/usr/src/castle-game-engine-6.4/x3d/x3dcastlescript.pas is in castle-game-engine-src 6.4+dfsg1-2.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 | {
Copyright 2008-2017 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.
----------------------------------------------------------------------------
}
{ CastleScript utilities for usage as VRML/X3D scripts. }
unit X3DCastleScript;
{$I castleconf.inc}
interface
uses X3DFields, CastleScript, CastleUtils, CastleClassUtils, X3DTime;
{$define read_interface}
type
TCasScriptX3DValueList = class(TCasScriptValueList)
private
FFieldOrEvents: TX3DFieldOrEventList;
FLastEventTimes: TX3DTimeList;
InsideAfterExecute: boolean;
public
constructor Create(AFreeObjects: boolean);
destructor Destroy; override;
{ List of field/events associated with this list's CasScript variables.
This list is read-only (use @link(Add) to add here).
It always has the same Count as our own count. }
property FieldOrEvents: TX3DFieldOrEventList read FFieldOrEvents;
{ Create TCasScriptValue descendant suitable to hold FieldOrEvent
value, and add it to Items.
FieldOrEvent is added to FieldOrEvents list, so we keep
all information. }
procedure Add(FieldOrEvent: TX3DFieldOrEvent);
procedure BeforeExecute;
procedure AfterExecute(const Time: TX3DTime);
{ Clear the memory when the last events were generated from this script.
For each script output-capable field (inputOutput or outputOnly)
on this list, we keep track of when it last generated an event.
This is needed to avoid loops.
@italic(Some background info why this is needed:)
X3D spec says (4.4.8.3 Execution model):
Nodes that contain output events shall produce at most
one event per field per timestamp. [...] This also applies to scripts.
"[...]" above talks about ROUTE breaking rule, we handle this
generally in TX3DRoute. The trouble with script is that it can
make loops even without the help of ROUTEs: script receives it's inputs,
and sends it's outputs, so when you send an output that causes your own
input you made a loop... The most trivial example of this
is when on receiving inputOutput you will set the very same inputOutput
field, thus making a loop.
Scripts with directOutput (although not implemented yet) can
cause even more trouble, as you can generate input event on another node
that will get back to you. If two scripts generate events on each
other, this can again make a loop, without the help of ROUTEs.
So we have to secure against this. This is done pretty much like
with ROUTEs: we just remember the last timestamp, and ignore sending
events again. }
procedure ResetLastEventTimes;
end;
function X3DCasScriptCreateValue(FieldOrEvent: TX3DFieldOrEvent): TCasScriptValue;
{ Do common things before VRML/X3D script with this variable is executed.
This resets ValueAssigned (will be used in AfterExecute),
and sets current variable's value from FieldOrEvent (if this is a field). }
procedure X3DCasScriptBeforeExecute(Value: TCasScriptValue;
FieldOrEvent: TX3DFieldOrEvent);
{ Do common things after VRML/X3D script with this variable is executed.
This checks ValueAssigned, and propagates value change to appropriate
field/event, sending event/setting field. }
procedure X3DCasScriptAfterExecute(Value: TCasScriptValue;
FieldOrEvent: TX3DFieldOrEvent; var LastEventTime: TX3DTime;
const Time: TX3DTime);
{$undef read_interface}
implementation
uses SysUtils, X3DNodes, CastleLog, CastleScriptVectors,
CastleVectors, CastleScriptImages, CastleScriptArrays;
{$define read_implementation}
type
{ We use TCasScriptVec4f to represent VRML/X3D rotations.
