Castle Game Engine: X3DNodes: Class TNurbsSurfaceNode

# Class TNurbsSurfaceNode
Description | Hierarchy | Fields | Methods | Properties
## Unit X3DNodes ## Declaration `type TNurbsSurfaceNode = class(TAbstractX3DGeometryNode)` ## Description no description available, TAbstractX3DGeometryNode description follows no description available, TAbstractGeometryNode description follows Geometry nodes are the only nodes that produces some visible results during rendering. Much of the VRML language is just a method of describing properties how geometry nodes are displayed (materials, transformations, lighting). A few things that make geometry node special : Only geometry nodes may have [Local]BoundingBox. Only geometry nodes define something visible "in usual way" during rendering (Some other nodes in VRML / X3D are visible but in an unusual way, like Background and Fog. These nodes must be rendered in a special way — they are not affected in any usual way by the current transformation matrix etc.) Geometry nodes are never "grouping nodes", in particular there's never a geometry node that is (direct or indirect) child of another geometry node. So there's no need to be concerned whether geometry nodes' children are included in things like [Local]BoundingBox or Triangles/VerticesCount. Geometry nodes don't affect anything in graph traverse state. (This is important mostly for VRML 1.0, since in newer VRML / X3D "graph traverse state" is not that important.) For X3D, this descends from TAbstractNode, and TAbstractX3DGeometryNode descends from us. This way in X3D TAbstractX3DGeometryNode descends from this, and also X3D hierarchy is preserved (X3DGeometryNode must descend from X3DNode). ## Hierarchy TPersistent TNonRefCountedInterfacedPersistent TX3DFileItem TX3DNode TAbstractNode TAbstractGeometryNode TAbstractX3DGeometryNode TNurbsSurfaceNode ## Overview ### Methods
| `procedure CreateNode; override;`
| `class function ClassNodeTypeName: string; override;`
| `class function URNMatching(const URN: string): boolean; override;`
| `function Proxy(var State: TX3DGraphTraverseState; const OverTriangulate: boolean): TAbstractGeometryNode; override;`
| `function ProxyUsesOverTriangulate: boolean; override;`
| `function LocalBoundingBox(State: TX3DGraphTraverseState; ProxyGeometry: TAbstractGeometryNode; ProxyState: TX3DGraphTraverseState): TBox3D; override;`
| `function BoundingBox(State: TX3DGraphTraverseState; ProxyGeometry: TAbstractGeometryNode; ProxyState: TX3DGraphTraverseState): TBox3D; override;`
| `function TrianglesCount(State: TX3DGraphTraverseState; OverTriangulate: boolean; ProxyGeometry: TAbstractGeometryNode; ProxyState: TX3DGraphTraverseState): Cardinal; override;`
| `function SolidField: TSFBool; override;`
### Properties
| `property FdcontrolPoint: TMFVec3f read FFdcontrolPoint;`
| `property FdtexCoord: TSFNode read FFdtexCoord;`
| `property FduTessellation: TSFInt32 read FFduTessellation;`
| `property FdvTessellation: TSFInt32 read FFdvTessellation;`
| `property Fdweight: TMFFloat read FFdweight;`
| `property Fdccw: TSFBool read FFdccw;`
| `property Fdsolid: TSFBool read FFdsolid;`
| `property FduDimension: TSFInt32 read FFduDimension;`
| `property FduKnot: TMFFloat read FFduKnot;`
| `property FduOrder: TSFInt32 read FFduOrder;`
| `property FdvDimension: TSFInt32 read FFdvDimension;`
| `property FdvKnot: TMFFloat read FFdvKnot;`
| `property FdvOrder: TSFInt32 read FFdvOrder;`
## Description ### Methods
| `procedure CreateNode; override;`
| `class function ClassNodeTypeName: string; override;`
| `class function URNMatching(const URN: string): boolean; override;`
| `function Proxy(var State: TX3DGraphTraverseState; const OverTriangulate: boolean): TAbstractGeometryNode; override;`
| `function ProxyUsesOverTriangulate: boolean; override;`
| `function LocalBoundingBox(State: TX3DGraphTraverseState; ProxyGeometry: TAbstractGeometryNode; ProxyState: TX3DGraphTraverseState): TBox3D; override;`
| `function BoundingBox(State: TX3DGraphTraverseState; ProxyGeometry: TAbstractGeometryNode; ProxyState: TX3DGraphTraverseState): TBox3D; override;`
| `function TrianglesCount(State: TX3DGraphTraverseState; OverTriangulate: boolean; ProxyGeometry: TAbstractGeometryNode; ProxyState: TX3DGraphTraverseState): Cardinal; override;`
| `function SolidField: TSFBool; override;`
### Properties
| `property FdcontrolPoint: TMFVec3f read FFdcontrolPoint;`
| `property FdtexCoord: TSFNode read FFdtexCoord;`
| `property FduTessellation: TSFInt32 read FFduTessellation;`
| `property FdvTessellation: TSFInt32 read FFdvTessellation;`
| `property Fdweight: TMFFloat read FFdweight;`
| `property Fdccw: TSFBool read FFdccw;`
| `property Fdsolid: TSFBool read FFdsolid;`
| `property FduDimension: TSFInt32 read FFduDimension;`
| `property FduKnot: TMFFloat read FFduKnot;`
| `property FduOrder: TSFInt32 read FFduOrder;`
| `property FdvDimension: TSFInt32 read FFdvDimension;`
| `property FdvKnot: TMFFloat read FFdvKnot;`
| `property FdvOrder: TSFInt32 read FFdvOrder;`
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