX3DNode.TryFindNodeByName(
FindClass: TX3DNodeClass; const FindName: string;
OnlyActive: boolean): TX3DNode;
begin
try
EnumerateNodes(FindClass, FindName, {$ifdef FPC_OBJFPC} @ {$endif}
TryFindNode_Found, OnlyActive);
Result := nil;
except
on B: BreakTryFindNode do Result := B.FoundNode;
end;
end;
function TX3DNode.FindNodeByName(
FindClass: TX3DNodeClass; const FindName: string;
OnlyActive: boolean): TX3DNode;
begin
result := TryFindNodeByName(FindClass, FindName, OnlyActive);
if Result = nil then
raise EX3DNotFound.CreateFmt('Node name "%s" not found', [FindName]);
end;
{ TX3DNode.TryFindNodeState/Transform ----------------------------------------- }
type
PVRMLNode = ^TX3DNode;
PVRMLGraphTraverseState = ^TX3DGraphTraverseState;
BreakTryFindNodeState = class(TCodeBreaker);
TTryFindNodeStateObj = class
PNode: PVRMLNode;
PState: PVRMLGraphTraverseState;
procedure TraverseFunc(
ANode: TX3DNode; StateStack: TX3DGraphTraverseStateStack;
ParentInfo: PTraversingInfo; var TraverseIntoChildren: boolean);
end;
procedure TTryFindNodeStateObj.TraverseFunc(
ANode: TX3DNode; StateStack: TX3DGraphTraverseStateStack;
ParentInfo: PTraversingInfo; var TraverseIntoChildren: boolean);
begin
PNode^ := ANode;
PState^ := TX3DGraphTraverseState.CreateCopy(StateStack.Top);
raise BreakTryFindNodeState.Create;
end;
function TX3DNode.TryFindNodeState(
NodeClass: TX3DNodeClass;
out Node: TX3DNode; out State: TX3DGraphTraverseState): boolean;
var
Obj: TTryFindNodeStateObj;
begin
Obj := TTryFindNodeStateObj.Create;
try
try
Obj.PNode := @Node;
Obj.PState := @State;
Traverse(NodeClass, @Obj.TraverseFunc);
result := false;
except
on BreakTryFindNodeState do result := true;
end;
finally Obj.Free end;
end;
type
TTryFindNodeTransformObj = class
PNode: PVRMLNode;
PTransform: PMatrix4Single;
PTransformScale: PSingle;
procedure TraverseFunc(
ANode: TX3DNode; StateStack: TX3DGraphTraverseStateStack;
ParentInfo: PTraversingInfo; var TraverseIntoChildren: boolean);
end;
procedure TTryFindNodeTransformObj.TraverseFunc(
ANode: TX3DNode; StateStack: TX3DGraphTraverseStateStack;
ParentInfo: PTraversingInfo; var TraverseIntoChildren: boolean);
begin
PNode^ := ANode;
{ to dlatego TryFindNodeTransform jest szybsze od TryFindNodeState :
w TryFindNodeState trzeba tutaj kopiowac cale state,
w TryFindNodeTransform wystarczy skopiowac transformacje. }
PTransform^ := StateStack.Top.Transform;
PTransformScale^ := StateStack.Top.TransformScale;
raise BreakTryFindNodeState.Create;
end;
function TX3DNode.TryFindNodeTransform(
NodeClass: TX3DNodeClass;
out Node: TX3DNode;
out Transform: TMatrix4Single;
out TransformScale: Single): boolean;
var
Obj: TTryFindNodeTransformObj;
begin
Obj := TTryFindNodeTransformObj.Create;
try
try
Obj.PNode := @Node;
Obj.PTransform := @Transform;
Obj.PTransformScale := @TransformScale;
Traverse(NodeClass, @Obj.TraverseFunc);
Result := false;
except
on BreakTryFindNodeState do Result := true;
end;
finally Obj.Free end;
end;
function TX3DNode.TryFindParentByName(const FindName: string): TX3DNode;
var
I: integer;
begin
if NodeName = FindName then
result := Self else
begin
result := nil;
for I := 0 to VRML1ParentsCount - 1 do
begin
result := VRML1Parents[I].TryFindParentByName(FindName);
if result <> nil then exit;
end;
for I := 0 to ParentFieldsCount - 1 do
begin
result := ParentFieldsNode[I].TryFindParentByName(FindName);
if result <> nil then exit;
end;
end;
end;
function TX3DNode.FindParentByName(const FindName: string): TX3DNode;
begin
result := TryFindParentByName(FindName);
if Result = nil then
