Castle Game Engine: X3DFields: Class TSFFloat

# Class TSFFloat
Description | Hierarchy | Fields | Methods | Properties
## Unit X3DFields ## Declaration `type TSFFloat = class(TX3DSingleField)` ## Description no description available, TX3DSingleField description follows no description available, TX3DField description follows Base class for all VRML/X3D fields. Common notes for all descendants: most of them expose field or property "Value", this is (surprise, surprise!) the value of the field. Many of them also expose DefaultValue and DefaultValueExists fields/properties, these should be the default VRML value for this field. You can even change DefaultValue after the object is created. Most of descendants include constructor that initializes both DefaultValue and Value to the same thing, as this is what you usually want. Some notes about `Assign` method (inherited from TPersistent and overridied appropriately in `TX3DField` descendants): There are some exceptions, but usually assignment is possible only when source and destination field classes are equal. Assignment (by `Assign`, inherited from TPersistent) tries to copy everything: name (with alternative names), default value, IsClauseNames, ValueFromIsClause, Exposed, and of course current value. Exceptions are things related to hierarchy of containers: ParentNode, ParentInterfaceDeclaration. Also ExposedEventsLinked. If you want to copy only the current value, use AssignValue (or AssignLerp, where available). ## Hierarchy TPersistent TNonRefCountedInterfacedPersistent TX3DFileItem TX3DFieldOrEvent TX3DField TX3DSingleField TSFFloat ## Overview ### Fields
| `DefaultValue: Single;`
| `DefaultValueExists: boolean;`
### Methods
| `procedure SaveToStreamValue(Writer: TX3DWriter); override;`
| `constructor Create(AParentNode: TX3DFileItem; const AName: string; const AValue: Single); overload;`
| `constructor Create(AParentNode: TX3DFileItem; const AName: string; const AValue: Single; AMustBeNonnegative: boolean); overload;`
| `procedure ParseValue(Lexer: TX3DLexer; Reader: TX3DReader); override;`
| `function EqualsDefaultValue: boolean; override;`
| `function Equals(SecondValue: TX3DField; const EqualityEpsilon: Double): boolean; override;`
| `function FastEqualsValue(SecondValue: TX3DField): boolean; override;`
| `procedure AssignLerp(const A: Double; Value1, Value2: TX3DField); override;`
| `function CanAssignLerp: boolean; override;`
| `procedure Assign(Source: TPersistent); override;`
| `procedure AssignValue(Source: TX3DField); override;`
| `procedure AssignDefaultValueFromValue; override;`
| `class function TypeName: string; override;`
| `class function CreateEvent(const AParentNode: TX3DFileItem; const AName: string; const AInEvent: boolean): TX3DEvent; override;`
| `procedure Send(const AValue: Single); overload;`
### Properties
| `property Value: Single read FValue write SetValue;`
| `property MustBeNonnegative: boolean read FMustBeNonnegative default false;`
| `property Angle: boolean read FAngle write FAngle default false;`
## Description ### Fields
| `DefaultValue: Single;`
| `DefaultValueExists: boolean;`
### Methods
| `procedure SaveToStreamValue(Writer: TX3DWriter); override;`
| `constructor Create(AParentNode: TX3DFileItem; const AName: string; const AValue: Single); overload;`
| `constructor Create(AParentNode: TX3DFileItem; const AName: string; const AValue: Single; AMustBeNonnegative: boolean); overload;`
| `procedure ParseValue(Lexer: TX3DLexer; Reader: TX3DReader); override;`
| `function EqualsDefaultValue: boolean; override;`
| `function Equals(SecondValue: TX3DField; const EqualityEpsilon: Double): boolean; override;`
| `function FastEqualsValue(SecondValue: TX3DField): boolean; override;`
| `procedure AssignLerp(const A: Double; Value1, Value2: TX3DField); override;`
| `function CanAssignLerp: boolean; override;`
| `procedure Assign(Source: TPersistent); override;`
| `procedure AssignValue(Source: TX3DField); override;`
| `procedure AssignDefaultValueFromValue; override;`
| `class function TypeName: string; override;`
| `class function CreateEvent(const AParentNode: TX3DFileItem; const AName: string; const AInEvent: boolean): TX3DEvent; override;`
| `procedure Send(const AValue: Single); overload;`
### Properties
| `property Value: Single read FValue write SetValue;`
| `property MustBeNonnegative: boolean read FMustBeNonnegative default false;`
If `True` then when trying to set Value to something < 0, we'll negate it (in other words, we'll keep Value >= 0 always). This is nice e.g. for Sphere.FdRadius field — some incorrect VRML specify negative sphere radius.
| `property Angle: boolean read FAngle write FAngle default false;`
Value represents an angle. When reading from X3D 3.3 file, we will make sure it's expressed in radians, honoring optional "UNIT angle ..." declaration in X3D file.
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