TCasScriptRotation is just for notation convenience. }
TCasScriptRotation = TCasScriptVec4f;
TCasScriptRotationArray = TCasScriptVec4fArray;
{ general utils -------------------------------------------------------- }
function X3DCasScriptCreateValue(FieldOrEvent: TX3DFieldOrEvent): TCasScriptValue;
var
FieldClass: TX3DFieldClass;
begin
if FieldOrEvent is TX3DEvent then
FieldClass := TX3DEvent(FieldOrEvent).FieldClass else
FieldClass := TX3DFieldClass(FieldOrEvent.ClassType);
if FieldClass.InheritsFrom(TSFEnum) or
FieldClass.InheritsFrom(TSFLong) then
Result := TCasScriptInteger.Create(true) else
if FieldClass.InheritsFrom(TMFLong) then
Result := TCasScriptLongIntArray.Create(true) else
if FieldClass.InheritsFrom(TSFFloat) or
FieldClass.InheritsFrom(TSFDouble) then
Result := TCasScriptFloat.Create(true) else
if FieldClass.InheritsFrom(TMFFloat) then
Result := TCasScriptSingleArray.Create(true) else
if FieldClass.InheritsFrom(TMFDouble) then
Result := TCasScriptDoubleArray.Create(true) else
if FieldClass.InheritsFrom(TSFBool) then
Result := TCasScriptBoolean.Create(true) else
if FieldClass.InheritsFrom(TMFBool) then
Result := TCasScriptBooleanArray.Create(true) else
if FieldClass.InheritsFrom(TSFString) then
Result := TCasScriptString.Create(true) else
if FieldClass.InheritsFrom(TMFString) then
Result := TCasScriptStringArray.Create(true) else
if FieldClass.InheritsFrom(TSFVec2f) then
Result := TCasScriptVec2f.Create(true) else
if FieldClass.InheritsFrom(TMFVec2f) then
Result := TCasScriptVec2fArray.Create(true) else
if FieldClass.InheritsFrom(TSFVec3f) then
Result := TCasScriptVec3f.Create(true) else
if FieldClass.InheritsFrom(TMFVec3f) then
Result := TCasScriptVec3fArray.Create(true) else
if FieldClass.InheritsFrom(TSFVec4f) then
Result := TCasScriptVec4f.Create(true) else
if FieldClass.InheritsFrom(TMFVec4f) then
Result := TCasScriptVec4fArray.Create(true) else
if FieldClass.InheritsFrom(TSFVec2d) then
Result := TCasScriptVec2d.Create(true) else
if FieldClass.InheritsFrom(TMFVec2d) then
Result := TCasScriptVec2dArray.Create(true) else
if FieldClass.InheritsFrom(TSFVec3d) then
Result := TCasScriptVec3d.Create(true) else
if FieldClass.InheritsFrom(TMFVec3d) then
Result := TCasScriptVec3dArray.Create(true) else
if FieldClass.InheritsFrom(TSFVec4d) then
Result := TCasScriptVec4d.Create(true) else
if FieldClass.InheritsFrom(TMFVec4d) then
Result := TCasScriptVec4dArray.Create(true) else
if FieldClass.InheritsFrom(TSFRotation) then
Result := TCasScriptRotation.Create(true) else
if FieldClass.InheritsFrom(TMFRotation) then
Result := TCasScriptRotationArray.Create(true) else
if FieldClass.InheritsFrom(TSFMatrix3f) then
Result := TCasScriptMatrix3f.Create(true) else
if FieldClass.InheritsFrom(TMFMatrix3f) then
Result := TCasScriptMatrix3fArray.Create(true) else
if FieldClass.InheritsFrom(TSFMatrix4f) then
Result := TCasScriptMatrix4f.Create(true) else
if FieldClass.InheritsFrom(TMFMatrix4f) then
Result := TCasScriptMatrix4fArray.Create(true) else
if FieldClass.InheritsFrom(TSFMatrix3d) then
Result := TCasScriptMatrix3d.Create(true) else
if FieldClass.InheritsFrom(TMFMatrix3d) then
Result := TCasScriptMatrix3dArray.Create(true) else
if FieldClass.InheritsFrom(TSFMatrix4d) then
Result := TCasScriptMatrix4d.Create(true) else
if FieldClass.InheritsFrom(TMFMatrix4d) then
Result := TCasScriptMatrix4dArray.Create(true) else
if FieldClass.InheritsFrom(TSFImage) {or
FieldClass.InheritsFrom(TMFImage) }then
Result := TCasScriptImage.Create(true) else
begin
WritelnWarning('VRML/X3D', 'Note that CastleScript is not yet suitable to process values of type ' + FieldClass.X3DType);
Result := TCasScriptFloat.Create(true);
end;
Result.Name := FieldOrEvent.X3DName;
end;
procedure X3DCasScriptBeforeExecute(Value: TCasScriptValue;
