Page 19/36 ·    Children – Not shown in object inspector. List of all children this object has. Children can be accessed by index starting with zero. ·    Count Not shown in object inspector. Number of children plus one. The array of children is zero based index. ·    Direction Vector pointing in ‘front’ of object. This vector is normalized. It means that it’s length is 1. Default value is [0,0,1]. ·    Effects Each object can emit particle effects. If you use one of PFX managers you can add effects here. List of available effects: PFX Source FireFX ThorFX ExplosionFX ·    Objects Sorting – The order in which objects get rendered. ·    Material Described in TGLMaterialLibrary chapter. ·    Parent Not shown in object inspector. Object one level up in scene hierarchy tree. ·    PitchAngle  – Angle describing object’s rotation around Y axis in degrees. Be aware that changing this value does not always produce the same effect. It is recommended to use Direction and Up vectors instead. ·    Position Vector describing position of object in 3D space. Default value is [0,0,0]. ·    RollAngle  – Angle describing object’s rotation around X axis in degrees. Be aware that changing this value does not always produce the same effect. It is recommended to use Direction and Up vectors instead. ·    Scale – The size of object is set by this vector. You can scale the object non-uniformly, for example only along X axis. Children do not inherit scale value. Default value is [1,1,1]. ·    ShowAxes Boolean value enables displaying colored lines aligned to object direction axes. ·    TagFloat Similar to well known Tag value only it stores single. ·    TurnAngle  – Angle describing object’s rotation around Z axis in degrees. Be aware that changing this value does not always produce the same effect. It is recommended to use Direction and Up vectors instead. ·    Up This vector together with Direction is used to describe object’s rotation in space. Up vector is always perpendicular to Direction vector and is also normalized. Default value is [0,1,0]. ·    Visibility culling – Visibility culling can be used to speed up rendering. Objects that are not in camera view are quickly discarded. But this works only in special cases. This visibility culling is only object based, not polygon based. ·    Visible – You can hide or show object. Any code in object's progress event gets executed even if Visible is false. GLScene beginner's guide, Jan Zizka, 2005