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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/1999/REC-html401-19991224/loose.dtd">
<html>
<head>
<title>Castle Game Engine: CastleCameras: Class TCamera</title>
<meta name="generator" content="PasDoc 0.13.0">
<meta http-equiv="content-type" content="text/html; charset=utf-8">
<link rel="StyleSheet" type="text/css" href="pasdoc.css">
</head>
<body>
<table class="container"><tr><td class="navigation">
<h2>Castle Game Engine</h2><p><a href="introduction.html" class="navigation">Introduction</a></p><p><a href="AllUnits.html" class="navigation">Units</a></p><p><a href="ClassHierarchy.html" class="navigation">Class Hierarchy</a></p><p><a href="AllClasses.html" class="navigation">Classes, Interfaces, Objects and Records</a></p><p><a href="AllTypes.html" class="navigation">Types</a></p><p><a href="AllVariables.html" class="navigation">Variables</a></p><p><a href="AllConstants.html" class="navigation">Constants</a></p><p><a href="AllFunctions.html" class="navigation">Functions and Procedures</a></p><p><a href="AllIdentifiers.html" class="navigation">Identifiers</a></p></td><td class="content">
<a name="TCamera"></a><h1 class="cio">Class TCamera</h1>
<table class="sections wide_list">
<tr>
<td><a class="section" href="#PasDoc-Description">Description</a></td><td><a class="section" href="#PasDoc-Hierarchy">Hierarchy</a></td><td><a class="section" href="#PasDoc-Fields">Fields</a></td><td><a class="section" href="#PasDoc-Methods">Methods</a></td><td><a class="section" href="#PasDoc-Properties">Properties</a></td></tr></table>
<a name="PasDoc-Description"></a><h2 class="unit">Unit</h2>
<p class="unitlink">
<a  href="CastleCameras.html">CastleCameras</a></p>
<h2 class="declaration">Declaration</h2>
<p class="declaration">
<code>type TCamera = class(<a class="normal" href="CastleUIControls.TInputListener.html">TInputListener</a>)</code></p>
<h2 class="description">Description</h2>
<p>
Handle user navigation in 3D scene. You control camera parameters and provide user input to this class by various methods and properties. You can investigate the current camera configuration by many methods, the most final is the <a class="normal" href="CastleCameras.TCamera.html#Matrix">Matrix</a> method that generates a simple 4x4 camera matrix.

<p>This class is not tied to any OpenGL specifics, any VRML specifics, and <a class="normal" href="CastleWindow.html">CastleWindow</a> etc. &mdash; this class is fully flexible and may be used in any 3D program, whether using <a class="normal" href="CastleWindow.html">CastleWindow</a>, OpenGL etc. or not.

<p>Various <code>TCamera</code> descendants implement various navigation methods, for example <a class="normal" href="CastleCameras.TExamineCamera.html">TExamineCamera</a> allows the user to rotate and scale the model (imagine that you're holding a 3D model in your hands and you look at it from various sides) and <a class="normal" href="CastleCameras.TWalkCamera.html">TWalkCamera</a> implements typical navigation in the style of first-person shooter games.