FieldOrEvent: TX3DFieldOrEvent);
procedure AssignX3DFieldValue(Field: TX3DField);
begin
if Field is TSFEnum then
TCasScriptInteger(Value).Value := TSFEnum(Field).Value else
if Field is TSFLong then
TCasScriptInteger(Value).Value := TSFLong(Field).Value else
if Field is TMFLong then
TCasScriptLongIntArray(Value).Value := TMFLong(Field).Items else
if Field is TSFFloat then
TCasScriptFloat(Value).Value := TSFFloat(Field).Value else
if Field is TSFDouble then
TCasScriptFloat(Value).Value := TSFDouble(Field).Value else
if Field is TMFFloat then
TCasScriptSingleArray(Value).Value := TMFFloat(Field).Items else
if Field is TMFDouble then
TCasScriptDoubleArray(Value).Value := TMFDouble(Field).Items else
if Field is TSFBool then
TCasScriptBoolean(Value).Value := TSFBool(Field).Value else
if Field is TMFBool then
TCasScriptBooleanArray(Value).Value := TMFBool(Field).Items else
if Field is TSFString then
TCasScriptString(Value).Value := TSFString(Field).Value else
if Field is TMFString then
TCasScriptStringArray(Value).Value := TMFString(Field).Items else
if Field is TSFVec2f then
TCasScriptVec2f(Value).Value := TSFVec2f(Field).Value else
if Field is TMFVec2f then
TCasScriptVec2fArray(Value).Value := TMFVec2f(Field).Items else
if Field is TSFVec3f then
TCasScriptVec3f(Value).Value := TSFVec3f(Field).Value else
if Field is TMFVec3f then
TCasScriptVec3fArray(Value).Value := TMFVec3f(Field).Items else
if Field is TSFVec4f then
TCasScriptVec4f(Value).Value := TSFVec4f(Field).Value else
if Field is TMFVec4f then
TCasScriptVec4fArray(Value).Value := TMFVec4f(Field).Items else
if Field is TSFVec2d then
TCasScriptVec2d(Value).Value := TSFVec2d(Field).Value else
if Field is TMFVec2d then
TCasScriptVec2dArray(Value).Value := TMFVec2d(Field).Items else
if Field is TSFVec3d then
TCasScriptVec3d(Value).Value := TSFVec3d(Field).Value else
if Field is TMFVec3d then
TCasScriptVec3dArray(Value).Value := TMFVec3d(Field).Items else
if Field is TSFVec4d then
TCasScriptVec4d(Value).Value := TSFVec4d(Field).Value else
if Field is TMFVec4d then
TCasScriptVec4dArray(Value).Value := TMFVec4d(Field).Items else
if Field is TSFRotation then
TCasScriptRotation(Value).Value := TSFRotation(Field).Value else
if Field is TMFRotation then
TCasScriptRotationArray(Value).Value := TMFRotation(Field).Items else
if Field is TSFMatrix3f then
TCasScriptMatrix3f(Value).Value := TSFMatrix3f(Field).Value else
if Field is TMFMatrix3f then
TCasScriptMatrix3fArray(Value).Value := TMFMatrix3f(Field).Items else
if Field is TSFMatrix4f then
TCasScriptMatrix4f(Value).Value := TSFMatrix4f(Field).Value else
if Field is TMFMatrix4f then
TCasScriptMatrix4fArray(Value).Value := TMFMatrix4f(Field).Items else
if Field is TSFMatrix3d then
TCasScriptMatrix3d(Value).Value := TSFMatrix3d(Field).Value else
if Field is TMFMatrix3d then
TCasScriptMatrix3dArray(Value).Value := TMFMatrix3d(Field).Items else
if Field is TSFMatrix4d then
TCasScriptMatrix4d(Value).Value := TSFMatrix4d(Field).Value else
if Field is TMFMatrix4d then
TCasScriptMatrix4dArray(Value).Value := TMFMatrix4d(Field).Items else
if Field is TSFImage then
TCasScriptImage(Value).Value := TSFImage(Field).Value else
{if Field is TMFImage then
TCasScriptImageArray(Value).Value := TMFImage(Field).Items else}
{ No sensible way to convert, just fall back to predictable 0.0. }
TCasScriptFloat(Value).Value := 0.0;
end;
begin
if FieldOrEvent is TX3DField then
AssignX3DFieldValue(TX3DField(FieldOrEvent));
Value.ValueAssigned := false;
end;
procedure X3DCasScriptAfterExecute(Value: TCasScriptValue;
FieldOrEvent: TX3DFieldOrEvent; var LastEventTime: TX3DTime;
const Time: TX3DTime);
function CreateTempField(Event: TX3DEvent): TX3DField;
begin
{ We have to create temporary field to send.
This is Ok, TX3DEvent.Send shortcuts would do the same thing
after all.
