Unit a3dge.World3D

Description

A world.

It manages objects through an octree.

An octree starts as a huge cube that contains the world, then we split this cube in eight smaller cubes and each one in eight more and again... Each cube is a node. Each object object is in the smallest node that can contain it completly (an object can't be in more than one cube). If a node isn't visible then no-one of the child nodes is visible. An object will not colide with another object wich isn't in the same branch (both child or parent).

Overview

Classes, Interfaces, Objects and Records

Name Description
Class TEntity3D Base class for 3D entities.
Class TOctreeNode An octree node.
Class TOctree An octree.
Class TLight Light description.
Class TCamera Camera description.
Class TModel3D Base for models.
Class TObject3D Base for objects.
Class TWorld3D The world.

Types

TNotifyObject3DEvent = procedure (aObject: TObject3D) of Object;

Constants

DefaultWorldSize = 1000;
DefaultOctreeDepth = 4;
DefaultAmbientLight: TColorDescription = (0.2, 0.2, 0.3, 1.0);
MaxTransparentObjects = 250;

Description

Types

TNotifyObject3DEvent = procedure (aObject: TObject3D) of Object;

Used to notify events to objects.

Constants

DefaultWorldSize = 1000;

Default world size.

DefaultOctreeDepth = 4;

Default octree depth.

DefaultAmbientLight: TColorDescription = (0.2, 0.2, 0.3, 1.0);

Default ambient light.

MaxTransparentObjects = 250;

Number of transparent object it will render per frame.


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