raise EX3DNotFound.CreateFmt('Node name "%s" not found in parents', [FindName]);
end;
function TX3DNode.TryFindDirectParentByName(const FindName: string): TX3DNode;
var
I: Integer;
begin
for I := 0 to VRML1ParentsCount - 1 do
begin
Result := VRML1Parents[I];
if Result.NodeName = FindName then Exit;
end;
for I := 0 to ParentFieldsCount - 1 do
begin
Result := ParentFieldsNode[I];
if Result.NodeName = FindName then Exit;
end;
Result := nil;
end;
function TX3DNode.HasParent(Node: TX3DNode): boolean;
var
I: integer;
begin
if Self = Node then
result := true else
begin
for i := 0 to VRML1ParentsCount - 1 do
if VRML1Parents[i].HasParent(Node) then Exit(true);
for i := 0 to ParentFieldsCount - 1 do
if ParentFieldsNode[i].HasParent(Node) then Exit(true);
result := False;
end;
end;
type
TIsNodePresentSeeker = class
SeekNode: TX3DNode;
procedure Seek(Node: TX3DNode);
end;
BreakIsNodePresent = class(TCodeBreaker);
procedure TIsNodePresentSeeker.Seek(Node: TX3DNode);
begin
if Node = SeekNode then
raise BreakIsNodePresent.Create;
end;
function TX3DNode.IsNodePresent(Node: TX3DNode;
OnlyActive: boolean): boolean;
var
Seeker: TIsNodePresentSeeker;
begin
Seeker := TIsNodePresentSeeker.Create;
try
Seeker.SeekNode := Node;
try
EnumerateNodes({$ifdef FPC_OBJFPC} @ {$endif} Seeker.Seek, OnlyActive);
Result := false;
except
on BreakIsNodePresent do Result := true;
end;
finally FreeAndNil(Seeker) end;
end;
type
TNodeCounter = class
Counter: integer;
procedure CountNode(node: TX3DNode);
end;
procedure TNodeCounter.CountNode(node: TX3DNode);
begin Inc(Counter) end;
function TX3DNode.NodesCount(NodeClass: TX3DNodeClass;
CountOnlyActiveNodes: boolean): integer;
var
C: TNodeCounter;
begin
C := TNodeCounter.Create;
try
EnumerateNodes(NodeClass,
{$ifdef FPC_OBJFPC} @ {$endif} C.CountNode, CountOnlyActiveNodes);
result := C.Counter;
finally C.Free end;
end;
procedure TX3DNode.SaveToStream(Writer: TX3DWriter);
begin
NodeSaveToStream(Writer);
if Writer.Encoding = xeClassic then Writer.Writeln;
end;
procedure TX3DNode.NodeSaveToStream(Writer: TX3DWriter; const CurrentContainerField: string);
{ Collect node contents to save.
You want to save here exactly what you read in ParseNodeBodyElement. }
function ContentsToSave: TX3DFileItemList;
var
I: integer;
begin
Result := TX3DFileItemList.Create(false);
try
if HasInterfaceDeclarations <> [] then
begin
for I := 0 to InterfaceDeclarations.Count - 1 do
Result.Add(InterfaceDeclarations[I]);
end;
for I := 0 to Prototypes.Count - 1 do
Result.Add(Prototypes[I]);
for I := 0 to Fields.Count - 1 do
begin
{ Saving InterfaceDeclarations already handled saving fields
with ParentInterfaceDeclaration <> nil, so no need to save them again. }
if Fields[I].ParentInterfaceDeclaration = nil then
Result.Add(Fields[I]);
if Fields[I].Exposed then
begin
{ exposed events may have their own IS clauses, save them }
Result.Add(Fields[I].EventIn);
Result.Add(Fields[I].EventOut);
end;
end;
if VRML1ChildrenSaveToStream then
for I := 0 to VRML1ChildrenCount - 1 do
Result.Add(VRML1Children[I]);
for I := 0 to Events.Count - 1 do
if { Saving InterfaceDeclarations already handled saving events
with ParentInterfaceDeclaration <> nil, so no need to save them again. }
(Events[I].ParentInterfaceDeclaration = nil) then
Result.Add(Events[I]);
for I := 0 to Routes.Count - 1 do
Result.Add(Routes[I]);
for I := 0 to ImportsList.Count - 1 do
Result.Add(ImportsList[I]);
for I := 0 to ExportsList.Count - 1 do
Result.Add(ExportsList[I]);
except FreeAndNil(Result) end;
end;
{ Gather IS clauses of fields/events.
