Castle Game Engine: CastleShapes: Class TShapeList

# Class TShapeList
Description | Hierarchy | Fields | Methods | Properties
## Unit CastleShapes ## Declaration `type TShapeList = class(specialize TFPGObjectList<TShape>)` ## Description ## Hierarchy TFPGObjectList TShapeList ## Overview ### Methods
| `constructor Create;`
| `constructor Create(Tree: TShapeTree; const OnlyActive: boolean; const OnlyVisible: boolean = false; const OnlyCollidable: boolean = false);`
| `procedure SortFrontToBack(const Position: TVector3Single);`
| `procedure SortBackToFront(const Position: TVector3Single; const Distance3D: boolean);`
## Description ### Methods
| `constructor Create;`
| `constructor Create(Tree: TShapeTree; const OnlyActive: boolean; const OnlyVisible: boolean = false; const OnlyCollidable: boolean = false);`
Constructor that initializes list contents by traversing given tree.
| `procedure SortFrontToBack(const Position: TVector3Single);`
Sort shapes by distance to given Position point, closest first.
| `procedure SortBackToFront(const Position: TVector3Single; const Distance3D: boolean);`
Sort shapes by distance to given Position point, farthest first. If Distance3D than we use real distance in 3D. Otherwise we use only the distance in Z coordinate (suitable for rendering things that pretend to be 2D, like Spine slots).
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