Castle Game Engine: X3DNodes: Class TPointSetNode_1

# Class TPointSetNode_1
Description | Hierarchy | Fields | Methods | Properties
## Unit X3DNodes ## Declaration `type TPointSetNode_1 = class(TAbstractGeometryNode_1)` ## Description no description available, TAbstractGeometryNode_1 description follows Geometry node allowed only in VRML <= 1.0. In VRML 1.0 shape nodes are allowed pretty everywhere, while VRML 2.0 has different idea of how shapes are handled (they must be inside Shape node), so no shape node is suitable at the same time for VRML 1.0 and VRML 2.0. ## Hierarchy TPersistent TNonRefCountedInterfacedPersistent TX3DFileItem TX3DNode TAbstractNode TAbstractGeometryNode TAbstractGeometryNode_1 TPointSetNode_1 ## Overview ### Methods
| `procedure CreateNode; override;`
| `destructor Destroy; override;`
| `class function ClassNodeTypeName: string; override;`
| `function Coord(State: TX3DGraphTraverseState; out ACoord: TMFVec3f): boolean; override;`
| `function TrianglesCount(State: TX3DGraphTraverseState; OverTriangulate: boolean; ProxyGeometry: TAbstractGeometryNode; ProxyState: TX3DGraphTraverseState): Cardinal; override;`
| `function Lit(State: TX3DGraphTraverseState): boolean; override;`
### Properties
| `property FdStartIndex: TSFLong read FFdStartIndex;`
| `property FdNumPoints: TSFLong read FFdNumPoints;`
## Description ### Methods
| `procedure CreateNode; override;`
| `destructor Destroy; override;`
| `class function ClassNodeTypeName: string; override;`
| `function Coord(State: TX3DGraphTraverseState; out ACoord: TMFVec3f): boolean; override;`
| `function TrianglesCount(State: TX3DGraphTraverseState; OverTriangulate: boolean; ProxyGeometry: TAbstractGeometryNode; ProxyState: TX3DGraphTraverseState): Cardinal; override;`
| `function Lit(State: TX3DGraphTraverseState): boolean; override;`
### Properties
| `property FdStartIndex: TSFLong read FFdStartIndex;`
| `property FdNumPoints: TSFLong read FFdNumPoints;`
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