This file is indexed.

/usr/src/castle-game-engine-5.2.0/x3d/castleshapes.pas is in castle-game-engine-src 5.2.0-2.

This file is owned by root:root, with mode 0o644.

The actual contents of the file can be viewed below.

   1
   2
   3
   4
   5
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  31
  32
  33
  34
  35
  36
  37
  38
  39
  40
  41
  42
  43
  44
  45
  46
  47
  48
  49
  50
  51
  52
  53
  54
  55
  56
  57
  58
  59
  60
  61
  62
  63
  64
  65
  66
  67
  68
  69
  70
  71
  72
  73
  74
  75
  76
  77
  78
  79
  80
  81
  82
  83
  84
  85
  86
  87
  88
  89
  90
  91
  92
  93
  94
  95
  96
  97
  98
  99
 100
 101
 102
 103
 104
 105
 106
 107
 108
 109
 110
 111
 112
 113
 114
 115
 116
 117
 118
 119
 120
 121
 122
 123
 124
 125
 126
 127
 128
 129
 130
 131
 132
 133
 134
 135
 136
 137
 138
 139
 140
 141
 142
 143
 144
 145
 146
 147
 148
 149
 150
 151
 152
 153
 154
 155
 156
 157
 158
 159
 160
 161
 162
 163
 164
 165
 166
 167
 168
 169
 170
 171
 172
 173
 174
 175
 176
 177
 178
 179
 180
 181
 182
 183
 184
 185
 186
 187
 188
 189
 190
 191
 192
 193
 194
 195
 196
 197
 198
 199
 200
 201
 202
 203
 204
 205
 206
 207
 208
 209
 210
 211
 212
 213
 214
 215
 216
 217
 218
 219
 220
 221
 222
 223
 224
 225
 226
 227
 228
 229
 230
 231
 232
 233
 234
 235
 236
 237
 238
 239
 240
 241
 242
 243
 244
 245
 246
 247
 248
 249
 250
 251
 252
 253
 254
 255
 256
 257
 258
 259
 260
 261
 262
 263
 264
 265
 266
 267
 268
 269
 270
 271
 272
 273
 274
 275
 276
 277
 278
 279
 280
 281
 282
 283
 284
 285
 286
 287
 288
 289
 290
 291
 292
 293
 294
 295
 296
 297
 298
 299
 300
 301
 302
 303
 304
 305
 306
 307
 308
 309
 310
 311
 312
 313
 314
 315
 316
 317
 318
 319
 320
 321
 322
 323
 324
 325
 326
 327
 328
 329
 330
 331
 332
 333
 334
 335
 336
 337
 338
 339
 340
 341
 342
 343
 344
 345
 346
 347
 348
 349
 350
 351
 352
 353
 354
 355
 356
 357
 358
 359
 360
 361
 362
 363
 364
 365
 366
 367
 368
 369
 370
 371
 372
 373
 374
 375
 376
 377
 378
 379
 380
 381
 382
 383
 384
 385
 386
 387
 388
 389
 390
 391
 392
 393
 394
 395
 396
 397
 398
 399
 400
 401
 402
 403
 404
 405
 406
 407
 408
 409
 410
 411
 412
 413
 414
 415
 416
 417
 418
 419
 420
 421
 422
 423
 424
 425
 426
 427
 428
 429
 430
 431
 432
 433
 434
 435
 436
 437
 438
 439
 440
 441
 442
 443
 444
 445
 446
 447
 448
 449
 450
 451
 452
 453
 454
 455
 456
 457
 458
 459
 460
 461
 462
 463
 464
 465
 466
 467
 468
 469
 470
 471
 472
 473
 474
 475
 476
 477
 478
 479
 480
 481
 482
 483
 484
 485
 486
 487
 488
 489
 490
 491
 492
 493
 494
 495
 496
 497
 498
 499
 500
 501
 502
 503
 504
 505
 506
 507
 508
 509
 510
 511
 512
 513
 514
 515
 516
 517
 518
 519
 520
 521
 522
 523
 524
 525
 526
 527
 528
 529
 530
 531
 532
 533
 534
 535
 536
 537
 538
 539
 540
 541
 542
 543
 544
 545
 546
 547
 548
 549
 550
 551
 552
 553
 554
 555
 556
 557
 558
 559
 560
 561
 562
 563
 564
 565
 566
 567
 568
 569
 570
 571
 572
 573
 574
 575
 576
 577
 578
 579
 580
 581
 582
 583
 584
 585
 586
 587
 588
 589
 590
 591
 592
 593
 594
 595
 596
 597
 598
 599
 600
 601
 602
 603
 604
 605
 606
 607
 608
 609
 610
 611
 612
 613
 614
 615
 616
 617
 618
 619
 620
 621
 622
 623
 624
 625
 626
 627
 628
 629
 630
 631
 632
 633
 634
 635
 636
 637
 638
 639
 640
 641
 642
 643
 644
 645
 646
 647
 648
 649
 650
 651
 652
 653
 654
 655
 656
 657
 658
 659
 660
 661
 662
 663
 664
 665
 666
 667
 668
 669
 670
 671
 672
 673
 674
 675
 676
 677
 678
 679
 680
 681
 682
 683
 684
 685
 686
 687
 688
 689
 690
 691
 692
 693
 694
 695
 696
 697
 698
 699
 700
 701
 702
 703
 704
 705
 706
 707
 708
 709
 710
 711
 712
 713
 714
 715
 716
 717
 718
 719
 720
 721
 722
 723
 724
 725
 726
 727
 728
 729
 730
 731
 732
 733
 734
 735
 736
 737
 738
 739
 740
 741
 742
 743
 744
 745
 746
 747
 748
 749
 750
 751
 752
 753
 754
 755
 756
 757
 758
 759
 760
 761
 762
 763
 764
 765
 766
 767
 768
 769
 770
 771
 772
 773
 774
 775
 776
 777
 778
 779
 780
 781
 782
 783
 784
 785
 786
 787
 788
 789
 790
 791
 792
 793
 794
 795
 796
 797
 798
 799
 800
 801
 802
 803
 804
 805
 806
 807
 808
 809
 810
 811
 812
 813
 814
 815
 816
 817
 818
 819
 820
 821
 822
 823
 824
 825
 826
 827
 828
 829
 830
 831
 832
 833
 834
 835
 836
 837
 838
 839
 840
 841
 842
 843
 844
 845
 846
 847
 848
 849
 850
 851
 852
 853
 854
 855
 856
 857
 858
 859
 860
 861
 862
 863
 864
 865
 866
 867
 868
 869
 870
 871
 872
 873
 874
 875
 876
 877
 878
 879
 880
 881
 882
 883
 884
 885
 886
 887
 888
 889
 890
 891
 892
 893
 894
 895
 896
 897
 898
 899
 900
 901
 902
 903
 904
 905
 906
 907
 908
 909
 910
 911
 912
 913
 914
 915
 916
 917
 918
 919
 920
 921
 922
 923
 924
 925
 926
 927
 928
 929
 930
 931
 932
 933
 934
 935
 936
 937
 938
 939
 940
 941
 942
 943
 944
 945
 946
 947
 948
 949
 950
 951
 952
 953
 954
 955
 956
 957
 958
 959
 960
 961
 962
 963
 964
 965
 966
 967
 968
 969
 970
 971
 972
 973
 974
 975
 976
 977
 978
 979
 980
 981
 982
 983
 984
 985
 986
 987
 988
 989
 990
 991
 992
 993
 994
 995
 996
 997
 998
 999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
1682
1683
1684
1685
1686
1687
1688
1689
1690
1691
1692
1693
1694
1695
1696
1697
1698
1699
1700
1701
1702
1703
1704
1705
1706
1707
1708
1709
1710
1711
1712
1713
1714
1715
1716
1717
1718
1719
1720
1721
1722
1723
1724
1725
1726
1727
1728
1729
1730
1731
1732
1733
1734
1735
1736
1737
1738
1739
1740
1741
1742
1743
1744
1745
1746
1747
1748
1749
1750
1751
1752
1753
1754
1755
1756
1757
1758
1759
1760
1761
1762
1763
1764
1765
1766
1767
1768
1769
1770
1771
1772
1773
1774
1775
1776
1777
1778
1779
1780
1781
1782
1783
1784
1785
1786
1787
1788
1789
1790
1791
1792
1793
1794
1795
1796
1797
1798
1799
1800
1801
1802
1803
1804
1805
1806
1807
1808
1809
1810
1811
1812
1813
1814
1815
1816
1817
1818
1819
1820
1821
1822
1823
1824
1825
1826
1827
1828
1829
1830
1831
1832
1833
1834
1835
1836
1837
1838
1839
1840
1841
1842
1843
1844
1845
1846
1847
1848
1849
1850
1851
1852
1853
1854
1855
1856
1857
1858
1859
1860
1861
1862
1863
1864
1865
1866
1867
1868
1869
1870
1871
1872
1873
1874
1875
1876
1877
1878
1879
1880
1881
1882
1883
1884
1885
1886
1887
1888
1889
1890
1891
1892
1893
1894
1895
1896
1897
1898
1899
1900
1901
1902
1903
1904
1905
1906
1907
1908
1909
1910
1911
1912
1913
1914
1915
1916
1917
1918
1919
1920
1921
1922
1923
1924
1925
1926
1927
1928
1929
1930
1931
1932
1933
1934
1935
1936
1937
1938
1939
1940
1941
1942
1943
1944
1945
1946
1947
1948
1949
1950
1951
1952
1953
1954
1955
1956
1957
1958
1959
1960
1961
1962
1963
1964
1965
1966
1967
1968
1969
1970
1971
1972
1973
1974
1975
1976
1977
1978
1979
1980
1981
1982
1983
1984
1985
1986
1987
1988
1989
1990
1991
1992
1993
1994
1995
1996
1997
1998
1999
2000
2001
2002
2003
2004
2005
2006
2007
2008
2009
2010
2011
2012
2013
2014
2015
2016
2017
2018
2019
2020
2021
2022
2023
2024
2025
2026
2027
2028
2029
2030
2031
2032
2033
2034
2035
2036
2037
2038
2039
2040
2041
2042
2043
2044
2045
2046
2047
2048
2049
2050
2051
2052
2053
2054
2055
2056
2057
2058
2059
2060
2061
2062
2063
2064
2065
2066
2067
2068
2069
2070
2071
2072
2073
2074
2075
2076
2077
2078
2079
2080
2081
2082
2083
2084
2085
2086
2087
2088
2089
2090
2091
2092
2093
2094
2095
2096
2097
2098
2099
2100
2101
2102
2103
2104
2105
2106
2107
2108
2109
2110
2111
2112
2113
2114
2115
2116
2117
2118
2119
2120
2121
2122
2123
2124
2125
2126
2127
2128
2129
2130
2131
2132
2133
2134
2135
2136
2137
2138
2139
2140
2141
2142
2143
2144
2145
2146
2147
2148
2149
2150
2151
2152
2153
2154
2155
2156
2157
2158
2159
2160
2161
2162
2163
2164
2165
2166
2167
2168
2169
2170
2171
2172
2173
2174
2175
2176
2177
2178
2179
2180
2181
2182
2183
2184
2185
2186
2187
2188
2189
2190
2191
2192
2193
2194
2195
2196
2197
2198
2199
2200
2201
2202
2203
2204
2205
2206
2207
2208
2209
2210
2211
2212
2213
2214
2215
2216
2217
2218
2219
2220
2221
2222
2223
2224
2225
2226
2227
2228
2229
2230
2231
2232
2233
2234
2235
2236
2237
2238
2239
2240
2241
2242
2243
2244
2245
2246
2247
2248
2249
2250
2251
2252
2253
2254
2255
2256
2257
2258
2259
2260
2261
2262
2263
2264
2265
2266
2267
2268
2269
2270
2271
2272
2273
2274
2275
2276
2277
2278
2279
2280
2281
2282
2283
2284
2285
2286
2287
2288
2289
2290
2291
2292
2293
2294
2295
2296
2297
2298
2299
2300
2301
2302
2303
2304
2305
2306
2307
2308
2309
2310
2311
2312
2313
2314
2315
2316
2317
2318
2319
2320
2321
2322
2323
2324
2325
2326
2327
2328
2329
2330
2331
2332
2333
2334
2335
2336
2337
2338
2339
2340
2341
2342
2343
2344
2345
2346
2347
2348
2349
2350
2351
2352
2353
2354
2355
2356
2357
2358
2359
2360
2361
2362
2363
2364
2365
2366
2367
2368
2369
2370
2371
2372
2373
2374
2375
2376
2377
2378
2379
2380
2381
2382
2383
2384
2385
2386
2387
2388
2389
2390
2391
2392
2393
2394
2395
2396
2397
2398
2399
2400
2401
2402
2403
2404
2405
2406
2407
2408
2409
2410
2411
2412
2413
2414
2415
2416
2417
2418
2419
2420
2421
2422
2423
2424
2425
2426
2427
2428
2429
2430
2431
2432
2433
2434
2435
2436
2437
2438
2439
2440
2441
2442
2443
2444
2445
2446
2447
2448
2449
2450
2451
2452
2453
2454
2455
2456
2457
2458
2459
2460
2461
2462
2463
2464
2465
2466
2467
2468
2469
2470
2471
2472
2473
2474
2475
2476
2477
2478
2479
2480
2481
2482
2483
2484
2485
2486
2487
2488
2489
2490
2491
2492
2493
2494
2495
2496
2497
2498
2499
2500
2501
2502
2503
2504
2505
2506
2507
2508
2509
2510
2511
2512
2513
2514
2515
2516
2517
2518
2519
2520
2521
2522
2523
2524
2525
2526
2527
2528
2529
2530
2531
2532
2533
2534
2535
2536
2537
2538
2539
2540
2541
2542
2543
2544
2545
2546
2547
2548
2549
2550
2551
2552
2553
2554
2555
2556
2557
2558
2559
2560
2561
2562
2563
2564
2565
2566
2567
2568
2569
2570
2571
2572
2573
2574
2575
2576
2577
2578
2579
2580
2581
2582
2583
2584
2585
2586
2587
2588
2589
2590
2591
2592
2593
2594
2595
2596
2597
2598
2599
2600
2601
2602
2603
2604
2605
2606
2607
2608
2609
2610
2611
2612
2613
2614
2615
2616
2617
2618
2619
2620
2621
2622
2623
2624
2625
2626
2627
2628
2629
2630
2631
2632
2633
2634
2635
2636
2637
2638
2639
2640
2641
2642
2643
2644
2645
2646
2647
2648
2649
2650
2651
2652
2653
2654
2655
2656
2657
2658
2659
2660
2661
2662
2663
2664
2665
2666
2667
2668
2669
2670
2671
2672
2673
2674
2675
2676
2677
2678
2679
2680
2681
2682
2683
2684
2685
2686
2687
2688
2689
2690
2691
2692
2693
2694
2695
2696
2697
2698
2699
2700
2701
2702
2703
2704
2705
2706
2707
2708
2709
2710
2711
2712
2713
2714
2715
2716
2717
2718
2719
2720
2721
2722
2723
2724
2725
2726
2727
2728
2729
2730
2731
2732
2733
2734
2735
2736
2737
2738
2739
2740
2741
2742
2743
2744
2745
2746
2747
2748
2749
2750
2751
2752
2753
2754
2755
2756
2757
{
  Copyright 2003-2014 Michalis Kamburelis.