<p>The most comfortable way to use a camera is with a scene manager (<a class="normal" href="CastleSceneManager.TCastleSceneManager.html">TCastleSceneManager</a>). You can create your camera instance, call it's <code>Init</code> method (this is initializes most important properties), and assign it to TCastleSceneManager.Camera property. This way SceneManager will pass all necessary window events to the camera, and when drawing SceneManager will load camera matrix like <code><a class="normal" href="CastleGLUtils.html#glLoadMatrix">glLoadMatrix</a>(Camera.Matrix);</code>. In fact, if you do not assign anything to TCastleSceneManager.Camera property, then the default camera will be created for you. So <i>when using <a class="normal" href="CastleSceneManager.TCastleSceneManager.html">TCastleSceneManager</a>, you do not have to do anything to use a camera</i> &mdash; default camera will be created and automatically used for you.</p>
<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
<ul class="hierarchy"><li class="ancestor">TComponent</li>
<li class="ancestor"><a class="normal" href="CastleUIControls.TInputListener.html">TInputListener</a></li>
<li class="thisitem">TCamera</li></ul><h2 class="overview">Overview</h2>
<a name="PasDoc-Fields"></a><h3 class="summary">Fields</h3>
<table class="summary wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code><b><a  href="CastleCameras.TCamera.html#MouseDraggingStarted">MouseDraggingStarted</a></b>: Integer;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code><b><a  href="CastleCameras.TCamera.html#MouseDraggingStart">MouseDraggingStart</a></b>: <a  href="CastleVectors.html#TVector2Single">TVector2Single</a>;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>internal const <b><a  href="CastleCameras.TCamera.html#DefaultRadius">DefaultRadius</a></b> = 0.25;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>internal const <b><a  href="CastleCameras.TCamera.html#DefaultInput">DefaultInput</a></b> = [ciNormal, ciMouseDragging, ci3dMouse];</code></td>
</tr>
</table>
<a name="PasDoc-Methods"></a><h3 class="summary">Methods</h3>
<table class="summary wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code>procedure <b><a  href="CastleCameras.TCamera.html#BeginVisibleChangeSchedule">BeginVisibleChangeSchedule</a></b>;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code>procedure <b><a  href="CastleCameras.TCamera.html#ScheduleVisibleChange">ScheduleVisibleChange</a></b>;</code></td>
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<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code>procedure <b><a  href="CastleCameras.TCamera.html#EndVisibleChangeSchedule">EndVisibleChangeSchedule</a></b>;</code></td>
</tr>
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<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code>procedure <b><a  href="CastleCameras.TCamera.html#SetInput">SetInput</a></b>(const Value: <a  href="CastleCameras.html#TCameraInputs">TCameraInputs</a>); virtual;</code></td>
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<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code>procedure <b><a  href="CastleCameras.TCamera.html#SetEnableDragging">SetEnableDragging</a></b>(const Value: boolean); virtual;</code></td>
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<tr class="list2">
<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code>function <b><a  href="CastleCameras.TCamera.html#GetIgnoreAllInputs">GetIgnoreAllInputs</a></b>: boolean;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code>procedure <b><a  href="CastleCameras.TCamera.html#SetIgnoreAllInputs">SetIgnoreAllInputs</a></b>(const Value: boolean);</code></td>
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<tr class="list2">
<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code>procedure <b><a  href="CastleCameras.TCamera.html#SetProjectionMatrix">SetProjectionMatrix</a></b>(const Value: <a  href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a>); virtual;</code></td>
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<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code>procedure <b><a  href="CastleCameras.TCamera.html#SetRadius">SetRadius</a></b>(const Value: Single); virtual;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>constructor <b><a  href="CastleCameras.TCamera.html#Create">Create</a></b>(AOwner: TComponent); override;</code></td>
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<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a  href="CastleCameras.TCamera.html#VisibleChange">VisibleChange</a></b>; override;</code></td>
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<tr class="list2">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a  href="CastleCameras.TCamera.html#Matrix">Matrix</a></b>: <a  href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a>; virtual; abstract;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a  href="CastleCameras.TCamera.html#RotationMatrix">RotationMatrix</a></b>: <a  href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a>; virtual; abstract;</code></td>
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a  href="CastleCameras.TCamera.html#GetView">GetView</a></b>(out APos, ADir, AUp: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>); virtual; abstract;</code></td>
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a  href="CastleCameras.TCamera.html#GetView">GetView</a></b>(out APos, ADir, AUp, AGravityUp: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>); virtual; abstract;</code></td>
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<tr class="list2">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a  href="CastleCameras.TCamera.html#GetPosition">GetPosition</a></b>: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>; virtual; abstract;</code></td>
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<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a  href="CastleCameras.TCamera.html#GetGravityUp">GetGravityUp</a></b>: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>; virtual; abstract;</code></td>
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a  href="CastleCameras.TCamera.html#SetView">SetView</a></b>(const APos, ADir, AUp: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>; const AdjustUp: boolean = true); virtual; abstract;</code></td>
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a  href="CastleCameras.TCamera.html#SetView">SetView</a></b>(const APos, ADir, AUp, AGravityUp: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>; const AdjustUp: boolean = true); virtual; abstract;</code></td>
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a  href="CastleCameras.TCamera.html#Ray">Ray</a></b>(const WindowPosition: <a  href="CastleVectors.html#TVector2Single">TVector2Single</a>; const Projection: <a  href="CastleRays.TProjection.html">TProjection</a>; out RayOrigin, RayDirection: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>);</code></td>
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<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a  href="CastleCameras.TCamera.html#MouseRay">MouseRay</a></b>( const Projection: <a  href="CastleRays.TProjection.html">TProjection</a>; out RayOrigin, RayDirection: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>);</code></td>