For XML encoding, also gather from fields/events inside interface
declarations (for classic encoding,
they are saved by TX3DInterfaceDeclaration.SaveToStream). }
procedure CollectIsClauses(out NodeFields, ProtoFields: TCastleStringList);
procedure AddIsClauses(Item: TX3DFieldOrEvent);
var
N: string;
I: Integer;
begin
N := Item.NameForVersion(Writer.Version);
if N = '' then Exit; { unnamed fields/events cannot be saved here }
for I := 0 to Item.IsClauseNamesCount - 1 do
begin
NodeFields.Add(N);
ProtoFields.Add(Item.IsClauseNames[I]);
end;
end;
var
I: Integer;
begin
NodeFields := TCastleStringList.Create;
ProtoFields := TCastleStringList.Create;
for I := 0 to Fields.Count - 1 do
begin
if (Writer.Encoding <> xeClassic) or
(Fields[I].ParentInterfaceDeclaration = nil) then
AddIsClauses(Fields[I]);
if Fields[I].Exposed then
begin
{ exposed events may have their own IS clauses, save them }
AddIsClauses(Fields[I].EventIn);
AddIsClauses(Fields[I].EventOut);
end;
end;
for I := 0 to Events.Count - 1 do
if (Writer.Encoding <> xeClassic) or
(Events[I].ParentInterfaceDeclaration = nil) then
AddIsClauses(Events[I]);
end;
procedure Classic;
var
FileItems: TX3DFileItemList;
NodeFields, ProtoFields: TCastleStringList;
I: Integer;
begin
if (Writer as TX3DWriterNames).NodeNames.Bound(Self) then
begin
Writer.WriteIndent('USE ' + NodeName);
end else
begin
(Writer as TX3DWriterNames).NodeNames.Bind(Self, false);
CollectIsClauses(NodeFields, ProtoFields);
try
Writer.WriteIndent('');
if NodeName <> '' then Writer.Write('DEF ' +NodeName +' ');
Writer.Writeln(NodeTypeName +' {');
Writer.IncIndent;
FileItems := ContentsToSave;
try
FileItems.SaveToStream(Writer);
finally FreeAndNil(FileItems) end;
{ save IS clauses }
for I := 0 to NodeFields.Count - 1 do
Writer.WritelnIndent(Format('%s IS %s', [NodeFields[I], ProtoFields[I]]));
Writer.DecIndent;
Writer.WriteIndent('}');
finally
FreeAndNil(NodeFields);
FreeAndNil(ProtoFields);
end;
(Writer as TX3DWriterNames).NodeNames.Bind(Self, true);
end;
end;
procedure Xml;
var
FileItems: TX3DFileItemList;
HasContent: boolean;
I: Integer;
WriteContainerField: string;
ElementName: string;
ProtoInstance: boolean;
NodeFields, ProtoFields: TCastleStringList;
begin
{ Knowing CurrentContainerField and DefaultContainerField,
we can always correctly set containerField= ourselves. }
if (CurrentContainerField <> '') and
(CurrentContainerField <> DefaultContainerField) then
WriteContainerField := ' containerField=' + StringToX3DXml(CurrentContainerField) else
WriteContainerField := '';
{ For XML encoding, TX3DPrototypeNode is saved a little specially. }
ProtoInstance := Self is TX3DPrototypeNode;
if ProtoInstance then
ElementName := 'ProtoInstance' else
ElementName := NodeTypeName;
if (Writer as TX3DWriterNames).NodeNames.Bound(Self) then
begin
Writer.WritelnIndent(Format('<%s USE=%s%s />',
[ElementName, StringToX3DXml(NodeName), WriteContainerField]));
end else
begin
(Writer as TX3DWriterNames).NodeNames.Bind(Self, false);
CollectIsClauses(NodeFields, ProtoFields);
try
Writer.WriteIndent('<' + ElementName);
if ProtoInstance then
Writer.Write(' name=' + StringToX3DXml(NodeTypeName));
if NodeName <> '' then Writer.Write(' DEF=' +StringToX3DXml(NodeName));
Writer.Write(WriteContainerField);
HasContent := false;
FileItems := ContentsToSave;
try
FileItems.SortPositionInParent;