  This file is part of "Castle Game Engine".

  "Castle Game Engine" is free software; see the file COPYING.txt,
  included in this distribution, for details about the copyright.

  "Castle Game Engine" is distributed in the hope that it will be useful,
  but WITHOUT ANY WARRANTY; without even the implied warranty of
  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.

  ----------------------------------------------------------------------------
}

{ Shape (TShape class) and a simple tree of shapes (TShapeTree class). }
unit CastleShapes;

{ $define SHAPE_ITERATOR_SOPHISTICATED}

{$I octreeconf.inc}

{$modeswitch nestedprocvars}{$H+}

interface

uses SysUtils, Classes, CastleVectors, Castle3D, CastleBoxes, X3DNodes, CastleClassUtils,
  CastleUtils, CastleTriangleOctree, CastleFrustum, CastleOctree, X3DTriangles,
  X3DFields, CastleGeometryArrays, FGL, CastleTriangles, CastleMaterialProperties;

const
  { }
  DefLocalTriangleOctreeMaxDepth = 10;
  { Default octree leaf capacity for TShape.OctreeTriangles.

    This is slightly larger than DefTriangleOctreeLeafCapacity, as this
    octree will usually be used interactively for collision detection,
    not by ray-tracer. So octree construction speed is somewhat important,
    and cannot be too large... }
  DefLocalTriangleOctreeLeafCapacity = 32;
  DefLocalTriangleOctreeLimits: TOctreeLimits = (
    MaxDepth: DefLocalTriangleOctreeMaxDepth;
    LeafCapacity: DefLocalTriangleOctreeLeafCapacity
  );

type
  { Internal type for TShape
    @exclude }
  TShapeValidities = set of (svLocalBBox, svBBox,
    svVerticesCountNotOver,  svVerticesCountOver,
    svTrianglesCountNotOver, svTrianglesCountOver,
    svBoundingSphere,
    svNormals);

  { Internal type for TShape
    @exclude }
  TShapeNormalsCached = (ncSmooth, ncFlat, ncCreaseAngle);

  { Possible spatial structure types that may be managed by TShape,
    see TShape.Spatial. }
  TShapeSpatialStructure = (
    { Create the TShape.OctreeTriangles.
      This is an octree containing all triangles. }
    ssTriangles);
  TShapeSpatialStructures = set of TShapeSpatialStructure;

  TShape = class;

  TShapeTraverseFunc = procedure (Shape: TShape) is nested;

  TEnumerateShapeTexturesFunction = procedure (Shape: TShape;
    Texture: TAbstractTextureNode) of object;

  TTestShapeVisibility = function (Shape: TShape): boolean of object;

  { Triangle information, called by TShape.LocalTriangulate and such.

    @param(Shape A shape containing this triangle.
      This is always an instance of TShape class, but due
      to unit dependencies it cannot be declared as such.)

    @param(Normal Normal vectors, for each triangle point.)

    @param(TexCoord Texture coordinates, for each triangle point.

      Each texture coordinate is a 4D vector, since we may have 3D textures
      referenced by 4D (homogeneous) coordinates. For normal 2D textures,
      you can simply take the first 2 components of the vector,
      and ignore the remaining 2 components. The 3th component is always
      0 if was not specified (if model had only 2D texture coords).
      The 4th component is always 1 if was not specified
      (if model had only 2D or 3D texture coords).

      In case of multi-texturing, this describes coordinates
      of the first texture unit.
      In case no texture is defined, this is undefined.)

    @param(Face Describes the indexes of this face, for editing / removing it.
      See TFaceIndex.) }
  TTriangleEvent = procedure (Shape: TObject;
    const Position: TTriangle3Single;
    const Normal: TTriangle3Single; const TexCoord: TTriangle4Single;
    const Face: TFaceIndex) of object;

  { Tree of shapes.

    Although VRML/X3D model already provides the tree (graph of VRML/X3D nodes),
    it's a little too complicated to be used at each render call.
    It's especially true for VRML <= 1.0 (where properties may "leak out"
    from one node to the next), VRML/X3D >= 2.0 cleaned a lot here but still
    some work must be done when traversing (like accumulating transformations).

    So we process VRML/X3D tree to this tree, which is much simpler with
    all the geometry nodes (TAbstractGeometryNode) along with their state
    (TX3DGraphTraverseState) as leafs (TShape). }
  TShapeTree = class
  private
    FParentScene: TObject;
  public
    constructor Create(AParentScene: TObject);

    { Parent TCastleSceneCore instance. This cannot be declared here as
      TCastleSceneCore (this would create circular unit dependency),
      but it always is TCastleSceneCore. }
    property ParentScene: TObject read FParentScene write FParentScene;

    procedure Traverse(Func: TShapeTraverseFunc;
      const OnlyActive: boolean;
      const OnlyVisible: boolean = false;
      const OnlyCollidable: boolean = false); virtual; abstract;

    function ShapesCount(const OnlyActive: boolean;
      const OnlyVisible: boolean = false;
      const OnlyCollidable: boolean = false): Cardinal; virtual; abstract;

    { Look for shape with Geometry.NodeName = GeometryNodeName.
      Returns @nil if not found. }
    function FindGeometryNodeName(const GeometryNodeName: string;
      OnlyActive: boolean = false): TShape;

    { Look for shape with Geometry that has a parent named ParentNodeName.
      Parent is searched by Geometry.TryFindParentNodeByName.
      Returns @nil if not found. }
    function FindShapeWithParentNamed(const ParentNodeName: string;
      OnlyActive: boolean = false): TShape;

    { Enumerate all single texture nodes (possibly) used by the shapes.
      This looks into all shapes (not only active, so e.g. it looks into all
      Switch/LOD children, not only the chosen one).

      This looks into the Appearance.texture field (and if it's MultiTexture,
      looks into it's children). Also it looks into shaders textures.
      Also, for VRML 1.0, looks into LastNodes.Texture2. }
    procedure EnumerateTextures(Enumerate: TEnumerateShapeTexturesFunction); virtual; abstract;

    function DebugInfo(const Indent: string = ''): string; virtual; abstract;
  end;

  { Shape is a geometry node @link(Geometry) instance and it's
    @link(State). For VRML >= 2.0, this usually corresponds to
    a single instance of actual VRML @code(Shape) node.
    It allows to perform many operations that need to know both geometry
    and it's current state (parent Shape node, current transformation and such).

    This class caches results of methods LocalBoundingBox, BoundingBox,
    and most others (see TShapeValidities for hints).
    This means that things work fast, but this also means that
    you must manually call @link(Changed)
    when you changed some properties of Geometry or contents of State.

    But note that you can't change Geometry or State to different
    objects --- they are readonly properties.

    Also note that if you're using @link(TCastleSceneCore) class
    then you don't have to worry about calling @link(Changed)
    of items in @link(TCastleSceneCore.Shapes).
    All you have to do is to call appropriate @code(Changed*)
    methods of @link(TCastleSceneCore). }
  TShape = class(TShapeTree)
  private
    FLocalBoundingBox: TBox3D;
    FBoundingBox: TBox3D;
    FVerticesCount, FTrianglesCount: array [boolean] of Cardinal;
    Validities: TShapeValidities;
    FBoundingSphereCenter: TVector3Single;
    FBoundingSphereRadiusSqr: Single;
    FOriginalGeometry: TAbstractGeometryNode;
    FOriginalState: TX3DGraphTraverseState;
    { FGeometry[false] should be nil exactly when FState[false] is nil.
      Same for FGeometry[true] and FState[true]. }
    FGeometry: array [boolean] of TAbstractGeometryNode;
    FState: array [boolean] of TX3DGraphTraverseState;

    FGeometryParentNodeName,
    FGeometryGrandParentNodeName,
    FGeometryGrandGrandParentNodeName: string;

    FDynamicGeometry: boolean;

    IsCachedMaterialProperty: boolean;
    CachedMaterialProperty: TMaterialProperty;

    { Just like Geometry() and State(), except return @nil if no proxy available
      (when Geometry would return the same thing as OriginalGeometry).
      @groupBegin }
    function ProxyGeometry(const OverTriangulate: boolean): TAbstractGeometryNode;
    function ProxyState(const OverTriangulate: boolean): TX3DGraphTraverseState;
    { @groupEnd }

    procedure ValidateBoundingSphere;

    { Make both FGeometry[OverTriangulate] and FState[OverTriangulate] set.
      Uses appropriate Proxy calls to initialize them. }
    procedure ValidateGeometryState(const OverTriangulate: boolean);

    { Make both FGeometry and FState nil (unset),
      freeing eventual instances created by Proxy methods.
      Next Geometry() or State() call will cause Proxy to be recalculated. }
    procedure FreeProxy;
  private
    TriangleOctreeToAdd: TTriangleOctree;
    procedure AddTriangleToOctreeProgress(Shape: TObject;
      const Position: TTriangle3Single;
      const Normal: TTriangle3Single; const TexCoord: TTriangle4Single;
      const Face: TFaceIndex);
    function CreateTriangleOctree(const ALimits: TOctreeLimits;
      const ProgressTitle: string): TTriangleOctree;
  private
    FTriangleOctreeLimits: TOctreeLimits;
    FTriangleOctreeProgressTitle: string;

    FOctreeTriangles: TTriangleOctree;

    FSpatial: TShapeSpatialStructures;
    procedure SetSpatial(const Value: TShapeSpatialStructures);

    function OverrideOctreeLimits(
      const BaseLimits: TOctreeLimits): TOctreeLimits;
  private
    {$ifdef SHAPE_OCTREE_USE_MAILBOX}
    { Mailbox, for speeding up collision queries.
      @groupBegin }
    MailboxSavedTag: TMailboxTag;
    MailboxResult: PTriangle;
    MailboxIntersection: TVector3Single;
    MailboxIntersectionDistance: Single;
    { @groupEnd }
    {$endif}

    { Meaningful only when svNormals in Validities.
      Normals may be assigned only if svNormals in Validities. }
    FNormalsCached: TShapeNormalsCached;
    FNormals: TVector3SingleList;
    { Meaningful only when svNormals in Validities and
      NormalsCached = ncCreaseAngle. }
    FNormalsCreaseAngle: Single;
    FNormalsOverTriangulate: boolean;

    { Free and nil FOctreeTriangles. Also, makes sure to call
      PointingDeviceClear on ParentScene (since some PTriangle pointers
      were freed). }
    procedure FreeOctreeTriangles;
  public
    { Constructor.
      @param(ParentInfo Resursive information about parents,
        for the geometry node of given shape.
        Note that for VRML 2.0/X3D, the immediate parent
        of geometry node is always TShapeNode.) }
    constructor Create(AParentScene: TObject;
      AOriginalGeometry: TAbstractGeometryNode; AOriginalState: TX3DGraphTraverseState;
      ParentInfo: PTraversingInfo);
    destructor Destroy; override;

    { Original geometry node, that you get from a VRML/X3D graph. }
    property OriginalGeometry: TAbstractGeometryNode read FOriginalGeometry;

    { Original state, that you get from a VRML/X3D graph. }
    property OriginalState: TX3DGraphTraverseState read FOriginalState;

    { Geometry of this shape.
      This may come from initial VRML/X3D node graph (see OriginalGeometry),
      or it may be processed by @link(TAbstractGeometryNode.Proxy)
      for easier handling. }
    function Geometry(const OverTriangulate: boolean = true): TAbstractGeometryNode;

    { State of this shape.
      This may come from initial VRML/X3D node graph (see OriginalState),
      or it may be processed by @link(TAbstractGeometryNode.Proxy)
      for easier handling.

      Owned by this TShape class. }
    function State(const OverTriangulate: boolean = true): TX3DGraphTraverseState;

    { Calculate bounding box and vertices/triangles count,
      see TAbstractGeometryNode methods.
      @groupBegin }
    function LocalBoundingBox: TBox3D;
    function BoundingBox: TBox3D;
    function VerticesCount(OverTriangulate: boolean): Cardinal;
    function TrianglesCount(OverTriangulate: boolean): Cardinal;
    { @groupEnd }

    { Decompose the geometry into primitives, with arrays of per-vertex data. }
    function GeometryArrays(OverTriangulate: boolean): TGeometryArrays;

    { Calculates bounding sphere based on BoundingBox.
      In the future this may be changed to use BoundingSphere method
      of @link(TAbstractGeometryNode), when I will implement it.
      For now, BoundingSphere is always worse approximation of bounding
      volume than @link(BoundingBox) (i.e. BoundingSphere is always
      larger) but it may be useful in some cases when
      detecting collision versus bounding sphere is much faster than detecting
      them versus bounding box.

      BoundingSphereRadiusSqr = 0 and BoundingSphereCenter is undefined
      if Box is empty.

      @groupBegin }
    function BoundingSphereCenter: TVector3Single;
    function BoundingSphereRadiusSqr: Single;
    function BoundingSphereRadius: Single;
    { @groupEnd }

    { Exactly equivalent to getting
      @link(BoundingSphereCenter) and @link(BoundingSphereRadiusSqr)
      and then using @link(TFrustum.SphereCollisionPossible).