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a  href="CastleCameras.TCamera.html#CustomRay">CustomRay</a></b>( const Viewport: <a  href="CastleRectangles.TRectangle.html">TRectangle</a>; const WindowPosition: <a  href="CastleVectors.html#TVector2Single">TVector2Single</a>; const Projection: <a  href="CastleRays.TProjection.html">TProjection</a>; out RayOrigin, RayDirection: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>);</code></td>
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<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a  href="CastleCameras.TCamera.html#Update">Update</a></b>(const SecondsPassed: Single; var HandleInput: boolean); override;</code></td>
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a  href="CastleCameras.TCamera.html#Press">Press</a></b>(const Event: <a  href="CastleKeysMouse.TInputPressRelease.html">TInputPressRelease</a>): boolean; override;</code></td>
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a  href="CastleCameras.TCamera.html#Release">Release</a></b>(const Event: <a  href="CastleKeysMouse.TInputPressRelease.html">TInputPressRelease</a>): boolean; override;</code></td>
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a  href="CastleCameras.TCamera.html#AnimateTo">AnimateTo</a></b>(OtherCamera: <a  href="CastleCameras.TCamera.html">TCamera</a>; const Time: <a  href="CastleTimeUtils.html#TFloatTime">TFloatTime</a>);</code></td>
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a  href="CastleCameras.TCamera.html#AnimateTo">AnimateTo</a></b>(const Pos, Dir, Up: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>; const Time: <a  href="CastleTimeUtils.html#TFloatTime">TFloatTime</a>);</code></td>
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a  href="CastleCameras.TCamera.html#Animation">Animation</a></b>: boolean; virtual;</code></td>
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a  href="CastleCameras.TCamera.html#SetInitialView">SetInitialView</a></b>( const AInitialPosition: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>; AInitialDirection, AInitialUp: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>; const TransformCurrentCamera: boolean); virtual;</code></td>
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a  href="CastleCameras.TCamera.html#GoToInitial">GoToInitial</a></b>; virtual;</code></td>
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a  href="CastleCameras.TCamera.html#GetNavigationType">GetNavigationType</a></b>: <a  href="CastleCameras.html#TNavigationType">TNavigationType</a>; virtual; abstract;</code></td>
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</table>
<a name="PasDoc-Properties"></a><h3 class="summary">Properties</h3>
<table class="summary wide_list">
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a  href="CastleCameras.TCamera.html#IgnoreAllInputs">IgnoreAllInputs</a></b>: boolean
      read <a  href="CastleCameras.TCamera.html#GetIgnoreAllInputs">GetIgnoreAllInputs</a> write <a  href="CastleCameras.TCamera.html#SetIgnoreAllInputs">SetIgnoreAllInputs</a> default false; deprecated;</code></td>
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<td class="itemcode"><code>property <b><a  href="CastleCameras.TCamera.html#Frustum">Frustum</a></b>: <a  href="CastleFrustum.TFrustum.html">TFrustum</a> read FFrustum;</code></td>
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<td class="itemcode"><code>property <b><a  href="CastleCameras.TCamera.html#ProjectionMatrix">ProjectionMatrix</a></b>: <a  href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a>
      read FProjectionMatrix write <a  href="CastleCameras.TCamera.html#SetProjectionMatrix">SetProjectionMatrix</a>;</code></td>
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<td class="itemcode"><code>property <b><a  href="CastleCameras.TCamera.html#Radius">Radius</a></b>: Single read FRadius write <a  href="CastleCameras.TCamera.html#SetRadius">SetRadius</a> default <a  href="CastleCameras.TCamera.html#DefaultRadius">DefaultRadius</a>;</code></td>
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<td class="itemcode"><code>property <b><a  href="CastleCameras.TCamera.html#InitialPosition">InitialPosition</a></b> : <a  href="CastleVectors.html#TVector3Single">TVector3Single</a> read FInitialPosition;</code></td>
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<td class="itemcode"><code>property <b><a  href="CastleCameras.TCamera.html#InitialDirection">InitialDirection</a></b>: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a> read FInitialDirection;</code></td>
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<td class="itemcode"><code>property <b><a  href="CastleCameras.TCamera.html#InitialUp">InitialUp</a></b>       : <a  href="CastleVectors.html#TVector3Single">TVector3Single</a> read FInitialUp;</code></td>
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<td class="itemcode"><code>property <b><a  href="CastleCameras.TCamera.html#EnableDragging">EnableDragging</a></b>: boolean read FEnableDragging write <a  href="CastleCameras.TCamera.html#SetEnableDragging">SetEnableDragging</a>;</code></td>
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<td class="visibility"><a  href="legend.html"><img  src="published.gif" alt="Published" title="Published"></a></td>
<td class="itemcode"><code>property <b><a  href="CastleCameras.TCamera.html#Input">Input</a></b>: <a  href="CastleCameras.html#TCameraInputs">TCameraInputs</a> read FInput write <a  href="CastleCameras.TCamera.html#SetInput">SetInput</a> default <a  href="CastleCameras.TCamera.html#DefaultInput">DefaultInput</a>;</code></td>
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<h2 class="description">Description</h2>
<h3 class="detail">Fields</h3>
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<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><a name="MouseDraggingStarted"></a><code><b>MouseDraggingStarted</b>: Integer;</code></td>
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<p>
Needed for ciMouseDragging navigation. Checking <code>MouseDraggingStarted</code> means that we handle only dragging that was initialized on viewport (since the viewport passed events to camera). <code>MouseDraggingStarted</code> -1 means none, otherwise it's the finder index (to support multitouch).</p>
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<td class="itemcode"><a name="MouseDraggingStart"></a><code><b>MouseDraggingStart</b>: <a  href="CastleVectors.html#TVector2Single">TVector2Single</a>;</code></td>
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<td class="itemcode"><a name="DefaultRadius"></a><code>internal const <b>DefaultRadius</b> = 0.25;</code></td>
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<p>
Default value for <a class="normal" href="CastleCameras.TCamera.html#Radius">TCamera.Radius</a>. Matches the default VRML/X3D NavigationInfo.avatarSize[0].</p>
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<td class="itemcode"><a name="DefaultInput"></a><code>internal const <b>DefaultInput</b> = [ciNormal, ciMouseDragging, ci3dMouse];</code></td>
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<h3 class="detail">Methods</h3>
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<td class="itemcode"><a name="BeginVisibleChangeSchedule"></a><code>procedure <b>BeginVisibleChangeSchedule</b>;</code></td>
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<p>
Mechanism to schedule <a class="normal" href="CastleCameras.TCamera.html#VisibleChange">VisibleChange</a> calls.

