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CastleShapes
type TShapeList = class(specialize TFPGObjectList<TShape>)
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);
Constructor that initializes list contents by traversing given tree.
Sort shapes by distance to given Position point, closest first.
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).