      But it may be a little faster since it avoids some small speed problems
      (like copying memory contents when you get values of
      BoundingSphereXxx properties and checking twice are
      BoundingSphereXxx calculated). }
    function FrustumBoundingSphereCollisionPossible(
      const Frustum: TFrustum): TFrustumCollisionPossible;

    { Exactly equivalent to getting
      @link(BoundingSphereCenter) and @link(BoundingSphereRadiusSqr)
      and then using @link(TFrustum.SphereCollisionPossibleSimple).

      But it may be a little faster since it avoids some small speed problems. }
    function FrustumBoundingSphereCollisionPossibleSimple(
      const Frustum: TFrustum): boolean;

    { Notify this shape that you changed a field inside one of it's nodes
      (automatically done by TCastleSceneCore).
      This should be called when fields within Shape.Geometry,
      Shape.State.Last*, Shape.State.ShapeNode or such change.

      Pass InactiveOnly = @true is you know that this shape is fully in
      inactive VRML graph part (inactive Switch, LOD etc. children).

      Including chTransform in Changes means something more than
      general chTransform (which means that transformation of children changed,
      which implicates many things --- not only shape changes).
      Here, chTransform in Changes means that only the transformation
      of TShape.State changed (so only on fields ignored by
      EqualsNoTransform). }
    procedure Changed(const InactiveOnly: boolean;
      const Changes: TX3DChanges); virtual;

    { @exclude
      Called when local geometry changed. Internally used to communicate
      between TCastleSceneCore and TShape.

      "Local" means that we're concerned here about changes visible
      in shape local coordinate system. E.g. things that only change our
      transformation (State.Transform) do not cause "local" geometry changes.

      "Geometry" means that we're concerned only about changes to topology
      --- vertexes, edges, faces, how they connect each other.
      Things that affect only appearance (e.g. whole Shape.appearance content
      in stuff for VRML >= 2.0) is not relevant here. E.g. changing
      material color does not cause "local" geometry changes.

      This frees the octree (will be recreated on Octree* call).
      Also removes cached normals.
      Also notifies parent scene about this change (unless CalledFromParentScene). }
    procedure LocalGeometryChanged(const CalledFromParentScene, ChangedOnlyCoord: boolean);

    { The dynamic octree containing all triangles.
      It contains only triangles within this shape.

      There is no distinction here between collidable / visible
      (as for TCastleSceneCore octrees), since the whole shape may be
      visible and/or collidable.

      The triangles are specified in local coordinate system of this shape
      (that is, they are independent from transformation within State.Transform).
      This allows the tree to remain unmodified when transformation of this
      shape changes.

      This is automatically managed (initialized, updated, and used)
      by parent TCastleSceneCore. You usually don't need to know about this
      octree from outside.

      To initialize this, add ssTriangles to @link(Spatial) property,
      otherwise it's @nil. Parent TCastleSceneCore will take care of this
      (when parent TCastleSceneCore.Spatial contains ssDynamicCollisions, then
      all shapes contain ssTriangles within their Spatial).

      Parent TCastleSceneCore will take care to keep this octree always updated.

      Parent TCastleSceneCore will also take care of actually using
      this octree: TCastleSceneCore.OctreeCollisions methods actually use the
      octrees of specific shapes at the bottom. }
    function OctreeTriangles: TTriangleOctree;

    { Which spatial structrues (octrees, for now) should be created and managed.
      This works analogous to TCastleSceneCore.Spatial, but this manages
      octrees within this TShape. }
    property Spatial: TShapeSpatialStructures read FSpatial write SetSpatial;

    { Properties of created triangle octrees.
      See TriangleOctree unit comments for description.

      Default value comes from DefLocalTriangleOctreeLimits.

      If TriangleOctreeProgressTitle <> '', it will be shown during
      octree creation (through TProgress.Title). Will be shown only
      if progress is not active already
      ( so we avoid starting "progress bar within progress bar").

      They are used only when the octree is created, so usually you
      want to set them right before changing @link(Spatial) from []
      to something else.

      @groupBegin }
    function TriangleOctreeLimits: POctreeLimits;

    property TriangleOctreeProgressTitle: string
      read  FTriangleOctreeProgressTitle
      write FTriangleOctreeProgressTitle;
    { @groupEnd }
  public
    { Looking at material and color and texture nodes,
      decide if the shape is opaque or (partially) transparent.

      For VRML >= 2.0, shape is transparent if material exists and
      has transparency > 0 (epsilon). It's also transparent if it has
      ColorRGBA node inside "color" field.

      For VRML <= 1.0, for now shape is transparent if all it's
      transparent values (in VRML 1.0, material node has actually many
      material values) have transparency > 0 (epsilon).

      We also look at texture, does it have a full-range alpha channel
      (for blending).

      It looks at data of texture node, material node and so on,
      so should be done before any calls to TCastleSceneCore.FreeResources.
      It checks AlphaChannel of textures, so assumes that given shape
      textures are already loaded. }
    function Transparent: boolean;

    procedure Traverse(Func: TShapeTraverseFunc;
      const OnlyActive: boolean;
      const OnlyVisible: boolean = false;
      const OnlyCollidable: boolean = false); override;
    function ShapesCount(const OnlyActive: boolean;
      const OnlyVisible: boolean = false;
      const OnlyCollidable: boolean = false): Cardinal; override;

    { Is shape visible, according to VRML Collision node rules.
      Ths is simply a shortcut (with more obvious name) for
      @code(State.InsideInvisible = 0). }
    function Visible: boolean;

    { Is shape collidable, according to VRML Collision node rules.
      Ths is simply a shortcut (with more obvious name) for
      @code(State.InsideIgnoreCollision = 0). }
    function Collidable: boolean;

    { Equivalent to using OctreeTriangles.RayCollision, except this
      wil use the mailbox. }
    function RayCollision(
      const Tag: TMailboxTag;
      out Intersection: TVector3Single;
      out IntersectionDistance: Single;
      const RayOrigin, RayDirection: TVector3Single;
      const ReturnClosestIntersection: boolean;
      const TriangleToIgnore: PTriangle;
      const IgnoreMarginAtStart: boolean;
      const TrianglesToIgnoreFunc: T3DTriangleIgnoreFunc): PTriangle;

    { Equivalent to using OctreeTriangles.SegmentCollision, except this
      wil use the mailbox. }
    function SegmentCollision(
      const Tag: TMailboxTag;
      out Intersection: TVector3Single;
      out IntersectionDistance: Single;
      const Pos1, Pos2: TVector3Single;
      const ReturnClosestIntersection: boolean;
      const TriangleToIgnore: PTriangle;
      const IgnoreMarginAtStart: boolean;
      const TrianglesToIgnoreFunc: T3DTriangleIgnoreFunc): PTriangle;

    { Create normals suitable for this shape.

      You can call this only when Geometry is coordinate-based
      VRML geometry, implementing Coord and having non-empty coordinates
      (that is, Geometry.Coord returns @true and sets ACoord <> @nil),
      and having Geometry.CoordIndex <> @nil.

      For NormalsSmooth, also Geometry.CoordIndex = @nil is allowed,
      but make sure that Geometry.CoordPolygons is available.
      See CreateSmoothNormalsCoordinateNode.

      @unorderedList(
        @item(Smooth normals are perfectly smooth, per-vertex.

          As an exception, you can call this even when coords are currently
          empty (Geometry.Coord returns @true but ACoord is @nil),
          then result is also @nil.)

        @item(Flat normals are per-face.
          Calculated by CreateFlatNormals.)

        @item(Finally NormalsCreaseAngle creates separate
          normal per index (auto-smoothing by CreaseAngle).)
      )

      The normals here are cached. So using these methods makes condiderable
      speedup if the shape will not change (@link(Changed) method) and
      will need normals many times (e.g. will be rendered many times).

      Normals generated always point out from CCW (FromCCW = @true
      is passed to all Create*Normals internally).

      @groupBegin }
    function NormalsSmooth(OverTriangulate: boolean): TVector3SingleList;
    function NormalsFlat(OverTriangulate: boolean): TVector3SingleList;
    function NormalsCreaseAngle(OverTriangulate: boolean;
      const CreaseAngle: Single): TVector3SingleList;
    { @groupEnd }

    procedure EnumerateTextures(Enumerate: TEnumerateShapeTexturesFunction); override;

    { Is the texture node Node possibly used by this shape.
      This is equivalent to checking does EnumerateShapeTextures return this shape. }
    function UsesTexture(Node: TAbstractTextureNode): boolean;

    { Check is shape a shadow caster. Looks at Shape's
      Appearance.shadowCaster field (see
      http://castle-engine.sourceforge.net/x3d_extensions.php#section_ext_shadow_caster). }
    function ShadowCaster: boolean;

    { Triangulate shape. Calls TriangleEvent callback for each triangle.
      LocalTriangulate returns coordinates in local shape transformation
      (that is, not transformed by State.Transform yet).

      OverTriangulate determines if we should make more triangles for Gouraud
      shading. For example, it makes Cones and Cylinders divided into
      additional stacks.

      @groupBegin }
    procedure Triangulate(OverTriangulate: boolean; TriangleEvent: TTriangleEvent);
    procedure LocalTriangulate(OverTriangulate: boolean; TriangleEvent: TTriangleEvent);
    { @groupEnd }

    function DebugInfo(const Indent: string = ''): string; override;
    function NiceName: string;

    { Local geometry is treated as dynamic (changes very often, like every frame).
      This is automatically detected and set to @true, although you can also
      explicitly set this if you want.

      Dynamic geometry has worse collision detection (using a crude
      approximation) and falls back to rendering method better for
      dynamic geometry (for example, marking VBO data as dynamic for OpenGL
      rendering). }
    property DynamicGeometry: boolean read FDynamicGeometry write FDynamicGeometry;

    { Shape node in VRML/X3D graph.
      This is always present for VRML >= 2 (including X3D).
      For VRML 1.0 and Inventor this is @nil. }
    function Node: TAbstractShapeNode;

    { Node names of parents of the geometry node.
      Note that for X3D/VRML 2.0, GeometryParentNodeName is the same
      as Node.NodeName, because the parent of geometry node is always
      a TShapeNode.
      @groupBegin }
    property GeometryParentNodeName: string read FGeometryParentNodeName;
    property GeometryGrandParentNodeName: string read FGeometryGrandParentNodeName;
    property GeometryGrandGrandParentNodeName: string read FGeometryGrandGrandParentNodeName;
    { @groupEnd }

    { Material property associated with this shape's material/texture. }
    function MaterialProperty: TMaterialProperty;
  end;

  TShapeTreeList = specialize TFPGObjectList<TShapeTree>;

  { Internal (non-leaf) node of the TShapeTree.
    This is practically just a list of other children
    (other TShapeTree items).

    All children are considered "active" by this class.

    This class owns it's children TShapeTree.
    Since TShapeTree is a simple tree structure, there are no duplicates
    possible, that is given TShapeTree instance may be within only
    one parent TShapeTree. (VRML node's parenting mechanism is more
    complicated than this, because of DEF/USE mechanism.) }
  TShapeTreeGroup = class(TShapeTree)
  private
    FChildren: TShapeTreeList;
  public
    constructor Create(AParentScene: TObject);
    destructor Destroy; override;

    procedure Traverse(Func: TShapeTraverseFunc;
      const OnlyActive: boolean;
      const OnlyVisible: boolean = false;
      const OnlyCollidable: boolean = false); override;
    function ShapesCount(const OnlyActive: boolean;
      const OnlyVisible: boolean = false;
      const OnlyCollidable: boolean = false): Cardinal; override;

    property Children: TShapeTreeList read FChildren;

    procedure EnumerateTextures(Enumerate: TEnumerateShapeTexturesFunction); override;

    {$ifdef SHAPE_ITERATOR_SOPHISTICATED}

    { Start index for TShapeTreeIterator.
      Must be >= -1 (-1 means to start from 0).

      May be >= Children.Count, even IterateBeginIndex + 1 may
      be >= Children.Count, i.e. it's Ok if this is already out of range. }
    function IterateBeginIndex(OnlyActive: boolean): Integer; virtual;

    { End index for TShapeTreeIterator. Valid indexes are < this.
      This must be <= Children.Count. }
    function IterateEndIndex(OnlyActive: boolean): Cardinal; virtual;

    {$endif}

    function DebugInfo(const Indent: string = ''): string; override;
  end;

  { Node of the TShapeTree representing an alternative,
    choosing one (or none) child from it's children list as active.

    It's ideal for representing the VRML >= 2.0 Switch node
    (not possible for VRML 1.0 Switch node, as it may affect also other
    nodes after Switch). Actually, it even has a SwitchNode link that is
    used to decide which child to choose (using SwitchNode.FdWhichChoice).  }
  TShapeTreeSwitch = class(TShapeTreeGroup)
  private
    FSwitchNode: TSwitchNode;
  public
    property SwitchNode: TSwitchNode read FSwitchNode write FSwitchNode;

    procedure Traverse(Func: TShapeTraverseFunc;
      const OnlyActive: boolean;
      const OnlyVisible: boolean = false;
      const OnlyCollidable: boolean = false); override;
    function ShapesCount(const OnlyActive: boolean;
      const OnlyVisible: boolean = false;
      const OnlyCollidable: boolean = false): Cardinal; override;

    {$ifdef SHAPE_ITERATOR_SOPHISTICATED}
    function IterateBeginIndex(OnlyActive: boolean): Integer; override;
    function IterateEndIndex(OnlyActive: boolean): Cardinal; override;
    {$endif}
  end;

  { Node of the TShapeTree transforming it's children.

    It's ideal for handling VRML 2.0 / X3D Transform node,
    and similar nodes (MatrixTransform and some H-Anim nodes also act
    as a transformation node and also may be handled by this). }
  TShapeTreeTransform = class(TShapeTreeGroup)
  private
    FTransformNode: TX3DNode;
    FTransformState: TX3DGraphTraverseState;
  public
    constructor Create(AParentScene: TObject);
    destructor Destroy; override;

    { Internal note: We don't declare TransformNode as ITransformNode interface,
      because we don't want to keep reference to it too long,
      as it's manually freed. That's safer. }
    { Transforming VRML/X3D node. Always assigned, always may be casted
      to ITransformNode interface. }
    property TransformNode: TX3DNode read FTransformNode write FTransformNode;

    { State right before traversing the TransformNode.
      Owned by this TShapeTreeTransform instance. You should assign
      to it when you set TransformNode. }
    property TransformState: TX3DGraphTraverseState read FTransformState;
  end;

  { Node of the TShapeTree representing the LOD (level of detail) alternative.
    It chooses one child from it's children list as active.
    Represents the VRML >= 2.0 LOD node
    (not possible for VRML 1.0 LOD node, as it may affect also other
    nodes after LOD).