<p>This mechanism allows to defer calling <a class="normal" href="CastleCameras.TCamera.html#VisibleChange">VisibleChange</a>. Idea: <code>BeginVisibleChangeSchedule</code> increases internal VisibleChangeSchedule counter, <a class="normal" href="CastleCameras.TCamera.html#EndVisibleChangeSchedule">EndVisibleChangeSchedule</a> decreases it and calls actual <a class="normal" href="CastleCameras.TCamera.html#VisibleChange">VisibleChange</a> if counter is zero and some <a class="normal" href="CastleCameras.TCamera.html#ScheduleVisibleChange">ScheduleVisibleChange</a> was called in between.

<p>When <a class="normal" href="CastleCameras.TCamera.html#ScheduleVisibleChange">ScheduleVisibleChange</a> is called when counter is zero, <a class="normal" href="CastleCameras.TCamera.html#VisibleChange">VisibleChange</a> is called immediately, so it's safe to always use <a class="normal" href="CastleCameras.TCamera.html#ScheduleVisibleChange">ScheduleVisibleChange</a> instead of direct <a class="normal" href="CastleCameras.TCamera.html#VisibleChange">VisibleChange</a> in this class.</p>
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<td class="itemcode"><a name="ScheduleVisibleChange"></a><code>procedure <b>ScheduleVisibleChange</b>;</code></td>
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<td class="itemcode"><a name="EndVisibleChangeSchedule"></a><code>procedure <b>EndVisibleChangeSchedule</b>;</code></td>
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<td class="itemcode"><a name="SetInput"></a><code>procedure <b>SetInput</b>(const Value: <a  href="CastleCameras.html#TCameraInputs">TCameraInputs</a>); virtual;</code></td>
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<td class="itemcode"><a name="SetEnableDragging"></a><code>procedure <b>SetEnableDragging</b>(const Value: boolean); virtual;</code></td>
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<td class="itemcode"><a name="GetIgnoreAllInputs"></a><code>function <b>GetIgnoreAllInputs</b>: boolean;</code></td>
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<td class="itemcode"><a name="SetIgnoreAllInputs"></a><code>procedure <b>SetIgnoreAllInputs</b>(const Value: boolean);</code></td>
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<td class="itemcode"><a name="SetProjectionMatrix"></a><code>procedure <b>SetProjectionMatrix</b>(const Value: <a  href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a>); virtual;</code></td>
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<td class="itemcode"><a name="SetRadius"></a><code>procedure <b>SetRadius</b>(const Value: Single); virtual;</code></td>
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<td class="itemcode"><a name="Create"></a><code>constructor <b>Create</b>(AOwner: TComponent); override;</code></td>
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<td class="itemcode"><a name="VisibleChange"></a><code>procedure <b>VisibleChange</b>; override;</code></td>
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<p>
Called always when some visible part of this control changes. In the simplest case, this is used by the controls manager to know when we need to redraw the control.