Writer.IncIndent;
for I := 0 to FileItems.Count - 1 do
case FileItems[I].SaveToXml of
sxAttribute, sxAttributeCustomQuotes:
if ProtoInstance then
{ for a prototype, every field must be wrapped in <fieldValue> }
HasContent := true else
FileItems[I].SaveToStream(Writer);
sxChildElement: HasContent := true;
end;
Writer.DecIndent;
if NodeFields.Count <> 0 then
HasContent := true;
if HasContent then
begin
Writer.Writeln('>');
Writer.IncIndent;
for I := 0 to FileItems.Count - 1 do
if ProtoInstance and
(FileItems[I] is TX3DField) and
(FileItems[I].SaveToXml <> sxNone) then
begin
{ prototype instance fields must be wrapped in <fieldValue> }
Writer.WriteIndent('<fieldValue name=' +
StringToX3DXml((FileItems[I] as TX3DField).Name));
if FileItems[I].SaveToXml = sxChildElement then
begin
Writer.Writeln('>');
Writer.IncIndent;
FileItems[I].SaveToStream(Writer);
Writer.DecIndent;
Writer.WritelnIndent('</fieldValue>');
end else
begin
Assert(FileItems[I].SaveToXml in [sxAttribute, sxAttributeCustomQuotes]);
Writer.IncIndent;
Writer.Writeln;
Writer.WriteIndent('value=');
(FileItems[I] as TX3DField).FieldSaveToStream(Writer, true, true);
Writer.DecIndent;
Writer.Writeln(' />');
end;
end else
if FileItems[I].SaveToXml = sxChildElement then
FileItems[I].SaveToStream(Writer);
{ save IS clauses }
{ TODO: should be before all, but *after* interface declarations and fieldValue }
if NodeFields.Count <> 0 then
begin
Writer.WritelnIndent('<IS>');
Writer.IncIndent;
for I := 0 to NodeFields.Count - 1 do
Writer.WritelnIndent(Format('<connect nodeField=%s protoField=%s />',
[ StringToX3DXml(NodeFields[I]),
StringToX3DXml(ProtoFields[I])]));
Writer.DecIndent;
Writer.WritelnIndent('</IS>');
end;
Writer.DecIndent;
Writer.WritelnIndent('</' + ElementName + '>');
end else
Writer.Writeln(' />');
finally FreeAndNil(FileItems) end;
finally
FreeAndNil(NodeFields);
FreeAndNil(ProtoFields);
end;
(Writer as TX3DWriterNames).NodeNames.Bind(Self, true);
end;
end;
begin
if PrototypeInstance and
{ TX3DPrototypeNode has somewhat different meaning of PrototypeInstance,
we want to save it directly (otherwise
PrototypeInstanceSourceNode.SaveToStream could cause another
recursive PrototypeInstanceSourceNode.SaveToStream with
nested proto). For example test read + save
demo_models/x3d/key_sensor.x3dv, to see that check below is needed. }
not (Self is TX3DPrototypeNode) then
begin
{ If this is an expanded prototype, then delegate writing to the
PrototypeInstanceSourceNode. }
PrototypeInstanceSourceNode.NodeSaveToStream(Writer, CurrentContainerField);
{ What to do about
NodeNames.Bind(Self)
called from PrototypeInstanceSourceNode.SaveToStream ?
This means that PrototypeInstanceSourceNode (TX3DPrototypeNode)
is bound to given name.
But when reading, we bound Self node (the actual expanded proto)
to the same name.
Routes when saving check this (to make sure correct names are bound).
So we bind again Self, instead of PrototypeInstanceSourceNode,
to this name. }
(Writer as TX3DWriterNames).NodeNames.Bind(Self, true);
end else
case Writer.Encoding of
xeClassic: Classic;
xeXML : Xml;
else raise EInternalError.Create('TX3DNode.SaveToStream Encoding?');
end;
end;
class function TX3DNode.VRML1StateNode(out StateNode: TVRML1StateNode): boolean;
var
SN: TVRML1StateNode;
begin
{ We're in "class function", so Self = reference to our class.