    To choose which child is active we need to know the LOD node,
    with it's transformation in VRML graph.
    This information is in LODNode and LODInvertedTransform properties.

    Also, we need to know the current camera position.
    This is passed as CameraPosition to CalculateLevel.
    Note that this class doesn't call CalculateLevel by itself, never.
    You have to call CalculateLevel, and use it to set Level property,
    from parent scene to make this LOD work. (Reasoning behind this decision:
    parent scene has CameraPosition and such, and parent scene
    knows whether to initiate level_changes event sending.) }
  TShapeTreeLOD = class(TShapeTreeGroup)
  private
    FLODNode: TAbstractLODNode;
    FLODInvertedTransform: TMatrix4Single;
    FLevel: Cardinal;
    FWasLevel_ChangedSend: boolean;
  public
    property LODNode: TAbstractLODNode read FLODNode write FLODNode;
    function LODInvertedTransform: PMatrix4Single;

    { Calculate @link(Level). This only calculates level, doesn't
      assign @link(Level) property or send level_changed event. }
    function CalculateLevel(const CameraPosition: TVector3Single): Cardinal;

    { Current level, that is index of the active child of this LOD node.
      This is always < Children.Count, unless there are no children.
      In this case it's 0.

      Should be calculated by CalculateLevel. By default
      we simply use the first (highest-detail) LOD as active.
      So if you never assign this (e.g. because TCastleSceneCore.CameraViewKnown
      = @false, that is user position is never known) we'll always
      use the highest-detail children. }
    property Level: Cardinal read FLevel write FLevel default 0;

    property WasLevel_ChangedSend: boolean
      read FWasLevel_ChangedSend write FWasLevel_ChangedSend default false;

    procedure Traverse(Func: TShapeTraverseFunc;
      const OnlyActive: boolean;
      const OnlyVisible: boolean = false;
      const OnlyCollidable: boolean = false); override;
    function ShapesCount(const OnlyActive: boolean;
      const OnlyVisible: boolean = false;
      const OnlyCollidable: boolean = false): Cardinal; override;

    {$ifdef SHAPE_ITERATOR_SOPHISTICATED}
    function IterateBeginIndex(OnlyActive: boolean): Integer; override;
    function IterateEndIndex(OnlyActive: boolean): Cardinal; override;
    {$endif}
  end;

  TProximitySensorInstance = class(TShapeTree)
  private
    FNode: TProximitySensorNode;
  public
    InvertedTransform: TMatrix4Single;
    IsActive: boolean;

    property Node: TProximitySensorNode read FNode write FNode;

    procedure Traverse(Func: TShapeTraverseFunc;
      const OnlyActive: boolean;
      const OnlyVisible: boolean = false;
      const OnlyCollidable: boolean = false); override;
    function ShapesCount(const OnlyActive: boolean;
      const OnlyVisible: boolean = false;
      const OnlyCollidable: boolean = false): Cardinal; override;
    procedure EnumerateTextures(Enumerate: TEnumerateShapeTexturesFunction); override;
    function DebugInfo(const Indent: string = ''): string; override;
  end;

  TVisibilitySensorInstance = class(TShapeTree)
  private
    FNode: TVisibilitySensorNode;
  public
    { Bounding box of this visibility sensor instance,
      already transformed to global VRML/X3D scene coordinates.
      That is, transformed by parent Transform and similar nodes. }
    Box: TBox3D;
    Transform: TMatrix4Single;

    property Node: TVisibilitySensorNode read FNode write FNode;

    procedure Traverse(Func: TShapeTraverseFunc;
      const OnlyActive: boolean;
      const OnlyVisible: boolean = false;
      const OnlyCollidable: boolean = false); override;
    function ShapesCount(const OnlyActive: boolean;
      const OnlyVisible: boolean = false;
      const OnlyCollidable: boolean = false): Cardinal; override;
    procedure EnumerateTextures(Enumerate: TEnumerateShapeTexturesFunction); override;
    function DebugInfo(const Indent: string = ''): string; override;
  end;

  TShapeList = class;

  { Iterates over all TShape items that would be enumerated by
    Tree.Traverse. Sometimes it's easier to write code using this iterator
    than to create callbacks and use TShapeTree.Traverse. }
  TShapeTreeIterator = class
  private
    FCurrent: TShape;
    {$ifdef SHAPE_ITERATOR_SOPHISTICATED}
    Info: Pointer;
    SingleShapeRemaining: boolean;
    FOnlyActive, FOnlyVisible, FOnlyCollidable: boolean;
    function CurrentMatches: boolean;
    {$else}
    List: TShapeList;
    CurrentIndex: Integer;
    {$endif}
  public
    constructor Create(Tree: TShapeTree; const OnlyActive: boolean;
      const OnlyVisible: boolean = false;
      const OnlyCollidable: boolean = false);
    destructor Destroy; override;
    function GetNext: boolean;
    property Current: TShape read FCurrent;
  end;

  TShapeList = class(specialize TFPGObjectList<TShape>)
  public
    constructor Create;

    { Constructor that initializes list contents by traversing given tree. }
    constructor Create(Tree: TShapeTree; const OnlyActive: boolean;
      const OnlyVisible: boolean = false;
      const OnlyCollidable: boolean = false);

    { Sort shapes by distance to given Position point, closest first. }
    procedure SortFrontToBack(const Position: TVector3Single);

    { 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). }
    procedure SortBackToFront(const Position: TVector3Single;
      const Distance3D: boolean);
  end;

var
  { If nonzero, disables automatic TShape.DynamicGeometry detection
    on every node modification. This is useful if you do some interactive
    editing of the shape, but you don't want the shape octree to be replaced
    by it's approximation. }
  DisableAutoDynamicGeometry: Cardinal;

  { Log various information about shapes. This displays quite a lot of non-critical
    information when opening non-trivial models.

    Meaningful only if you initialized log (see CastleLog unit) by InitializeLog first. }
  LogShapes: boolean = false;

type
  { Detect the 3D placeholder name set in the external modeler,
    like 3D object name set in Blender or 3DS Max.
    Assumes that a specific modeler was used to create and export this 3D model.
    Each TPlaceholderName function is made to follow the logic of a single
    modeler, and they are gathered in PlaceholderNames.

    Returns empty string if none.

    When implementing this, you may find useful the following properties
    of the shape: TShape.OriginalGeometry.NodeName,
    TShape.Node.NodeName, TShape.GeometryParentNodeName,
    TShape.GeometryGrandParentNodeName,
    TShape.GeometryGrandGrandParentNodeName.

    Preferably, the result should be unique, only for this VRML/X3D shape.
    But in practice it's the responsibility of the modeler
    and model author to make it true.
    For example, modelers that allow multiple materials on object (like
    Blender) @italic(must) split a single 3D object into many VRML/X3D shapes
    sometimes.
    So just don't use shapes with multiple materials if this shape
    may be meaningful for a placeholder.

    This is used only by TGameSceneManager.LoadLevel placeholders.
    Ultimately, this should be something that is easy to set when creating
    a 3D model in given external modeler.
    @italic(Nothing else in our engine depends on a particular modeler
    strategy for exporting VRML/X3D models.)

    This should be object name (to allow sharing a single mesh underneath).
    Except when it's not possible (like for old Blender VRML 1.0 exporter,
    when only mesh names are stored in VRML/X3D exported files),
    in which case it can be a mesh name. }
  TPlaceholderName = function (const Shape: TShape): string;
  TPlaceholderNames = specialize TFPGMap<string, TPlaceholderName>;

var
  PlaceholderNames: TPlaceholderNames;

implementation

uses CastleProgress, CastleSceneCore, CastleNormals, CastleLog, CastleWarnings,
  CastleStringUtils, CastleArraysGenerator, CastleImages, CastleURIUtils;

const
  UnknownTexCoord: TTriangle4Single = (
    (0, 0, 0, 1),
    (0, 0, 0, 1),
    (0, 0, 0, 1) );

{ TShapeTree ------------------------------------------------------------ }

constructor TShapeTree.Create(AParentScene: TObject);
begin
  inherited Create;
  FParentScene := AParentScene;
end;

function TShapeTree.FindGeometryNodeName(
  const GeometryNodeName: string; OnlyActive: boolean): TShape;
var
  SI: TShapeTreeIterator;
begin
  SI := TShapeTreeIterator.Create(Self, OnlyActive);
  try
    while SI.GetNext do
    begin
      Result := SI.Current;
      if Result.OriginalGeometry.NodeName = GeometryNodeName then Exit;
    end;
  finally FreeAndNil(SI) end;
  Result := nil;
end;

function TShapeTree.FindShapeWithParentNamed(
  const ParentNodeName: string; OnlyActive: boolean): TShape;
var
  SI: TShapeTreeIterator;
begin
  SI := TShapeTreeIterator.Create(Self, OnlyActive);
  try
    while SI.GetNext do
    begin
      Result := SI.Current;
      if Result.OriginalGeometry.TryFindParentByName(ParentNodeName) <> nil then Exit;
    end;
  finally FreeAndNil(SI) end;
  Result := nil;
end;

{ TShape -------------------------------------------------------------- }

constructor TShape.Create(AParentScene: TObject;
  AOriginalGeometry: TAbstractGeometryNode; AOriginalState: TX3DGraphTraverseState;
  ParentInfo: PTraversingInfo);
begin
  inherited Create(AParentScene);

  FTriangleOctreeLimits := DefLocalTriangleOctreeLimits;

  FOriginalGeometry := AOriginalGeometry;
  FOriginalState := AOriginalState;

  if ParentInfo <> nil then
  begin
    FGeometryParentNodeName := ParentInfo^.Node.NodeName;
    ParentInfo := ParentInfo^.ParentInfo;
    if ParentInfo <> nil then
    begin
      FGeometryGrandParentNodeName := ParentInfo^.Node.NodeName;
      ParentInfo := ParentInfo^.ParentInfo;
      if ParentInfo <> nil then
        FGeometryGrandGrandParentNodeName := ParentInfo^.Node.NodeName;
    end;
  end;

  {$ifdef SHAPE_OCTREE_USE_MAILBOX}
  MailboxSavedTag := -1;
  {$endif}
end;

destructor TShape.Destroy;
begin
  FreeProxy;
  FreeAndNil(FNormals);
  FreeAndNil(FOriginalState);
  FreeOctreeTriangles;
  inherited;
end;

procedure TShape.FreeOctreeTriangles;
begin
  { secure against ParentScene = nil, since this may be called from destructor }

  if ParentScene <> nil then
  begin
    { Some PTriangles will be freed. Make sure to clear
      PointingDeviceOverItem, unless they belong to a different shape. }
    if (TCastleSceneCore(ParentScene).PointingDeviceOverItem <> nil) and
       (TCastleSceneCore(ParentScene).PointingDeviceOverItem^.Shape = Self) then
      TCastleSceneCore(ParentScene).PointingDeviceClear;
  end;

  FreeAndNil(FOctreeTriangles);
end;

function TShape.OctreeTriangles: TTriangleOctree;
begin
  if (ssTriangles in Spatial) and (FOctreeTriangles = nil) then
  begin
    FOctreeTriangles := CreateTriangleOctree(
      OverrideOctreeLimits(FTriangleOctreeLimits),
      TriangleOctreeProgressTitle);
    if Log and LogChanges then
      WritelnLog('X3D changes (octree)', Format(
        'Shape(%s).OctreeTriangles updated', [PointerToStr(Self)]));
  end;

  Result := FOctreeTriangles;
end;

function TShape.TriangleOctreeLimits: POctreeLimits;
begin
  Result := @FTriangleOctreeLimits;
end;

function TShape.LocalBoundingBox: TBox3D;
begin
  if not (svLocalBBox in Validities) then
  begin
    FLocalBoundingBox := OriginalGeometry.LocalBoundingBox(OriginalState,
      ProxyGeometry(false), ProxyState(false));
    Include(Validities, svLocalBBox);
  end;
  Result := FLocalBoundingBox;
end;

function TShape.BoundingBox: TBox3D;
begin
  if not (svBBox in Validities) then
  begin
    FBoundingBox := OriginalGeometry.BoundingBox(OriginalState,
      ProxyGeometry(false), ProxyState(false));
    Include(Validities, svBBox);
  end;
  Result := FBoundingBox;
end;

function TShape.VerticesCount(OverTriangulate: boolean): Cardinal;

  procedure Calculate;
  begin
    FVerticesCount[OverTriangulate] := OriginalGeometry.VerticesCount(
      OriginalState, OverTriangulate,
      ProxyGeometry(OverTriangulate),
      ProxyState(OverTriangulate));
  end;

begin
  if OverTriangulate then
  begin
    if not (svVerticesCountOver in Validities) then
    begin
      Calculate;
      Include(Validities, svVerticesCountOver);
    end;
  end else
  begin
    if not (svVerticesCountNotOver in Validities) then
    begin
      Calculate;
      Include(Validities, svVerticesCountNotOver);
    end;
  end;
  Result := FVerticesCount[OverTriangulate];
end;

function TShape.TrianglesCount(OverTriangulate: boolean): Cardinal;

  procedure Calculate;
  begin
    FTrianglesCount[OverTriangulate] := OriginalGeometry.TrianglesCount(
      OriginalState, OverTriangulate,
      ProxyGeometry(OverTriangulate),
      ProxyState(OverTriangulate));
  end;

begin
  if OverTriangulate then
  begin
    if not (svTrianglesCountOver in Validities) then
    begin
      Calculate;
      Include(Validities, svTrianglesCountOver);
    end;
  end else
  begin
    if not (svTrianglesCountNotOver in Validities) then
    begin
      Calculate;
      Include(Validities, svTrianglesCountNotOver);
    end;
  end;
  Result := FTrianglesCount[OverTriangulate];
end;

function TShape.GeometryArrays(OverTriangulate: boolean): TGeometryArrays;
var
  G: TAbstractGeometryNode;
  S: TX3DGraphTraverseState;

  function MaterialOpacity: Single;
  begin
    if G is TAbstractGeometryNode_1 then
      Result := S.LastNodes.Material.Opacity(0) else
    if (S.ShapeNode <> nil) and
       (S.ShapeNode.Material <> nil) then
      Result := S.ShapeNode.Material.Opacity else
      Result := 1;
  end;

  function TexCoordsNeeded: Cardinal;
  begin
    if G is TAbstractGeometryNode_1 then
    begin
      { We don't want to actually load the texture here,
        so only check is filename/image set. }
      if (S.LastNodes.Texture2.FdFilename.Value <> '') or
         (S.LastNodes.Texture2.FdImage.Value <> nil) then
        Result := 1 else
        Result := 0;
    end else
    if (S.ShapeNode <> nil) and { for correct VRML >= 2, Shape should be assigned, but secure from buggy models }
       (S.ShapeNode.Texture <> nil) then
    begin
      if S.ShapeNode.Texture is TMultiTextureNode then
        Result := TMultiTextureNode(S.ShapeNode.Texture).FdTexture.Count else
        Result := 1;
    end else
      Result := 0;

    if OriginalGeometry.FontTextureNode <> nil then
      Inc(Result);
  end;

  function ArrayForBox(Box: TBox3D): TGeometryArrays;
  begin
    { When there's no TArraysGenerator suitable, then we either have
      a Text node (Text, AsciiText, Text3D) or an unsupported node.