<p>In case of the <a class="normal" href="CastleCameras.TCamera.html">TCamera</a> class, we assume that changes to the <a class="normal" href="CastleCameras.TCamera.html#Matrix">TCamera.Matrix</a>, and other properties (for example even changes to <a class="normal" href="CastleCameras.TWalkCamera.html#MoveSpeed">TWalkCamera.MoveSpeed</a>), are &quot;visible&quot;, and they also result in this event.</p>
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<td class="itemcode"><a name="Matrix"></a><code>function <b>Matrix</b>: <a  href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a>; virtual; abstract;</code></td>
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<p>
Current camera matrix. You should multiply every 3D point of your scene by this matrix, which usually simply means that you should do <code><a class="normal" href="CastleGLUtils.html#glLoadMatrix">glLoadMatrix</a></code> or <code><a class="normal" href="CastleGLUtils.html#glMultMatrix">glMultMatrix</a></code> of this matrix.</p>
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<td class="itemcode"><a name="RotationMatrix"></a><code>function <b>RotationMatrix</b>: <a  href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a>; virtual; abstract;</code></td>
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<p>
Extract only rotation from your current camera <a class="normal" href="CastleCameras.TCamera.html#Matrix">Matrix</a>. This is useful for rendering skybox in 3D programs (e.g. for VRML/X3D Background node) and generally to transform directions between world and camera space.

<p>It's guaranteed that this is actually only 3x3 matrix, the 4th row and 4th column are all zero except the lowest right item which is 1.0.</p>
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<td class="itemcode"><a name="GetView"></a><code>procedure <b>GetView</b>(out APos, ADir, AUp: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>); virtual; abstract;</code></td>
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<p>
Express current view as camera vectors: position, direction, up.

<p>Returned Dir and Up must be orthogonal. Returned Dir and Up and GravityUp are already normalized.</p>
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<td class="itemcode"><a name="GetView"></a><code>procedure <b>GetView</b>(out APos, ADir, AUp, AGravityUp: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>); virtual; abstract;</code></td>
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<td class="itemcode"><a name="GetPosition"></a><code>function <b>GetPosition</b>: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>; virtual; abstract;</code></td>
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<td class="itemcode"><a name="GetGravityUp"></a><code>function <b>GetGravityUp</b>: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>; virtual; abstract;</code></td>
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<td class="itemcode"><a name="SetView"></a><code>procedure <b>SetView</b>(const APos, ADir, AUp: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>; const AdjustUp: boolean = true); virtual; abstract;</code></td>
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<p>
Set camera view from vectors: position, direction, up.