We use Event.ParentNode, Event.Name for this temporary field
for the same reasons TX3DEvent.Send shortcuts do this:
to get nice information in Logger node reports. }
Result := Event.FieldClass.CreateUndefined(Event.ParentNode, false, Event.X3DName);
end;
var
AbortSending: boolean;
Field: TX3DField;
SendToEvent: TX3DEvent;
begin
if Value.ValueAssigned then
begin
{ calculate Field, will be set based on our current Value }
if FieldOrEvent is TX3DEvent then
begin
SendToEvent := TX3DEvent(FieldOrEvent);
Field := CreateTempField(SendToEvent);
end else
if (FieldOrEvent as TX3DField).Exposed then
begin
SendToEvent := TX3DField(FieldOrEvent).EventIn;
Field := CreateTempField(SendToEvent);
end else
begin
SendToEvent := nil;
Assert(FieldOrEvent is TX3DField);
Assert(not TX3DField(FieldOrEvent).Exposed);
{ For initializeOnly fields, we will set them directly. }
Field := TX3DField(FieldOrEvent);
end;
AbortSending := false;
{ set Field value (and leave AbortSending as false),
or leave Field value (and set AbortSending as true). }
if Field is TSFEnum then
TSFEnum(Field).Value := TCasScriptInteger(Value).Value else
if Field is TSFLong then
TSFLong(Field).Value := TCasScriptInteger(Value).Value else
if Field is TMFLong then
TMFLong(Field).Items := TCasScriptLongIntArray(Value).Value else
if Field is TSFFloat then
TSFFloat(Field).Value := TCasScriptFloat(Value).Value else
if Field is TSFDouble then
TSFDouble(Field).Value := TCasScriptFloat(Value).Value else
if Field is TMFFloat then
TMFFloat(Field).Items := TCasScriptSingleArray(Value).Value else
if Field is TMFDouble then
TMFDouble(Field).Items := TCasScriptDoubleArray(Value).Value else
if Field is TSFBool then
TSFBool(Field).Value := TCasScriptBoolean(Value).Value else
if Field is TMFBool then
TMFBool(Field).Items := TCasScriptBooleanArray(Value).Value else
if Field is TSFString then
TSFString(Field).Value := TCasScriptString(Value).Value else
if Field is TMFString then
TMFString(Field).Items := TCasScriptStringArray(Value).Value else
if Field is TSFVec2f then
TSFVec2f(Field).Value := TCasScriptVec2f(Value).Value else
if Field is TMFVec2f then
TMFVec2f(Field).Items := TCasScriptVec2fArray(Value).Value else
if Field is TSFVec3f then
TSFVec3f(Field).Value := TCasScriptVec3f(Value).Value else
if Field is TMFVec3f then
TMFVec3f(Field).Items := TCasScriptVec3fArray(Value).Value else
if Field is TSFVec4f then
TSFVec4f(Field).Value := TCasScriptVec4f(Value).Value else
if Field is TMFVec4f then
TMFVec4f(Field).Items := TCasScriptVec4fArray(Value).Value else
if Field is TSFVec2d then
TSFVec2d(Field).Value := TCasScriptVec2d(Value).Value else
if Field is TMFVec2d then
TMFVec2d(Field).Items := TCasScriptVec2dArray(Value).Value else
if Field is TSFVec3d then
TSFVec3d(Field).Value := TCasScriptVec3d(Value).Value else
if Field is TMFVec3d then
TMFVec3d(Field).Items := TCasScriptVec3dArray(Value).Value else
if Field is TSFVec4d then
TSFVec4d(Field).Value := TCasScriptVec4d(Value).Value else
if Field is TMFVec4d then
TMFVec4d(Field).Items := TCasScriptVec4dArray(Value).Value else
if Field is TSFRotation then
TSFRotation(Field).Value := TCasScriptRotation(Value).Value else
if Field is TMFRotation then
TMFRotation(Field).Items := TCasScriptRotationArray(Value).Value else
if Field is TSFMatrix3f then
TSFMatrix3f(Field).Value := TCasScriptMatrix3f(Value).Value else
if Field is TMFMatrix3f then
TMFMatrix3f(Field).Items := TCasScriptMatrix3fArray(Value).Value else
if Field is TSFMatrix4f then
TSFMatrix4f(Field).Value := TCasScriptMatrix4f(Value).Value else
if Field is TMFMatrix4f then
TMFMatrix4f(Field).Items := TCasScriptMatrix4fArray(Value).Value else
if Field is TSFMatrix3d then
TSFMatrix3d(Field).Value := TCasScriptMatrix3d(Value).Value else
if Field is TMFMatrix3d then
TMFMatrix3d(Field).Items := TCasScriptMatrix3dArray(Value).Value else
if Field is TSFMatrix4d then
TSFMatrix4d(Field).Value := TCasScriptMatrix4d(Value).Value else
if Field is TMFMatrix4d then
TMFMatrix4d(Field).Items := TCasScriptMatrix4dArray(Value).Value else
if Field is TSFImage then
TSFImage(Field).Value := TCasScriptImage(Value).Value.MakeCopy else
{if Field is TMFImage then
begin
TMFImage(Field).Items := TCasScriptImageArray(Value).Value
end else}
begin
{ No sensible way to convert, just do nothing, don't set/send anything. }
AbortSending := true;
end;
{ send and free Field, for output events or exposed fields. }
if SendToEvent <> nil then
begin
if not AbortSending then
begin
if Time > LastEventTime then
begin
LastEventTime := Time;
SendToEvent.Send(Field, Time);
end else
if Log then
WritelnLog('X3D Script', Format(
'Sending event %s from Script ignored at <= timestamp (%f, while last event was on %f). Potential loop avoided',
[ SendToEvent.X3DName, Time.Seconds, LastEventTime.Seconds ]));
end;
FreeAndNil(Field);
end;
{ Theoretically, we should call Scene.InternalChangedField now
if FieldOrEvent was initializeOnly field (and not AbortSending).
