Castle Game Engine: CastleShapes: Class TShapeTreeGroup

# Class TShapeTreeGroup
Description | Hierarchy | Fields | Methods | Properties
## Unit CastleShapes ## Declaration `type TShapeTreeGroup = class(TShapeTree)` ## Description 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.) ## Hierarchy TObject TShapeTree TShapeTreeGroup ## Overview ### Methods
| `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;`
| `procedure EnumerateTextures(Enumerate: TEnumerateShapeTexturesFunction); override;`
| `function DebugInfo(const Indent: string = ''): string; override;`
### Properties
| `property Children: TShapeTreeList read FChildren;`
## Description ### Methods
| `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;`
| `procedure EnumerateTextures(Enumerate: TEnumerateShapeTexturesFunction); override;`
| `function DebugInfo(const Indent: string = ''): string; override;`
### Properties
| `property Children: TShapeTreeList read FChildren;`
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