So simple comparison "Self = ..." is what we want. }
for SN := Low(SN) to High(SN) do
if TraverseStateLastNodesClasses[SN] = Self then
begin
StateNode := SN;
Result := true;
Exit;
end;
Result := false;
end;
class function TX3DNode.ForVRMLVersion(const Version: TX3DVersion): boolean;
begin
Result := true;
end;
procedure TX3DNode.RemoveParentField(Field: TX3DField);
begin
Check(FParentFields.Remove(Field) <> -1, 'RemoveParentField: parent not found');
FreeIfUnused;
end;
procedure TX3DNode.AddParentField(Field: TX3DField);
begin
FParentFields.Add(Field);
end;
class function TX3DNode.VRML1ChildrenSaveToStream: boolean;
begin
Result := true;
end;
function TX3DNode.EnumerateReplaceChildren(
Func: TEnumerateReplaceNodesFunction): Cardinal;
var
I, J: Integer;
SF: TSFNode;
MF: TMFNode;
NewNode: TX3DNode;
begin
{ I don't use EnumerateNodes since I have to enumerate them myself,
since they may be removed during enumeration.
The code below mimics TX3DNode.DirectEnumerateAll implementation,
but it takes into account that nodes may be removed. }
Result := 0;
I := 0;
while I < VRML1ChildrenCount do
begin
NewNode := VRML1Children[I];
Func(Self, NewNode);
if NewNode <> VRML1Children[I] then
begin
VRML1ChildRemove(I);
Inc(Result);
if NewNode <> nil then
begin
VRML1ChildAdd(I, NewNode);
Inc(I);
end;
end else
begin
Result += VRML1Children[I].EnumerateReplaceChildren(Func);
Inc(I);
end;
end;
for I := 0 to Fields.Count - 1 do
begin
if Fields[I] is TSFNode then
begin
SF := TSFNode(Fields[I]);
if SF.Value <> nil then
begin
NewNode := SF.Value;
Func(Self, NewNode);
if NewNode <> SF.Value then
begin
SF.Value := NewNode;
Inc(Result);
end else
begin
Result += SF.Value.EnumerateReplaceChildren(Func);
end;
end;
end else
if Fields[I] is TMFNode then
begin
MF := TMFNode(Fields[I]);
J := 0;
while J < MF.Items.Count do
begin
NewNode := MF.Items[J];
Func(Self, NewNode);
if NewNode <> MF.Items[J] then
begin
MF.Delete(J);
Inc(Result);
if NewNode <> nil then
begin
MF.Add(J, NewNode);
Inc(J);
end;
end else
begin
Result += MF.Items[J].EnumerateReplaceChildren(Func);
Inc(J);
end;
end;
end;
end;
end;
type
TRemoveChildrenWithMatchingNameHelper = class
Wildcard: string;
IgnoreCase: boolean;
procedure DoIt(ParentNode: TX3DNode; var Node: TX3DNode);
end;
procedure TRemoveChildrenWithMatchingNameHelper.DoIt(
ParentNode: TX3DNode; var Node: TX3DNode);
begin
if IsWild(Node.NodeName, Wildcard, IgnoreCase) then
Node := nil;
end;
function TX3DNode.RemoveChildrenWithMatchingName(
const Wildcard: string; IgnoreCase: Boolean): Cardinal;
var
Helper: TRemoveChildrenWithMatchingNameHelper;
begin
Helper := TRemoveChildrenWithMatchingNameHelper.Create;
try
Helper.Wildcard := Wildcard;
Helper.IgnoreCase := IgnoreCase;
Result := EnumerateReplaceChildren(@Helper.DoIt);
finally FreeAndNil(Helper) end;
end;
class function TX3DNode.URNMatching(const URN: string): boolean;
begin
Result := false;
end;
function TX3DNode.FieldOrEvent(const Name: string): TX3DFieldOrEvent;
var
I: Integer;
ResultEvent: TX3DEvent;
begin
I := Fields.IndexOf(Name);
if I <> -1 then
Exit(Fields[I]);
{ I use helper ResultEvent below, instead of passing
"TX3DEvent(Result)" as last param: don't know why,
but with FPC 2.2.0 this cast may fail (even though it shouldn't
be checked at all?), testcase:
view3dscene www.web3d.org/x3d/content/examples/Basic/CAD/CADGeometryPrototypes.x3d
}
I := Fields.IndexOfExposedEvent(Name, ResultEvent);