But in this case, we know FieldOrEvent comes from a Script node,
and in this situation InternalChangedField doesn't do anything anyway. }
{ This is needed for TCasScriptX3DValueList.AfterExecute trick.
We handled this change, so we mark it by ValueAssigned = false. }
Value.ValueAssigned := false;
end;
end;
{ TCasScriptX3DValueList -------------------------------------------------- }
constructor TCasScriptX3DValueList.Create(AFreeObjects: boolean);
begin
inherited;
FFieldOrEvents := TX3DFieldOrEventList.Create(false);
FLastEventTimes := TX3DTimeList.Create;
end;
destructor TCasScriptX3DValueList.Destroy;
begin
SysUtils.FreeAndNil(FFieldOrEvents);
SysUtils.FreeAndNil(FLastEventTimes);
inherited;
end;
procedure TCasScriptX3DValueList.Add(FieldOrEvent: TX3DFieldOrEvent);
begin
inherited Add(X3DCasScriptCreateValue(FieldOrEvent));
FieldOrEvents.Add(FieldOrEvent);
FLastEventTimes.Add(TX3DTime.Oldest);
end;
procedure TCasScriptX3DValueList.BeforeExecute;
var
I: Integer;
begin
if not InsideAfterExecute then
begin
for I := 0 to Count - 1 do
X3DCasScriptBeforeExecute(Items[I], FieldOrEvents[I]);
end;
end;
procedure TCasScriptX3DValueList.AfterExecute(const Time: TX3DTime);
var
I: Integer;
WasSomeValueAssigned: boolean;
begin
if not InsideAfterExecute then
begin
{ Note that X3DCasScriptAfterExecute may send events when given
fields changed. These events may cause yet another execution
of the same script. For example,
- setting inputOutput field of the script causes another execution
of the same script
- setting anything may cause route to another input event.
It may be another field/event of the same script,
or it may be field/event of different node (possibly, different
script node) that will cause execution back to our script
by another route...
So we have to secure against this. We don't want to allow
resetting of ValueAssigned at the beginning of recursive script calls.
Actually, we also don't want to reinitialize the CastleScript field
from VRML/X3D field value, to not lose new value.
What to do about changed values? If recursive script execution
will change again the same field, we lose the old value, but that's
somewhat Ok.
My approach: using InsideAfterExecute.
If InsideAfterExecute is already true, then Before/AfterExecute
do nothing. Actual script execution will possibly change ValueAssigned
to true for some fields, and change their value, that's Ok.
Only Before/AfterExecute with InsideAfterExecute = false will cause actual
sending of fields/events.
Note that execution of recursive script may cause setting ValueAssigned
:= true on earlier value. So we have to reiterate over Items,
until no ValueAssigned needs to be handled. Don't worry, this will
not cause loops, FLastEventTimes prevents the loops. So eventually
all fields will send their out values, and then WasSomeValueAssigned
will have to be false and we will finish. }
InsideAfterExecute := true;
try
repeat
WasSomeValueAssigned := false;
for I := 0 to Count - 1 do
begin
if Items[I].ValueAssigned then
WasSomeValueAssigned := true;
X3DCasScriptAfterExecute(Items[I], FieldOrEvents[I], FLastEventTimes.List^[I], Time);
end;
until not WasSomeValueAssigned;
finally InsideAfterExecute := false end;
end;
end;
procedure TCasScriptX3DValueList.ResetLastEventTimes;
var
I: Integer;
begin
for I := 0 to Count - 1 do
FLastEventTimes.List^[I] := TX3DTime.Oldest;
end;
end.
|