Castle Game Engine: Castle3D: Class T3DList

# Class T3DList
Description | Hierarchy | Fields | Methods | Properties
## Unit Castle3D ## Declaration `type T3DList = class(T3D)` ## Description List of 3D objects (T3D instances), that can be treated like another, larger 3D object. It inherits from T3D class, so this list is itself a 3D object, representing a sum of all it's children 3D objects. This allows you to group many 3D objects, and treat them as one T3D descendant. ## Hierarchy TComponent T3D T3DList ## Overview ### Methods
| `constructor Create(AOwner: TComponent); override;`
| `destructor Destroy; override;`
| `procedure Add(const Item: T3D);`
| `procedure Insert(const Index: Integer; const Item: T3D);`
| `procedure Remove(const Item: T3D);`
| `function Count: Integer;`
| `procedure Clear;`
| `function BoundingBox: TBox3D; override;`
| `procedure Render(const Frustum: TFrustum; const Params: TRenderParams); override;`
| `procedure RenderShadowVolume( ShadowVolumeRenderer: TBaseShadowVolumeRenderer; const ParentTransformIsIdentity: boolean; const ParentTransform: TMatrix4Single); override;`
| `procedure PrepareResources( Options: TPrepareResourcesOptions; ProgressStep: boolean; BaseLights: TAbstractLightInstancesList); override;`
| `function PrepareResourcesSteps: Cardinal; override;`
| `function Press(const Event: TInputPressRelease): boolean; override;`
| `function Release(const Event: TInputPressRelease): boolean; override;`
| `procedure Update(const SecondsPassed: Single; var RemoveMe: TRemoveType); override;`
| `procedure GLContextClose; override;`
| `procedure UpdateGeneratedTextures( const RenderFunc: TRenderFromViewFunction; const ProjectionNear, ProjectionFar: Single; const OriginalViewportX, OriginalViewportY: LongInt; const OriginalViewportWidth, OriginalViewportHeight: Cardinal); override;`
| `procedure VisibleChangeNotification(const Changes: TVisibleChanges); override;`
| `function Dragging: boolean; override;`
### Properties
| `property Items[I:Integer]: T3D read GetItem write SetItem;`
| `property List: T3DListCore read FList;`
## Description ### Methods
| `constructor Create(AOwner: TComponent); override;`
| `destructor Destroy; override;`
| `procedure Add(const Item: T3D);`
Operate on 3D objects contained in the list. You can also operate directly on List instance.
| `procedure Insert(const Index: Integer; const Item: T3D);`
| `procedure Remove(const Item: T3D);`
| `function Count: Integer;`
| `procedure Clear;`
| `function BoundingBox: TBox3D; override;`
| `procedure Render(const Frustum: TFrustum; const Params: TRenderParams); override;`
| `procedure RenderShadowVolume( ShadowVolumeRenderer: TBaseShadowVolumeRenderer; const ParentTransformIsIdentity: boolean; const ParentTransform: TMatrix4Single); override;`
| `procedure PrepareResources( Options: TPrepareResourcesOptions; ProgressStep: boolean; BaseLights: TAbstractLightInstancesList); override;`
| `function PrepareResourcesSteps: Cardinal; override;`
| `function Press(const Event: TInputPressRelease): boolean; override;`
| `function Release(const Event: TInputPressRelease): boolean; override;`
| `procedure Update(const SecondsPassed: Single; var RemoveMe: TRemoveType); override;`
| `procedure GLContextClose; override;`
| `procedure UpdateGeneratedTextures( const RenderFunc: TRenderFromViewFunction; const ProjectionNear, ProjectionFar: Single; const OriginalViewportX, OriginalViewportY: LongInt; const OriginalViewportWidth, OriginalViewportHeight: Cardinal); override;`
| `procedure VisibleChangeNotification(const Changes: TVisibleChanges); override;`
| `function Dragging: boolean; override;`
### Properties
| `property Items[I:Integer]: T3D read GetItem write SetItem;`
| `property List: T3DListCore read FList;`
3D objects inside. Freeing these items automatically removes them from this list.
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