<p>Direction, Up and GravityUp do not have to be normalized, we will normalize them internally if necessary. But make sure they are non-zero.

<p>We will automatically fix Direction and Up to be orthogonal, if necessary: when AdjustUp = <code>True</code> (the default) we will adjust the up vector (preserving the given direction value), otherwise we will adjust the direction (preserving the given up value).</p>
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<td class="itemcode"><a name="SetView"></a><code>procedure <b>SetView</b>(const APos, ADir, AUp, AGravityUp: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>; const AdjustUp: boolean = true); virtual; abstract;</code></td>
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<td class="itemcode"><a name="Ray"></a><code>procedure <b>Ray</b>(const WindowPosition: <a  href="CastleVectors.html#TVector2Single">TVector2Single</a>; const Projection: <a  href="CastleRays.TProjection.html">TProjection</a>; out RayOrigin, RayDirection: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>);</code></td>
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<p>
Calculate a 3D ray picked by the WindowX, WindowY position on the window. Uses current Container, which means that you have to add this camera to <a class="normal" href="CastleWindow.TCastleWindowCustom.html#Controls">TCastleWindowCustom.Controls</a> or <a class="normal" href="CastleControl.TCastleControlCustom.html#Controls">TCastleControlCustom.Controls</a> before using this method.

<p>Projection (read-only here) describe your projection, required for calculating the ray properly. Resulting RayDirection is always normalized.

<p>WindowPosition is given in the same style as <a class="normal" href="CastleUIControls.TUIContainer.html#MousePosition">TUIContainer.MousePosition</a>: (0, 0) is bottom-left.</p>
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<td class="itemcode"><a name="MouseRay"></a><code>procedure <b>MouseRay</b>( const Projection: <a  href="CastleRays.TProjection.html">TProjection</a>; out RayOrigin, RayDirection: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>);</code></td>
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<p>
Calculate a ray picked by current mouse position on the window. Uses current Container (both to get it's size and to get current mouse position), which means that you have to add this camera to <a class="normal" href="CastleWindow.TCastleWindowCustom.html#Controls">TCastleWindowCustom.Controls</a> or <a class="normal" href="CastleControl.TCastleControlCustom.html#Controls">TCastleControlCustom.Controls</a> before using this method.

<p> </p>
<h6 class="description_section">See also</h6>
<dl class="see_also">
  <dt><a class="normal" href="CastleCameras.TCamera.html#Ray">Ray</a></dt>
  <dd>Calculate a 3D ray picked by the WindowX, WindowY position on the window.</dd>
  <dt><a class="normal" href="CastleCameras.TCamera.html#CustomRay">CustomRay</a></dt>
  <dd>Calculate a ray picked by WindowPosition position on the viewport, assuming current viewport dimensions are as given.</dd>
</dl>
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<td class="itemcode"><a name="CustomRay"></a><code>procedure <b>CustomRay</b>( const Viewport: <a  href="CastleRectangles.TRectangle.html">TRectangle</a>; const WindowPosition: <a  href="CastleVectors.html#TVector2Single">TVector2Single</a>; const Projection: <a  href="CastleRays.TProjection.html">TProjection</a>; out RayOrigin, RayDirection: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>);</code></td>
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<p>
Calculate a ray picked by WindowPosition position on the viewport, assuming current viewport dimensions are as given. This doesn't look at our container sizes at all.

<p>Projection (read-only here) describe projection, required for calculating the ray properly.

<p>Resulting RayDirection is always normalized.