      For now, we make an array describing a single quad: this shape's
      bounding box in XY plane. This is good for 2D Text nodes,
      this way they are easily represented in an octree (so they can be
      picked, and used with VRML/X3D Anchor, TouchSensor and such nodes).

      VRML >= 2.0 specs say that 2D Text doesn't participate in collision
      detection. This is very sensible, as normal triangulation of Text would
      produce a lot of triangles. On the other hard, I found many VRML models
      that expect Text within Anchor and TouchSensor to be "clickable" ---
      which means that some rough triangulation of text is desired.

      TODO: the text should not participate in collision
      detection (but still participate in picking).

      TODO: for Text3D, we should probably make arrays describing
      a cube, with 6 faces, not a flat face. }

    Result := TGeometryArrays.Create;
    if not Box.IsEmpty then
    begin
      Result.Primitive := gpQuads;
      Result.Count := 4;

      Result.Position(0)^ := Vector3Single(Box.Data[0][0], Box.Data[0][1], Box.Data[0][2]);
      Result.Position(1)^ := Vector3Single(Box.Data[1][0], Box.Data[0][1], Box.Data[0][2]);
      Result.Position(2)^ := Vector3Single(Box.Data[1][0], Box.Data[1][1], Box.Data[0][2]);
      Result.Position(3)^ := Vector3Single(Box.Data[0][0], Box.Data[1][1], Box.Data[0][2]);

      Result.Normal(0)^ := UnitVector3Single[2];
      Result.Normal(1)^ := UnitVector3Single[2];
      Result.Normal(2)^ := UnitVector3Single[2];
      Result.Normal(3)^ := UnitVector3Single[2];
    end;
  end;

var
  GeneratorClass: TArraysGeneratorClass;
  Generator: TArraysGenerator;
begin
  G := Geometry(OverTriangulate);
  S := State(OverTriangulate);
  GeneratorClass := GetArraysGenerator(G);
  if GeneratorClass <> nil then
  begin
    Generator := GeneratorClass.Create(Self, OverTriangulate);
    try
      Generator.TexCoordsNeeded := TexCoordsNeeded;
      Generator.MaterialOpacity := MaterialOpacity;
      Generator.FacesNeeded := true;
      { Leave the rest of Generator properties as default }
      Result := Generator.GenerateArrays;
    finally FreeAndNil(Generator) end;
  end else
    Result := ArrayForBox(LocalBoundingBox);
end;

procedure TShape.FreeProxy;
begin
  if Log and LogChanges and
    { OriginalGeometry should always be <> nil, but just in case
      (e.g. running from destructor, or with bad state) check. }
    (OriginalGeometry <> nil) and
    (
    ( (FGeometry[false] <> OriginalGeometry) and (FGeometry[false] <> nil) ) or
    ( (FGeometry[true ] <> OriginalGeometry) and (FGeometry[true ] <> nil) ) or
    ( (FState[false] <> OriginalState) and (FState[false] <> nil) ) or
    ( (FState[true ] <> OriginalState) and (FState[true ] <> nil) )
    ) then
    WritelnLog('X3D changes', 'Releasing the Proxy geometry of ' + OriginalGeometry.ClassName);

  if FGeometry[false] <> OriginalGeometry then
  begin
    if FGeometry[true] = FGeometry[false] then
      { Then either both FGeometry[] are nil (in which case we do no harm
        by code below) or they are <> nil because
        ProxyUsesOverTriangulate = false. In the 2nd case, we should
        avoid freeing the same instance twice. }
      FGeometry[true] := nil;

    FreeAndNil(FGeometry[false]);
  end else
    FGeometry[false] := nil;

  if FGeometry[true] <> OriginalGeometry then
    FreeAndNil(FGeometry[true]) else
    FGeometry[true] := nil;

  if FState[false] <> OriginalState then
  begin
    if FState[true] = FState[false] then FState[true] := nil;
    FreeAndNil(FState[false]);
  end else
    FState[false] := nil;

  if FState[true] <> OriginalState then
    FreeAndNil(FState[true]) else
    FState[true] := nil;

  Assert(FGeometry[false] = nil);
  Assert(FGeometry[true] = nil);
  Assert(FState[false] = nil);
  Assert(FState[true] = nil);
end;

procedure TShape.Changed(const InactiveOnly: boolean;
  const Changes: TX3DChanges);
begin
  { Remember to code everything here to act only when some stuff
    is included inside Changed value. For example, when
    Changes = [chClipPlane], there's no need to do anything here. }

  { When Proxy needs to be recalculated.
    Include chVisibleVRML1State, since even MaterialBinding may change VRML 1.0
    proxies. }
  if Changes * [chCoordinate, chVisibleVRML1State, chGeometryVRML1State,
    chTextureCoordinate, chGeometry] <> [] then
    FreeProxy;

  { When bounding volumes in global coordinates changed.
    Probably only chTransform is really needed here
    (testcase: upwind_turbine.x3d), as other flags already cause other changes
    that invalidate global bboxes anyway. }
  if Changes * [chTransform, chCoordinate, chGeometry, chGeometryVRML1State,
    chEverything] <> [] then
    Validities := Validities - [svBBox, svBoundingSphere];

  if chCoordinate in Changes then
    { Coordinate changes actual geometry. }
    LocalGeometryChanged(false, true);

  if Changes * [chGeometry, chGeometryVRML1State] <> [] then
    LocalGeometryChanged(false, false);

  if not InactiveOnly then
    TCastleSceneCore(ParentScene).VisibleChangeHere([vcVisibleGeometry, vcVisibleNonGeometry]);
end;

procedure TShape.ValidateBoundingSphere;
begin
  if not (svBoundingSphere in Validities) then
  begin
    BoundingBox.BoundingSphere(FBoundingSphereCenter, FBoundingSphereRadiusSqr);
    Include(Validities, svBoundingSphere);
  end;
end;

function TShape.BoundingSphereCenter: TVector3Single;
begin
  ValidateBoundingSphere;
  Result := FBoundingSphereCenter;
end;

function TShape.BoundingSphereRadiusSqr: Single;
begin
  ValidateBoundingSphere;
  Result := FBoundingSphereRadiusSqr;
end;

function TShape.BoundingSphereRadius: Single;
begin
  Result := Sqrt(BoundingSphereRadiusSqr);
end;

function TShape.FrustumBoundingSphereCollisionPossible(
  const Frustum: TFrustum): TFrustumCollisionPossible;
begin
  ValidateBoundingSphere;
  Result := Frustum.SphereCollisionPossible(
    FBoundingSphereCenter, FBoundingSphereRadiusSqr);
end;

function TShape.FrustumBoundingSphereCollisionPossibleSimple(
  const Frustum: TFrustum): boolean;
begin
  ValidateBoundingSphere;
  Result := Frustum.SphereCollisionPossibleSimple(
    FBoundingSphereCenter, FBoundingSphereRadiusSqr);
end;

function TShape.OverrideOctreeLimits(
  const BaseLimits: TOctreeLimits): TOctreeLimits;
var
  Props: TKambiOctreePropertiesNode;
begin
  Result := BaseLimits;
  if (State.ShapeNode <> nil) and
     (State.ShapeNode.FdOctreeTriangles.Value <> nil) and
     (State.ShapeNode.FdOctreeTriangles.Value is TKambiOctreePropertiesNode) then
  begin
    Props := TKambiOctreePropertiesNode(State.ShapeNode.FdOctreeTriangles.Value);
    Props.OverrideLimits(Result);
  end;
end;

procedure TShape.AddTriangleToOctreeProgress(Shape: TObject;
  const Position: TTriangle3Single;
  const Normal: TTriangle3Single; const TexCoord: TTriangle4Single;
  const Face: TFaceIndex);
begin
  Progress.Step;
  TriangleOctreeToAdd.AddItemTriangle(Shape, Position, Normal, TexCoord, Face);
end;

function TShape.CreateTriangleOctree(
  const ALimits: TOctreeLimits;
  const ProgressTitle: string): TTriangleOctree;

  procedure LocalTriangulateBox(const Box: TBox3D);

    procedure LocalTriangulateRect(constCoord: integer;
      const constCoordValue, x1, y1, x2, y2: Single);
    var
      Position, Normal: TTriangle3Single;
      i, c1, c2: integer;

      procedure TriAssign(TriIndex: integer; c1value, c2value: Single);
      begin
        Position[TriIndex, c1] := c1value;
        Position[TriIndex, c2] := c2value;
      end;

    begin
      RestOf3dCoords(constCoord, c1, c2);

      for I := 0 to 2 do
      begin
        Position[I, ConstCoord] := ConstCoordValue;
        Normal[I, C1] := 0;
        Normal[I, C2] := 0;
        Normal[I, ConstCoord] := 1; { TODO: or -1 }
      end;

      TriAssign(0, x1, y1);
      TriAssign(1, x1, y2);
      TriAssign(2, x2, y2);
      Result.AddItemTriangle(Self, Position, Normal, UnknownTexCoord, UnknownFaceIndex);
      TriAssign(0, x1, y1);
      TriAssign(1, x2, y2);
      TriAssign(2, x2, y1);
      Result.AddItemTriangle(Self, Position, Normal, UnknownTexCoord, UnknownFaceIndex);
    end;

  var
    I, XCoord, YCoord: Integer;
  begin
    for I := 0 to 2 do
    begin
      RestOf3dCoords(I, XCoord, YCoord);
      LocalTriangulateRect(I, Box.Data[0][I], Box.Data[0][XCoord], Box.Data[0][YCoord], Box.Data[1][XCoord], Box.Data[1][YCoord]);
      LocalTriangulateRect(I, Box.Data[1][I], Box.Data[0][XCoord], Box.Data[0][YCoord], Box.Data[1][XCoord], Box.Data[1][YCoord]);
    end;
  end;

begin
  Result := TTriangleOctree.Create(ALimits, LocalBoundingBox);
  try
    if DynamicGeometry then
    begin
      { Add 12 triangles for 6 cube (LocalBoundingBox) sides.
        No point in progress here, as this is always fast. }
      Result.Triangles.Capacity := 12;
      LocalTriangulateBox(LocalBoundingBox);
    end else
    begin
      Result.Triangles.Capacity := TrianglesCount(false);
      if (ProgressTitle <> '') and
         (not Progress.Active) then
      begin
        Progress.Init(TrianglesCount(false), ProgressTitle, true);
        try
          TriangleOctreeToAdd := Result;
          LocalTriangulate(false, @AddTriangleToOctreeProgress);
        finally Progress.Fini end;
      end else
        LocalTriangulate(false, @Result.AddItemTriangle);
    end;
  except Result.Free; raise end;
end;

procedure TShape.SetSpatial(const Value: TShapeSpatialStructures);
var
  Old, New: boolean;
begin
  if Value <> Spatial then
  begin
    { Handle OctreeTriangles }

    Old := ssTriangles in Spatial;
    New := ssTriangles in Value;

    if Old and not New then
      FreeOctreeTriangles;

    FSpatial := Value;
  end;
end;

procedure TShape.LocalGeometryChanged(
  const CalledFromParentScene, ChangedOnlyCoord: boolean);
begin
  if FOctreeTriangles <> nil then
  begin
    if DisableAutoDynamicGeometry = 0 then
    begin
      if (not DynamicGeometry) and Log then
        WritelnLog('Shape', Format('Shape with geometry %s detected as dynamic, will use more crude collision detection and more suitable rendering',
          [OriginalGeometry.NodeTypeName]));
      DynamicGeometry := true;
    end;
    FreeOctreeTriangles;
  end;

  { Remove cached normals }
  FreeAndNil(FNormals);
  Exclude(Validities, svNormals);

  { Remove from Validities things that depend on geometry.
    Local geometry change means that also global (world-space) geometry changed. }
  Validities := Validities - [svLocalBBox, svBBox,
    svVerticesCountNotOver,  svVerticesCountOver,
    svTrianglesCountNotOver, svTrianglesCountOver,
    svBoundingSphere,
    svNormals];

  if not CalledFromParentScene then
  begin
    if ChangedOnlyCoord then
      TCastleSceneCore(ParentScene).DoGeometryChanged(gcLocalGeometryChangedCoord, Self) else
      TCastleSceneCore(ParentScene).DoGeometryChanged(gcLocalGeometryChanged, Self);
  end;
end;

function TShape.Transparent: boolean;
var
  M: TMaterialNode;
  Tex: TAbstractTextureNode;
begin
  if State.ShapeNode <> nil then
  begin
    M := State.ShapeNode.Material;
    Result := (M <> nil) and (M.FdTransparency.Value > SingleEqualityEpsilon);
  end else
    { For VRML 1.0, there may be multiple materials on a node.
      Some of them may be transparent, some not --- we arbitrarily
      decide for now that AllMaterialsTransparent decides whether
      blending should be used or not. We may change this in the
      future to AnyMaterialsTransparent, since this will be more
      consistent with X3D ColorRGBA treatment?