if I <> -1 then
Exit(ResultEvent);
I := Events.IndexOf(Name);
if I <> -1 then
Exit(Events[I]);
Result := nil; { not found }
end;
function TX3DNode.AnyEvent(const Name: string): TX3DEvent;
var
I: Integer;
begin
I := Fields.IndexOfExposedEvent(Name, Result);
if I <> -1 then
Exit; { Result is already set }
I := Events.IndexOf(Name);
if I <> -1 then
Exit(Events[I]);
Result := nil; { not found }
end;
procedure TX3DNode.SetHasInterfaceDeclarations(const Value: TX3DAccessTypes);
begin
if Value <> HasInterfaceDeclarations then
begin
FHasInterfaceDeclarations := Value;
if HasInterfaceDeclarations <> [] then
begin
{ make sure InterfaceDeclarations is non-nil }
if FInterfaceDeclarations = nil then
FInterfaceDeclarations := TX3DInterfaceDeclarationList.Create(true);
end else
begin
{ make sure InterfaceDeclarations is nil }
FreeAndNil(FInterfaceDeclarations);
end;
end;
end;
{ I couldn't implement this as TX3DField method, as X3DFields
cannot declare TX3DNode in the interface, so also
cannot declare TX3DNodeDeepCopyState. }
procedure FieldDeepCopyContents(Destination, Source: TX3DField;
CopyState: TX3DNodeDeepCopyState);
var
J: Integer;
SF: TSFNode;
MF: TMFNode;
begin
{ First make "shallow copy" of the field by simple Assign }
Destination.Assign(Source);
if Destination is TSFNode then
begin
SF := TSFNode(Destination);
if SF.Value <> nil then
SF.Value := CopyState.DeepCopy(SF.Value);
end else
if Destination is TMFNode then
begin
MF := TMFNode(Destination);
for J := 0 to MF.Count - 1 do
MF.Replace(J, CopyState.DeepCopy(MF.Items[J]));
end;
end;
procedure EventDeepCopyContents(Destination, Source: TX3DEvent);
begin
{ For events, simple Assign does all copy we need --- at least for now. }
Destination.Assign(Source);
end;
function TX3DNode.DeepCopyCreate(CopyState: TX3DNodeDeepCopyState): TX3DNode;
begin
Result := TX3DNodeClass(ClassType).Create(NodeName, BaseUrl);
end;
function TX3DNode.DeepCopyCore(CopyState: TX3DNodeDeepCopyState): TX3DNode;
var
I: Integer;
IDecl: TX3DInterfaceDeclaration;
begin
Result := DeepCopyCreate(CopyState);
try
{ We expand CopyState arrays now, right after DeepCopyCreate.
This is needed, as later during DeepCopyCore we may need this node
in case of loops within hierarchy.
For example, internal
routes from TX3DPrototypeNode are established to handle "IS" clauses
for events. There routes are to/from TX3DPrototypeNode, and are
also placed within this TX3DPrototypeNode instance. So when copying
node routes, this node must already be present in CopyState arrays.
Also, in the future we will have to allow loops in Script nodes
(USE within Script node may refer to the same node). So again loop
will be created. }
CopyState.Original.Add(Self);
CopyState.New.Add(Result);
for I := 0 to VRML1ChildrenCount - 1 do
Result.VRML1ChildAdd(CopyState.DeepCopy(VRML1Children[I]));
{ Copy InterfaceDeclarations first, before copying Fields and Events
(as some Fields and Events come from InterfaceDeclarations). }
Result.HasInterfaceDeclarations := HasInterfaceDeclarations;
if InterfaceDeclarations <> nil then
begin
for I := 0 to InterfaceDeclarations.Count - 1 do
begin
IDecl := InterfaceDeclarations[I].DeepCopy(Result, CopyState);
Result.InterfaceDeclarations.Add(IDecl);
Result.PostAddInterfaceDeclaration(IDecl);
end;
end;
{ TODO: No need to copy prototypes for now?
This DeepCopy is used for now by protos expanding and by TCastlePrecalculatedAnimation.
