Castle Game Engine: X3DNodes: Class TLightInstancesList

# Class TLightInstancesList
Description | Hierarchy | Fields | Methods | Properties
## Unit X3DNodes ## Declaration `type TLightInstancesList = class(specialize TGenericStructList<TLightInstance>)` ## Description no description available, TGenericStructList description follows Generic list of types that are compared by CompareByte. This is equivalent to TFPGList, except it doesn't override IndexOf, so your type doesn't need to have a "=" operator built-in inside FPC. When calling IndexOf or Remove, it will simply compare values using CompareByte, this is what TFPSList.IndexOf uses. This way it works to create lists of records, vectors (constant size arrays), old-style TP objects, and also is suitable to create a list of methods (since for methods, the "=" is broken, for Delphi compatibility, see http://bugs.freepascal.org/view.php?id=9228). We also add some trivial helper methods like Add and L. ## Hierarchy TFPSList TGenericStructList TLightInstancesList ## Overview ### Methods
| `function IndexOfNode(Node: TAbstractLightNode): integer;`
| `function FindName(NodeName: string): PLightInstance;`
| `function Equals(SecondValue: TObject): boolean; override;`
| `procedure AppendInWorldCoordinates(const AList: TLightInstancesList);`
## Description ### Methods
| `function IndexOfNode(Node: TAbstractLightNode): integer;`
Find given light node. Return -1 if not found.
| `function FindName(NodeName: string): PLightInstance;`
Find light with given node name. Return `Nil` if not found.
| `function Equals(SecondValue: TObject): boolean; override;`
| `procedure AppendInWorldCoordinates(const AList: TLightInstancesList);`
Append List to our contents, setting every light's WorldCoordinates = `True`.
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