      We do not try to split node into multiple instances.
      This is difficult and memory-consuming task, so we just
      depend on VRML author to split his geometry nodes if he
      wants it.

      Obviously, we also drop the idea of splitting the geometry
      into separate triangles and deciding whether to use blending
      for each separate triangle. Or to sort every separate triangle.
      This would obviously get very very slow for models with lots
      of triangles.  }
    Result := State.LastNodes.Material.AllMaterialsTransparent;

  if Geometry.ColorRGBA <> nil then
    Result := true;

  { If texture exists with full range alpha channel then use blending.
    Note that State.Texture may be TMultiTextureNode --- that's Ok,
    it has AlphaChannel = atFullRange
    if any child has atFullRange. So it automatically works Ok too. }
  Tex := State.Texture;
  if (Tex <> nil) and (Tex.AlphaChannel = acFullRange) then
    Result := true;

  Tex := OriginalGeometry.FontTextureNode;
  if (Tex <> nil) and (Tex.AlphaChannel = acFullRange) then
    Result := true;
end;

procedure TShape.Traverse(Func: TShapeTraverseFunc;
  const OnlyActive, OnlyVisible, OnlyCollidable: boolean);
begin
  if ((not OnlyVisible) or Visible) and
     ((not OnlyCollidable) or Collidable) then
    Func(Self);
end;

function TShape.ShapesCount(
  const OnlyActive, OnlyVisible, OnlyCollidable: boolean): Cardinal;
begin
  if ((not OnlyVisible) or Visible) and
     ((not OnlyCollidable) or Collidable) then
    Result := 1 else
    Result := 0;
end;

function TShape.Visible: boolean;
begin
  Result := State.InsideInvisible = 0;
end;

function TShape.Collidable: boolean;
begin
  Result := State.InsideIgnoreCollision = 0;
end;

function TShape.RayCollision(
  const Tag: TMailboxTag;
  out Intersection: TVector3Single;
  out IntersectionDistance: Single;
  const RayOrigin, RayDirection: TVector3Single;
  const ReturnClosestIntersection: boolean;
  const TriangleToIgnore: PTriangle;
  const IgnoreMarginAtStart: boolean;
  const TrianglesToIgnoreFunc: T3DTriangleIgnoreFunc): PTriangle;
begin
  {$ifdef SHAPE_OCTREE_USE_MAILBOX}
  if MailboxSavedTag = Tag then
  begin
    Result := MailboxResult;
    if Result <> nil then
    begin
      Intersection         := MailboxIntersection;
      IntersectionDistance := MailboxIntersectionDistance;
    end;
  end else
  begin
  {$endif}

    Result := OctreeTriangles.RayCollision(
      Intersection, IntersectionDistance, RayOrigin, RayDirection,
      ReturnClosestIntersection,
      TriangleToIgnore, IgnoreMarginAtStart, TrianglesToIgnoreFunc);

  {$ifdef SHAPE_OCTREE_USE_MAILBOX}
    { save result to mailbox }
    MailboxSavedTag := Tag;
    MailboxResult := Result;
    if Result <> nil then
    begin
      MailboxIntersection         := Intersection;
      MailboxIntersectionDistance := IntersectionDistance;
    end;
  end;
  {$endif}
end;

function TShape.SegmentCollision(
  const Tag: TMailboxTag;
  out Intersection: TVector3Single;
  out IntersectionDistance: Single;
  const Pos1, Pos2: TVector3Single;
  const ReturnClosestIntersection: boolean;
  const TriangleToIgnore: PTriangle;
  const IgnoreMarginAtStart: boolean;
  const TrianglesToIgnoreFunc: T3DTriangleIgnoreFunc): PTriangle;
begin
  {$ifdef SHAPE_OCTREE_USE_MAILBOX}
  if MailboxSavedTag = Tag then
  begin
    Result := MailboxResult;
    if Result <> nil then
    begin
      Intersection         := MailboxIntersection;
      IntersectionDistance := MailboxIntersectionDistance;
    end;
  end else
  begin
  {$endif}

    Result := OctreeTriangles.SegmentCollision(
      Intersection, IntersectionDistance, Pos1, Pos2,
      ReturnClosestIntersection,
      TriangleToIgnore, IgnoreMarginAtStart, TrianglesToIgnoreFunc);

  {$ifdef SHAPE_OCTREE_USE_MAILBOX}
    { save result to mailbox }
    MailboxSavedTag := Tag;
    MailboxResult := Result;
    if Result <> nil then
    begin
      MailboxIntersection         := Intersection;
      MailboxIntersectionDistance := IntersectionDistance;
    end;
  end;
  {$endif}
end;

function TShape.NormalsSmooth(OverTriangulate: boolean): TVector3SingleList;
var
  G: TAbstractGeometryNode;
  S: TX3DGraphTraverseState;
begin
  if not ((svNormals in Validities) and
          (FNormalsOverTriangulate = OverTriangulate) and
          (FNormalsCached = ncSmooth)) then
  begin
    if Log and LogShapes then
      WritelnLog('Normals', 'Calculating shape smooth normals');

    { Free previous normals }
    FreeAndNil(FNormals);
    Exclude(Validities, svNormals);

    G := Geometry(OverTriangulate);
    S := State(OverTriangulate);

    FNormals := CreateSmoothNormalsCoordinateNode(G, S, true);
    FNormalsCached := ncSmooth;
    FNormalsOverTriangulate := OverTriangulate;
    Include(Validities, svNormals);
  end;

  Result := FNormals;
end;

function TShape.NormalsFlat(OverTriangulate: boolean): TVector3SingleList;
var
  G: TAbstractGeometryNode;
  S: TX3DGraphTraverseState;
begin
  if not ((svNormals in Validities) and
          (FNormalsOverTriangulate = OverTriangulate) and
          (FNormalsCached = ncFlat)) then
  begin
    if Log and LogShapes then
      WritelnLog('Normals', 'Calculating shape flat normals');

    { Free previous normals }
    FreeAndNil(FNormals);
    Exclude(Validities, svNormals);

    G := Geometry(OverTriangulate);
    S := State(OverTriangulate);

    FNormals := CreateFlatNormals(G.CoordIndex.Items,
      G.Coordinates(S).Items, true, G.Convex);
    FNormalsCached := ncFlat;
    FNormalsOverTriangulate := OverTriangulate;
    Include(Validities, svNormals);
  end;

  Result := FNormals;
end;

function TShape.NormalsCreaseAngle(OverTriangulate: boolean;
  const CreaseAngle: Single): TVector3SingleList;
var
  G: TAbstractGeometryNode;
  S: TX3DGraphTraverseState;
begin
  if not ((svNormals in Validities) and
          (FNormalsCached = ncCreaseAngle) and
          (FNormalsOverTriangulate = OverTriangulate) and
          (FNormalsCreaseAngle = CreaseAngle)) then
  begin
    if Log and LogShapes then
      WritelnLog('Normals', 'Calculating shape CreaseAngle normals');

    { Free previous normals }
    FreeAndNil(FNormals);
    Exclude(Validities, svNormals);

    G := Geometry(OverTriangulate);
    S := State(OverTriangulate);

    FNormals := CreateNormals(G.CoordIndex.Items,
      G.Coordinates(S).Items, CreaseAngle, true, G.Convex);
    FNormalsCached := ncCreaseAngle;
    FNormalsOverTriangulate := OverTriangulate;
    FNormalsCreaseAngle := CreaseAngle;
    Include(Validities, svNormals);
  end;

  Result := FNormals;
end;

procedure TShape.EnumerateTextures(Enumerate: TEnumerateShapeTexturesFunction);

  procedure HandleSingleTextureNode(Tex: TX3DNode);
  begin
    if (Tex <> nil) and
       (Tex is TAbstractTextureNode) then
      Enumerate(Self, TAbstractTextureNode(Tex));
  end;

  procedure HandleTextureNode(Tex: TX3DNode);
  var
    I: Integer;
  begin
    if (Tex <> nil) and
       (Tex is TMultiTextureNode) then
    begin
      Enumerate(Self, TMultiTextureNode(Tex));
      for I := 0 to TMultiTextureNode(Tex).FdTexture.Items.Count - 1 do
        HandleSingleTextureNode(TMultiTextureNode(Tex).FdTexture.Items.Items[I]);
    end else
      HandleSingleTextureNode(Tex);
  end;

  { Scan IDecls for SFNode and MFNode fields, handling texture nodes inside. }
  procedure HandleShaderFields(IDecls: TX3DInterfaceDeclarationList);
  var
    I, J: Integer;
    UniformField: TX3DField;
  begin
    for I := 0 to IDecls.Count - 1 do
    begin
      UniformField := IDecls.Items[I].Field;

      if UniformField <> nil then
      begin
        if UniformField is TSFNode then
        begin
          HandleTextureNode(TSFNode(UniformField).Value);
        end else
        if UniformField is TMFNode then
        begin
          for J := 0 to TMFNode(UniformField).Count - 1 do
            HandleTextureNode(TMFNode(UniformField).Items[J]);
        end;
      end;
    end;
  end;

var
  ComposedShader: TComposedShaderNode;
  I: Integer;
  App: TAppearanceNode;
begin
  HandleTextureNode(State.LastNodes.Texture2);

  if (State.ShapeNode <> nil) and
     (State.ShapeNode.Appearance <> nil) then
  begin
    App := State.ShapeNode.Appearance;
    HandleTextureNode(App.FdTexture.Value);

    for I := 0 to App.FdShaders.Count - 1 do
    begin
      ComposedShader := App.FdShaders.GLSLShader(I);
      if ComposedShader <> nil then
        HandleShaderFields(ComposedShader.InterfaceDeclarations);
    end;

    for I := 0 to App.FdEffects.Count - 1 do
      if App.FdEffects[I] is TEffectNode then
        HandleShaderFields(TEffectNode(App.FdEffects[I]).InterfaceDeclarations);
  end;

  HandleTextureNode(OriginalGeometry.FontTextureNode);
end;

type
  TUsesTextureHelper = class
    Node: TAbstractTextureNode;
    procedure HandleTexture(Shape: TShape; Texture: TAbstractTextureNode);
  end;

  BreakUsesTexture = class(TCodeBreaker);

procedure TUsesTextureHelper.HandleTexture(Shape: TShape;
  Texture: TAbstractTextureNode);
begin
  if Texture = Node then
    raise BreakUsesTexture.Create;
end;

function TShape.UsesTexture(Node: TAbstractTextureNode): boolean;
var
  Helper: TUsesTextureHelper;
begin
  Helper := TUsesTextureHelper.Create;
  try
    Helper.Node := Node;
    try
      EnumerateTextures(@Helper.HandleTexture);
      Result := false;
    except
      on BreakUsesTexture do Result := true;
    end;
  finally Helper.Free end;
end;

function TShape.ShadowCaster: boolean;
var
  S: TAbstractShapeNode;
  A: TX3DNode;
begin
  Result := true;

  S := State.ShapeNode;
  if S <> nil then
  begin
    A := S.FdAppearance.Value;
    if (A <> nil) and
       (A is TAppearanceNode) then
      Result := TAppearanceNode(A).FdShadowCaster.Value;
  end;
end;

procedure TShape.ValidateGeometryState(const OverTriangulate: boolean);
begin
  if FGeometry[OverTriangulate] = nil then
  begin
    Assert(FState[OverTriangulate] = nil);
    FState[OverTriangulate] := OriginalState;

    try
      FGeometry[OverTriangulate] := OriginalGeometry.Proxy(
        FState[OverTriangulate], OverTriangulate);
    except
      { in case of trouble, remember to keep both
        FGeometry[OverTriangulate] and FState[OverTriangulate] nil.
        Never let one of them be nil, while other it not. }
      FState[OverTriangulate] := nil;
      raise;
    end;

    if FGeometry[OverTriangulate] <> nil then
    begin
      { We just used OriginalGeometry.Proxy successfully.
        Let's now check can we fill the over FGeometry/FState[] value for free.
        If ProxyUsesOverTriangulate = false, then we can reuse
        this Proxy. This may save us from unnecessarily calling Proxy
        second time. }
      if (FGeometry[not OverTriangulate] = nil) and
          not OriginalGeometry.ProxyUsesOverTriangulate then
      begin
        Assert(FState[not OverTriangulate] = nil);
        FGeometry[not OverTriangulate] := FGeometry[OverTriangulate];
        FState   [not OverTriangulate] := FState   [OverTriangulate];
      end;
    end else
    begin
      FGeometry[OverTriangulate] := OriginalGeometry;
      FState   [OverTriangulate] := OriginalState;
    end;
  end;
end;

function TShape.Geometry(const OverTriangulate: boolean): TAbstractGeometryNode;
begin
  ValidateGeometryState(OverTriangulate);
  Result := FGeometry[OverTriangulate];
end;

function TShape.State(const OverTriangulate: boolean): TX3DGraphTraverseState;
begin
  ValidateGeometryState(OverTriangulate);
  Result := FState[OverTriangulate];
end;

function TShape.ProxyGeometry(const OverTriangulate: boolean): TAbstractGeometryNode;
begin
  Result := Geometry(OverTriangulate);
  if Result = OriginalGeometry then Result := nil;
end;

function TShape.ProxyState(const OverTriangulate: boolean): TX3DGraphTraverseState;
begin
  if Geometry(OverTriangulate) <> OriginalGeometry then
    Result := State(OverTriangulate) else
    Result := nil;
end;

procedure TShape.LocalTriangulate(OverTriangulate: boolean; TriangleEvent: TTriangleEvent);
var
  Arrays: TGeometryArrays;
  RangeBeginIndex: Integer;