Neither need prototype links (as protos are already expanded when copying,
and they don't need anything more).
for I := 0 to Prototypes.Count - 1 do
...(Prototypes[I]);
}
Assert(Fields.Count = Result.Fields.Count);
Assert(Events.Count = Result.Events.Count);
for I := 0 to Fields.Count - 1 do
{ Copying InterfaceDeclarations field/event already handled. }
if Fields[I].ParentInterfaceDeclaration = nil then
begin
FieldDeepCopyContents(Result.Fields[I], Fields[I], CopyState);
if Result.Fields[I].Exposed then
begin
EventDeepCopyContents(Result.Fields[I].EventIn , Fields[I].EventIn );
EventDeepCopyContents(Result.Fields[I].EventOut, Fields[I].EventOut);
end;
end;
for I := 0 to Events.Count - 1 do
{ Copying InterfaceDeclarations field/event already handled. }
if Events[I].ParentInterfaceDeclaration = nil then
EventDeepCopyContents(Result.Events[I], Events[I]);
for I := 0 to Routes.Count - 1 do
Result.Routes.Add(Routes[I].DeepCopy(CopyState));
for I := 0 to ImportsList.Count - 1 do
Result.ImportsList.Add((ImportsList[I] as TX3DImport).DeepCopy(CopyState));
for I := 0 to ExportsList.Count - 1 do
Result.ExportsList.Add((ExportsList[I] as TX3DExport).DeepCopy(CopyState));
if PrototypeInstance then
begin
Result.FPrototypeInstance := PrototypeInstance;
Result.FPrototypeInstanceSourceNode :=
CopyState.DeepCopy(PrototypeInstanceSourceNode) as TX3DPrototypeNode;
if PrototypeInstanceHelpers <> nil then
Result.FPrototypeInstanceHelpers := CopyState.DeepCopy(PrototypeInstanceHelpers);
end;
Result.DefaultContainerField := DefaultContainerField;
except
FreeAndNil(Result);
raise;
end;
end;
function TX3DNode.DeepCopy: TX3DNode;
var
CopyState: TX3DNodeDeepCopyState;
begin
CopyState := TX3DNodeDeepCopyState.Create;
try
Result := CopyState.DeepCopy(Self);
finally FreeAndNil(CopyState); end;
end;
procedure TX3DNode.PostAddInterfaceDeclaration(IDecl: TX3DInterfaceDeclaration);
begin
IDecl.AddFieldOrEvent(Self);
end;
procedure TX3DNode.AddCustomField(Field: TX3DField; const Exposed: boolean);
var
IDecl: TX3DInterfaceDeclaration;
begin
Field.Exposed := Exposed;
IDecl := TX3DInterfaceDeclaration.Create(Self);
IDecl.FieldOrEvent := Field;
Field.ParentInterfaceDeclaration := IDecl;
InterfaceDeclarations.Add(IDecl);
PostAddInterfaceDeclaration(IDecl);
end;
function TX3DNode.TransformationChange: TNodeTransformationChange;
begin
Result := ntcNone;
end;
function TX3DNode.NiceName: string;
begin
Result := NodeTypeName;
if NodeName <> '' then
Result += '(' + NodeName + ')';
end;
{ TX3DNodeList ------------------------------------------------------------- }
function TX3DNodeList.FindName(const Name: string): TX3DNode;
var
I: Integer;
begin
if Name = '' then
Exit(nil);
for I := 0 to Count - 1 do
begin
Result := Items[I];
if Result.NodeName = Name then
Exit;
end;
Result := nil;
end;
function TX3DNodeList.IndexOfName(const Name: string): Integer;
begin
if Name = '' then
Exit(-1);
for Result := 0 to Count - 1 do
if Items[Result].NodeName = Name then
Exit;
Result := -1;
end;
procedure TX3DNodeList.AddIfNotExists(const Node: TX3DNode);
begin
if IndexOf(Node) = -1 then
Add(Node);
end;
function TX3DNodeList.Equals(SecondValue: TObject): boolean;
var
I: Integer;
begin
Result :=
(SecondValue <> nil) and
(SecondValue is TX3DNodeList) and
(TX3DNodeList(SecondValue).Count = Count);
if Result then
for I := 0 to Count - 1 do
if Items[I] <> TX3DNodeList(SecondValue)[I] then
Exit(false);
end;
procedure X3DNodeList_FreeUnusedAndNil(var List: TX3DNodeList);
var
I: Integer;
begin
if List <> nil then
begin
for I := 0 to List.Count - 1 do
if List.Items[I].VRML1ParentsCount + List.Items[I].ParentFieldsCount = 0 then
List.Items[I].Free;
FreeAndNil(List);
end;
end;
{$endif read_implementation}
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