  { Call TriangleEvent once. Give indexes to Arrays (Arrays.Indexes,
    if assigned, otherwise direct coordinates), relative to RangeBeginIndex. }
  procedure Triangle(const I1, I2, I3: Cardinal);
  var
    VI1, VI2, VI3: Integer;
    Position, Normal: TTriangle3Single;
    TexCoord: TTriangle4Single;
    Face: TFaceIndex;
  begin
    if Arrays.Indexes <> nil then
    begin
      VI1 := Arrays.Indexes[RangeBeginIndex + I1];
      VI2 := Arrays.Indexes[RangeBeginIndex + I2];
      VI3 := Arrays.Indexes[RangeBeginIndex + I3];
    end else
    begin
      VI1 := RangeBeginIndex + I1;
      VI2 := RangeBeginIndex + I2;
      VI3 := RangeBeginIndex + I3;
    end;
    Position[0] := Arrays.Position(VI1)^;
    Position[1] := Arrays.Position(VI2)^;
    Position[2] := Arrays.Position(VI3)^;
    Normal[0] := Arrays.Normal(VI1)^;
    Normal[1] := Arrays.Normal(VI2)^;
    Normal[2] := Arrays.Normal(VI3)^;

    if (Arrays.TexCoords.Count <> 0) and
       (Arrays.TexCoords[0] <> nil) and
       (Arrays.TexCoords[0].Generation = tgExplicit) then
    begin
      case Arrays.TexCoords[0].Dimensions of
        2: begin
             TexCoord[0] := Vector4Single(Arrays.TexCoord2D(0, VI1)^);
             TexCoord[1] := Vector4Single(Arrays.TexCoord2D(0, VI2)^);
             TexCoord[2] := Vector4Single(Arrays.TexCoord2D(0, VI3)^);
           end;
        3: begin
             TexCoord[0] := Vector4Single(Arrays.TexCoord3D(0, VI1)^);
             TexCoord[1] := Vector4Single(Arrays.TexCoord3D(0, VI2)^);
             TexCoord[2] := Vector4Single(Arrays.TexCoord3D(0, VI3)^);
           end;
        4: begin
             TexCoord[0] := Arrays.TexCoord4D(0, VI1)^;
             TexCoord[1] := Arrays.TexCoord4D(0, VI2)^;
             TexCoord[2] := Arrays.TexCoord4D(0, VI3)^;
           end;
        else raise EInternalError.Create('Arrays.TexCoord[0].Dimensions? at TShape.localtriangulate');
      end;
    end else
      TexCoord := UnknownTexCoord;

    if Arrays.Faces <> nil then
      Face := Arrays.Faces.L[RangeBeginIndex + I1] else
      Face := UnknownFaceIndex;

    TriangleEvent(Self, Position, Normal, TexCoord, Face);
  end;

  { Call NewTriangle, triangulating indexes 0 .. Count - 1. }
  procedure TriangulateRange(const Count: Cardinal);
  var
    I: Cardinal;
    NormalOrder: boolean;
  begin
    case Arrays.Primitive of
      gpTriangles:
        begin
          I := 0;
          while I + 2 < Count do
          begin
            Triangle(I, I + 1, I + 2);
            I += 3;
          end;
        end;
      gpQuads:
        begin
          I := 0;
          while I + 3 < Count do
          begin
            Triangle(I, I + 1, I + 2);
            Triangle(I, I + 2, I + 3);
            I += 4;
          end;
        end;
      gpTriangleFan:
        begin
          I := 0;
          while I + 2 < Count do
          begin
            Triangle(0, I + 1, I + 2);
            Inc(I);
          end;
        end;
      gpTriangleStrip:
        begin
          I := 0;
          NormalOrder := true;
          while I + 2 < Count do
          begin
            if NormalOrder then
              Triangle(I    , I + 1, I + 2) else
              Triangle(I + 1, I    , I + 2);
            NormalOrder := not NormalOrder;
            Inc(I);
          end;
        end;
      else { gpLineStrip, gpPoints don't make triangles } ;
    end;
  end;

var
  Count: Cardinal;
  I: Integer;
begin
  Arrays := GeometryArrays(OverTriangulate);
  try
    if Arrays.Indexes <> nil then
      Count := Arrays.IndexesCount else
      Count := Arrays.Count;
    RangeBeginIndex := 0;
    if Arrays.Counts = nil then
      TriangulateRange(Count) else
      for I := 0 to Arrays.Counts.Count - 1 do
      begin
        TriangulateRange(Arrays.Counts[I]);
        RangeBeginIndex += Arrays.Counts[I];
      end;
  finally FreeAndNil(Arrays) end;
end;

type
  TTriangulateRedirect = class
    Transform: PMatrix4Single;
    TriangleEvent: TTriangleEvent;
    procedure LocalNewTriangle(Shape: TObject;
      const Position: TTriangle3Single;
      const Normal: TTriangle3Single; const TexCoord: TTriangle4Single;
      const Face: TFaceIndex);
  end;

procedure TTriangulateRedirect.LocalNewTriangle(Shape: TObject;
  const Position: TTriangle3Single;
  const Normal: TTriangle3Single; const TexCoord: TTriangle4Single;
  const Face: TFaceIndex);
begin
  TriangleEvent(Shape, TriangleTransform(Position, Transform^), Normal, TexCoord, Face);
end;

procedure TShape.Triangulate(OverTriangulate: boolean; TriangleEvent: TTriangleEvent);
var
  TR: TTriangulateRedirect;
begin
  TR := TTriangulateRedirect.Create;
  try
    TR.Transform := @(State.Transform);
    TR.TriangleEvent := TriangleEvent;
    LocalTriangulate(OverTriangulate, @TR.LocalNewTriangle);
  finally FreeAndNil(TR) end;
end;

function TShape.DebugInfo(const Indent: string): string;
begin
  Result := Indent + NiceName + NL;
end;

function TShape.NiceName: string;
begin
  Result := OriginalGeometry.NiceName;
  if (Node <> nil) and (Node.NodeName <> '') then
    Result := Node.NodeName + ':' + Result;
end;

function TShape.Node: TAbstractShapeNode;
begin
  Result := State.ShapeNode;
end;

function TShape.MaterialProperty: TMaterialProperty;
var
  TextureUrl: string;
begin
  if IsCachedMaterialProperty then
    Exit(CachedMaterialProperty);

  Result := nil;

  if Node <> nil then
  begin
    { VRML 2.0/X3D version: refer to TAppearanceNode }
    if Node.Appearance <> nil then
      Result := Node.Appearance.MaterialProperty;
  end else
  begin
    { VRML 1.0 version: do it directly here }
    TextureUrl := State.LastNodes.Texture2.FdFileName.Value;
    if TextureUrl <> '' then
      Result := MaterialProperties.FindTextureBaseName(
        DeleteURIExt(ExtractURIName(TextureUrl)));
  end;

  IsCachedMaterialProperty := true;
  CachedMaterialProperty := Result;
end;

{ TODO:
class procedure TShape.MaterialPropertyCacheClear;
begin
end; }

{ TShapeTreeGroup -------------------------------------------------------- }

constructor TShapeTreeGroup.Create(AParentScene: TObject);
begin
  inherited Create(AParentScene);
  FChildren := TShapeTreeList.Create(true);
end;

destructor TShapeTreeGroup.Destroy;
begin
  FreeAndNil(FChildren);
  inherited;
end;

procedure TShapeTreeGroup.Traverse(Func: TShapeTraverseFunc;
  const OnlyActive, OnlyVisible, OnlyCollidable: boolean);
var
  I: Integer;
begin
  for I := 0 to FChildren.Count - 1 do
    FChildren.Items[I].Traverse(Func, OnlyActive, OnlyVisible, OnlyCollidable);
end;

function TShapeTreeGroup.ShapesCount(
  const OnlyActive, OnlyVisible, OnlyCollidable: boolean): Cardinal;
var
  I: Integer;
  ResultPart: Cardinal;
begin
  Result := 0;
  for I := 0 to FChildren.Count - 1 do
  begin
    { Workaround for http://bugs.freepascal.org/bug_view_page.php?bug_id=14403
      Without using ResultPart to hold partial result, this raises range check error. }
    ResultPart := FChildren.Items[I].ShapesCount(OnlyActive, OnlyVisible, OnlyCollidable);
    Result += ResultPart;
  end;
end;

procedure TShapeTreeGroup.EnumerateTextures(Enumerate: TEnumerateShapeTexturesFunction);
var
  I: Integer;
begin
  for I := 0 to FChildren.Count - 1 do
    FChildren.Items[I].EnumerateTextures(Enumerate);
end;

{$ifdef SHAPE_ITERATOR_SOPHISTICATED}
function TShapeTreeGroup.IterateBeginIndex(OnlyActive: boolean): Integer;
begin
  Result := -1;
end;

function TShapeTreeGroup.IterateEndIndex(OnlyActive: boolean): Cardinal;
begin
  Result := FChildren.Count;
end;
{$endif}

function TShapeTreeGroup.DebugInfo(const Indent: string): string;
var
  I: Integer;
begin
  Result := Indent + ClassName + NL;
  for I := 0 to FChildren.Count - 1 do
    Result += FChildren[I].DebugInfo(Indent + Format('  %3d:', [I]));
end;

{ TShapeTreeSwitch ------------------------------------------------------- }

procedure TShapeTreeSwitch.Traverse(Func: TShapeTraverseFunc;
  const OnlyActive, OnlyVisible, OnlyCollidable: boolean);
var
  WhichChoice: Integer;
begin
  if OnlyActive then
  begin
    WhichChoice := SwitchNode.FdWhichChoice.Value;
    if (WhichChoice >= 0) and
       (WhichChoice < Children.Count) then
      Children.Items[WhichChoice].Traverse(Func, OnlyActive, OnlyVisible, OnlyCollidable);
  end else
    inherited;
end;

function TShapeTreeSwitch.ShapesCount(
  const OnlyActive, OnlyVisible, OnlyCollidable: boolean): Cardinal;
var
  WhichChoice: Integer;
begin
  if OnlyActive then
  begin
    WhichChoice := SwitchNode.FdWhichChoice.Value;
    if (WhichChoice >= 0) and
       (WhichChoice < Children.Count) then
      Result := Children.Items[WhichChoice].ShapesCount(OnlyActive, OnlyVisible, OnlyCollidable) else
      Result := 0;
  end else
    Result := inherited;
end;

{$ifdef SHAPE_ITERATOR_SOPHISTICATED}
function TShapeTreeSwitch.IterateBeginIndex(OnlyActive: boolean): Integer;
var
  WhichChoice: Integer;
begin
  if OnlyActive then
  begin
    WhichChoice := SwitchNode.FdWhichChoice.Value;
    if WhichChoice >= 0 then
      { It's ok if whichChoice is >= children count,
        iterator will check this. }
      Result := WhichChoice - 1 else
      Result := -1 { whatever; IterateCount will be 0 anyway };
  end else
    Result := inherited;
end;

function TShapeTreeSwitch.IterateEndIndex(OnlyActive: boolean): Cardinal;
var
  WhichChoice: Integer;
begin
  if OnlyActive then
  begin
    WhichChoice := SwitchNode.FdWhichChoice.Value;
    if (WhichChoice >= 0) and
       (WhichChoice < Children.Count) then
      Result := WhichChoice + 1 else
      Result := 0;
  end else
    Result := inherited;
end;
{$endif}

{ TShapeTreeTransform ---------------------------------------------------- }

constructor TShapeTreeTransform.Create(AParentScene: TObject);
begin
  inherited;
  FTransformState := TX3DGraphTraverseState.Create;
end;

destructor TShapeTreeTransform.Destroy;
begin
  FreeAndNil(FTransformState);
  inherited;
end;

{ TShapeTreeLOD ------------------------------------------------------- }

function TShapeTreeLOD.LODInvertedTransform: PMatrix4Single;
begin
  Result := @FLODInvertedTransform;
end;

function TShapeTreeLOD.CalculateLevel(const CameraPosition: TVector3Single): Cardinal;
var
  Camera: TVector3Single;
  Dummy: Single;
begin
  if (Children.Count = 0) or
     (LODNode.FdRange.Count = 0) then
    Result := 0 else
  begin
    try
      Camera := MatrixMultPoint(LODInvertedTransform^, CameraPosition);
      Result := KeyRange(LODNode.FdRange.Items,
        PointsDistance(Camera, LODNode.FdCenter.Value), Dummy);
      { Now we know Result is between 0..LODNode.FdRange.Count.
        Following X3D spec "Specifying too few levels will result in
        the last level being used repeatedly for the lowest levels of detail",
        so just clamp to last children. }
      MinTo1st(Result, Children.Count - 1);
    except
      on E: ETransformedResultInvalid do
      begin
        OnWarning(wtMajor, 'VRML/X3D', Format('Cannot transform camera position %s to LOD node local coordinate space, transformation results in direction (not point): %s',
          [ VectorToRawStr(CameraPosition), E.Message ]));
        Result := 0;
      end;
    end;
  end;

  Assert(
    ( (Children.Count = 0) and (Result = 0) ) or
    ( (Children.Count > 0) and (Result < Cardinal(Children.Count)) ) );
end;

procedure TShapeTreeLOD.Traverse(Func: TShapeTraverseFunc;
  const OnlyActive, OnlyVisible, OnlyCollidable: boolean);
begin
  if Children.Count > 0 then
  begin
    if OnlyActive then
      { Now we know that Level < Children.Count, no need to check it. }
      Children.Items[Level].Traverse(Func, OnlyActive, OnlyVisible, OnlyCollidable) else
      inherited;
  end;
end;

function TShapeTreeLOD.ShapesCount(
  const OnlyActive, OnlyVisible, OnlyCollidable: boolean): Cardinal;
begin
  if Children.Count > 0 then
  begin
    if OnlyActive then
      { Now we know that Level < Children.Count, no need to check it. }
      Result := Children.Items[Level].ShapesCount(OnlyActive, OnlyVisible, OnlyCollidable) else
      Result := inherited;
  end else
    Result := 0;
end;

{$ifdef SHAPE_ITERATOR_SOPHISTICATED}
function TShapeTreeLOD.IterateBeginIndex(OnlyActive: boolean): Integer;
begin
  if (Children.Count > 0) and OnlyActive then
    Result := Level - 1 else
    Result := inherited;
end;

function TShapeTreeLOD.IterateEndIndex(OnlyActive: boolean): Cardinal;
begin
  if (Children.Count > 0) and OnlyActive then
    Result := Level + 1 else
    Result := inherited;
end;
{$endif}

{ TProximitySensorInstance ---------------------------------------------- }

procedure TProximitySensorInstance.Traverse(Func: TShapeTraverseFunc;
  const OnlyActive, OnlyVisible, OnlyCollidable: boolean);
begin
  { Nothing to do: no geometry shapes, no children here }
end;

function TProximitySensorInstance.ShapesCount(const OnlyActive: boolean;
  const OnlyVisible: boolean = false;
  const OnlyCollidable: boolean = false): Cardinal;
begin
  Result := 0;
end;

procedure TProximitySensorInstance.EnumerateTextures(Enumerate: TEnumerateShapeTexturesFunction);
begin
  { Nothing to do: no geometry shapes, no children here }
end;

function TProximitySensorInstance.DebugInfo(const Indent: string = ''): string;
begin
  Result := Indent + 'ProximitySensor (' + Node.NodeName + ')' + NL;
end;

{ TVisibilitySensorInstance ---------------------------------------------- }

procedure TVisibilitySensorInstance.Traverse(Func: TShapeTraverseFunc;
  const OnlyActive, OnlyVisible, OnlyCollidable: boolean);
begin
  { Nothing to do: no geometry shapes, no children here }
end;

function TVisibilitySensorInstance.ShapesCount(const OnlyActive: boolean;
  const OnlyVisible: boolean = false;
  const OnlyCollidable: boolean = false): Cardinal;
begin
  Result := 0;
end;

procedure TVisibilitySensorInstance.EnumerateTextures(Enumerate: TEnumerateShapeTexturesFunction);
begin
  { Nothing to do: no geometry shapes, no children here }
end;

function TVisibilitySensorInstance.DebugInfo(const Indent: string = ''): string;
begin
  Result := Indent + 'VisibilitySensor (' + Node.NodeName + ')' + NL;
end;

{ TShapeTreeIterator ----------------------------------------------------- }

{ When SHAPE_ITERATOR_SOPHISTICATED is defined, we use a complicated
  implementation that has a nice O(1) speed for constructor and all
  GetNext calls (well, actually some calls may have O(depth), but most
  will not). It traverses one step further in each GetNext.
  It's building a simple stack of items to make efficient push/pop while
  walking down/up the tree of TShapesTree.

  When SHAPE_ITERATOR_SOPHISTICATED is not defined, we use a very simple
  implementation: just call Tree.Traverse,
  collecting shapes to a list in constructor. Then simply iterate
  over this list. This makes constructor time large (equal to traversing time,
  so O(leaves count)), although GetNext is lighting fast.

  Theoretically, the sophisticated version was supposed to be much better,
  as speed is always O(1) and memory use is much smaller
  (only the depth of the shapes tree, as opposed to the number of all leaves).

  In practice however, it turned out that the sophisticated version
  was useless. Time measures shown that "naive" and simple
  version is even very very slightly faster in some cases.
  Time measure is in castle_game_engine/tests/testscenecore.pas,
  define ITERATOR_SPEED_TEST and test for yourself.

  So in practice good memory allocator in FPC
  (as this is the bottleneck of the naive version, since List is potentially
  resized on adding each new shape) outperforms the sophisticated algorithm.

  So right now we're back to simple version. Maybe the "sophisticated"
  implementation will be restored some day... Just define
  SHAPE_ITERATOR_SOPHISTICATED. }

{$ifdef SHAPE_ITERATOR_SOPHISTICATED}

type
  { To efficiently implement TShapeTreeIterator, we have to
    use an efficient stack push/pop when entering TShapeTreeGroup
    (this includes TShapeTreeSwitch), and remember current Index
    within current group.

    Note that this follows the logic of implemented Traverse methods.
    There's no way to efficiently (without e.g. first collecting to a list)
    realize iterator with actually calling Traverse methods. }
  PIteratorInfo = ^TIteratorInfo;
  TIteratorInfo = record
    Group: TShapeTreeGroup;
    Index: Integer;
    GroupCount: Cardinal;
    Parent: PIteratorInfo;
  end;

{$define IteratorInfo := PIteratorInfo(Info)}

{ Check Current for FOnlyVisible and FOnlyCollidable flags. }
function TShapeTreeIterator.CurrentMatches: boolean;
begin
  if FOnlyVisible and FOnlyCollidable then
    Result := (Current <> nil) and Current.Visible and Current.Collidable else
  if FOnlyVisible then
    Result := (Current <> nil) and Current.Visible else
  if FOnlyCollidable then
    Result := (Current <> nil) and Current.Collidable else
    Result := (Current <> nil);
end;

constructor TShapeTreeIterator.Create(Tree: TShapeTree;
  const OnlyActive, OnlyVisible, OnlyCollidable: boolean);
begin
  inherited Create;

  FOnlyActive := OnlyActive;
  FOnlyVisible := OnlyVisible;
  FOnlyCollidable := OnlyCollidable;

  if Tree is TShapeTreeGroup then
  begin
    New(IteratorInfo);
    IteratorInfo^.Group := TShapeTreeGroup(Tree);
    IteratorInfo^.Index := IteratorInfo^.Group.IterateBeginIndex(OnlyActive);
    IteratorInfo^.GroupCount := IteratorInfo^.Group.IterateEndIndex(OnlyActive);
    IteratorInfo^.Parent := nil;
  end else
  begin
    { When the whole tree is one single TShape, this is a special case
      marked by IteratorInfo = nil and using SingleShapeRemaining.
      FCurrent is just constant in this case. }
    Assert(Tree is TShape);
    FCurrent := TShape(Tree);
    IteratorInfo := nil;
    SingleShapeRemaining := true;
  end;
end;

destructor TShapeTreeIterator.Destroy;

  procedure Done(I: PIteratorInfo);
  begin
    if I <> nil then
    begin
      Done(I^.Parent);
      Dispose(I);
    end;
  end;

begin
  Done(IteratorInfo);
  inherited;
end;

function TShapeTreeIterator.GetNext: boolean;
var
  ParentInfo: PIteratorInfo;
  Child: TShapeTree;
begin
  if IteratorInfo <> nil then
  begin
    repeat
      Inc(IteratorInfo^.Index);
      Assert(IteratorInfo^.Index >= 0);
      Assert(IteratorInfo^.Index > IteratorInfo^.Group.IterateBeginIndex(FOnlyActive));

      if Cardinal(IteratorInfo^.Index) < IteratorInfo^.GroupCount then
      begin
        Child := IteratorInfo^.Group.Children.Items[IteratorInfo^.Index];
        if Child is TShape then
        begin
          FCurrent := TShape(Child);

          if CurrentMatches then
            Result := true else
            Result := GetNext;

          Exit;
        end else
        begin
          Assert(Child is TShapeTreeGroup);
          ParentInfo := IteratorInfo;
          New(IteratorInfo);
          IteratorInfo^.Group := TShapeTreeGroup(Child);
          IteratorInfo^.Index := IteratorInfo^.Group.IterateBeginIndex(FOnlyActive);
          IteratorInfo^.GroupCount := IteratorInfo^.Group.IterateEndIndex(FOnlyActive);
          IteratorInfo^.Parent := ParentInfo;
        end;
      end else
      begin
        ParentInfo := IteratorInfo^.Parent;
        if ParentInfo <> nil then
        begin
          Dispose(IteratorInfo);
          IteratorInfo := ParentInfo;
        end else
          Exit(false);
      end;
    until false;
  end else
  begin
    Result := SingleShapeRemaining;
    SingleShapeRemaining := false;
    { FCurrent already set in constructor }

    if Result and (not CurrentMatches) then
      Result := false;
  end;
end;

{$undef IteratorInfo}

{$else SHAPE_ITERATOR_SOPHISTICATED}

constructor TShapeTreeIterator.Create(Tree: TShapeTree;
  const OnlyActive, OnlyVisible, OnlyCollidable: boolean);
begin
  inherited Create;
  List := TShapeList.Create(Tree, OnlyActive, OnlyVisible, OnlyCollidable);
  CurrentIndex := -1;
end;

destructor TShapeTreeIterator.Destroy;
begin
  FreeAndNil(List);
  inherited;
end;

function TShapeTreeIterator.GetNext: boolean;
begin
  Inc(CurrentIndex);
  Result := CurrentIndex < List.Count;
  if Result then
    FCurrent := List.Items[CurrentIndex];
end;

{$endif SHAPE_ITERATOR_SOPHISTICATED}

{ TShapeList ------------------------------------------------------- }

constructor TShapeList.Create;
begin
  inherited Create(false);
end;

constructor TShapeList.Create(Tree: TShapeTree;
  const OnlyActive, OnlyVisible, OnlyCollidable: boolean);
var
  AddedCount: Integer;

  procedure AddToList(Shape: TShape);
  begin
    Items[AddedCount] := Shape;
    Inc(AddedCount);
  end;

begin
  Create;

  { We know exactly how many shapes are present. So set Count once,
    calculating by ShapesCount. This will be faster than resizing
    in each AddToList. (Confirmed e.g. by profiling animate_3d_model_by_code_2). }
  AddedCount := 0;
  Count := Tree.ShapesCount(OnlyActive, OnlyVisible, OnlyCollidable);

  Tree.Traverse(@AddToList, OnlyActive, OnlyVisible, OnlyCollidable);

  Assert(AddedCount = Count);
end;

var
  { Has to be global (not private field in TShapeList),
    since TFPGObjectList.Sort requires normal function (not "of object"). }
  SortPosition: TVector3Single;

function IsSmallerFrontToBack(const A, B: TShape): Integer;
begin
  { We always treat empty box as closer than non-empty.
    And two empty boxes are always equal.

    Remember that code below must make sure that Result = 0
    for equal elements (Sort may depend on this). So A < B only when:
    - A empty, and B non-empty
    - both non-empty, and A closer }

  if (not B.BoundingBox.IsEmpty) and
    ( A.BoundingBox.IsEmpty or
      ( PointsDistanceSqr(A.BoundingBox.Middle, SortPosition) <
        PointsDistanceSqr(B.BoundingBox.Middle, SortPosition))) then
    Result := -1 else
  if (not A.BoundingBox.IsEmpty) and
    ( B.BoundingBox.IsEmpty or
      ( PointsDistanceSqr(B.BoundingBox.Middle, SortPosition) <
        PointsDistanceSqr(A.BoundingBox.Middle, SortPosition))) then
    Result :=  1 else
    Result :=  0;
end;

function IsSmallerBackToFront3D(const A, B: TShape): Integer;
begin
  if (not A.BoundingBox.IsEmpty) and
    ( B.BoundingBox.IsEmpty or
      ( PointsDistanceSqr(A.BoundingBox.Middle, SortPosition) >
        PointsDistanceSqr(B.BoundingBox.Middle, SortPosition))) then
    Result := -1 else
  if (not B.BoundingBox.IsEmpty) and
    ( A.BoundingBox.IsEmpty or
      ( PointsDistanceSqr(B.BoundingBox.Middle, SortPosition) >
        PointsDistanceSqr(A.BoundingBox.Middle, SortPosition))) then
    Result :=  1 else
    Result :=  0;
end;

function IsSmallerBackToFront2D(const A, B: TShape): Integer;
begin
  { Note that we ignore SortPosition, we do not look at distance between
    SortPosition and A.BoundingBox, we merely look at A.BoundingBox.
    This way looking at 2D Spine scene from the other side is also Ok.

    For speed, we don't look at bounding box Middle, only at it's min point. }

  if (not A.BoundingBox.IsEmpty) and
    ( B.BoundingBox.IsEmpty or
      ( A.BoundingBox.Data[0][2] < B.BoundingBox.Data[0][2] )) then
    Result := -1 else
  if (not B.BoundingBox.IsEmpty) and
    ( A.BoundingBox.IsEmpty or
      ( B.BoundingBox.Data[0][2] < A.BoundingBox.Data[0][2] )) then
    Result :=  1 else
    Result :=  0;
end;

procedure TShapeList.SortFrontToBack(const Position: TVector3Single);
begin
  SortPosition := Position;
  Sort(@IsSmallerFrontToBack);
end;

procedure TShapeList.SortBackToFront(const Position: TVector3Single;
  const Distance3D: boolean);
begin
  SortPosition := Position;
  if Distance3D then
    Sort(@IsSmallerBackToFront3D) else
    Sort(@IsSmallerBackToFront2D);
end;

{ TPlaceholderNames ------------------------------------------------------- }

function X3DShapePlaceholder(const Shape: TShape): string;
begin
  { Shape.Node may be nil for old VRML 1.0 or Inventor. }
  if Shape.Node <> nil then
    Result := Shape.Node.NodeName else
    Result := '';
end;

function BlenderPlaceholder(const Shape: TShape): string;
begin
  if Shape.OriginalGeometry is TAbstractGeometryNode_1 then
  begin
    { Geometry node generated by Blender VRML 1.0 exporter has one parent,
      its mesh. The mesh node may have many parents representing its objects
      (unfortunately, the object names are not recorded in exported file,
      so we use mesh name for BlenderPlaceholder. }
    Result := Shape.GeometryParentNodeName;
  end else
  begin
    { For VRML 2.0 and X3D exporter, the situation is quite similar.
      We look at parent of the Shape node (mesh Group)
      and parent of it (object Transform).
      The object names are available.

      For VRML 2.0 we have to remove ME_ and OB_ prefixes from node names.
      Somewhere around/before 2.64a X3D exporter also added _ifs_TRANSFORM suffix,
      remove it.

      Note that we assume X3D exporter from Blender >= 2.57.
      Earlier Blender X3D exporters were a little different (it seems,
      probably because of mesh splitting added in 2.57),
      we don't handle them. }

    // not needed:
    // BlenderMeshName := PrefixRemove('ME_', GeometryGrandParentNodeName, false);

    Result := SuffixRemove('_ifs_TRANSFORM', PrefixRemove('OB_',
      Shape.GeometryGrandGrandParentNodeName, false), false);
  end;
end;

initialization
  PlaceholderNames := TPlaceholderNames.Create;
  PlaceholderNames['x3dshape'] := @X3DShapePlaceholder;
  PlaceholderNames['blender'] := @BlenderPlaceholder;
finalization
  FreeAndNil(PlaceholderNames);
end.