<p>WindowPosition is given in the same style as <a class="normal" href="CastleUIControls.TUIContainer.html#MousePosition">TUIContainer.MousePosition</a>: (0, 0) is bottom-left.</p>
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<td class="itemcode"><a name="Update"></a><code>procedure <b>Update</b>(const SecondsPassed: Single; var HandleInput: boolean); override;</code></td>
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<td class="itemcode"><a name="Press"></a><code>function <b>Press</b>(const Event: <a  href="CastleKeysMouse.TInputPressRelease.html">TInputPressRelease</a>): boolean; override;</code></td>
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<td class="itemcode"><a name="Release"></a><code>function <b>Release</b>(const Event: <a  href="CastleKeysMouse.TInputPressRelease.html">TInputPressRelease</a>): boolean; override;</code></td>
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<td class="itemcode"><a name="AnimateTo"></a><code>procedure <b>AnimateTo</b>(OtherCamera: <a  href="CastleCameras.TCamera.html">TCamera</a>; const Time: <a  href="CastleTimeUtils.html#TFloatTime">TFloatTime</a>);</code></td>
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<p>
Animate a camera smoothly into another camera settings. This will gradually change our settings (only the most important settings, that determine actual camera view, i.e. <a class="normal" href="CastleCameras.TCamera.html#Matrix">Matrix</a> result) into another camera.

<p>Current OtherCamera settings will be internally copied during this call. So you can even free OtherCamera instance immediately after calling this.

<p>When we're during camera animation, <a class="normal" href="CastleCameras.TCamera.html#Update">Update</a> doesn't do other stuff (e.g. gravity for <a class="normal" href="CastleCameras.TWalkCamera.html">TWalkCamera</a> doesn't work, rotating for <a class="normal" href="CastleCameras.TExamineCamera.html">TExamineCamera</a> doesn't work). This also means that the key/mouse controls of the camera do not work. Instead, we remember the source and target position (at the time <a class="normal" href="CastleCameras.TCamera.html#AnimateTo">AnimateTo</a> was called) of the camera, and smoothly interpolate camera parameters to match the target.

<p>Once the animation stops, <a class="normal" href="CastleCameras.TCamera.html#Update">Update</a> goes back to normal: gravity in <a class="normal" href="CastleCameras.TWalkCamera.html">TWalkCamera</a> works again, rotating in <a class="normal" href="CastleCameras.TExamineCamera.html">TExamineCamera</a> works again etc.

<p>Calling <a class="normal" href="CastleCameras.TCamera.html#AnimateTo">AnimateTo</a> while the previous animation didn't finish yet is OK. This simply cancels the previous animation, and starts the new animation from the current position.

<p><i>Descendants implementors notes:</i> In this class, almost everything is handled (through <a class="normal" href="CastleCameras.TCamera.html#GetView">GetView</a> / <a class="normal" href="CastleCameras.TCamera.html#SetView">SetView</a>). In descendants you have to only ignore key/mouse/Update events when IsAnimation is <code>True</code>. (Although each Update would override the view anyway, but for stability it's best to explicitly ignore them &mdash; you never know how often Update will be called.)

<p></p>
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<td class="itemcode"><a name="AnimateTo"></a><code>procedure <b>AnimateTo</b>(const Pos, Dir, Up: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>; const Time: <a  href="CastleTimeUtils.html#TFloatTime">TFloatTime</a>);</code></td>
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<td class="itemcode"><a name="Animation"></a><code>function <b>Animation</b>: boolean; virtual;</code></td>
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<td class="itemcode"><a name="SetInitialView"></a><code>procedure <b>SetInitialView</b>( const AInitialPosition: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>; AInitialDirection, AInitialUp: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>; const TransformCurrentCamera: boolean); virtual;</code></td>
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<p>
Set three initial camera vectors.

<p>AInitialDirection and AInitialUp will be automatically normalized. Corresponding properties (<a class="normal" href="CastleCameras.TCamera.html#InitialDirection">InitialDirection</a> and <a class="normal" href="CastleCameras.TCamera.html#InitialUp">InitialUp</a>) will always contain normalized values.

<p>AInitialUp will be also automatically corrected to be orthogonal to AInitialDirection. We will correct AInitialUp to make it orthogonal, but still preserving the plane they were indicating together with AInitialDirection. Do not ever give here AInitialUp that is parallel to AInitialDirection.

<p>If TransformCurrentCamera = <code>True</code>, then they will also try to change current camera relative to the initial vectors changes. This implements VRML/X3D desired behavior that &quot;viewer position/orientation is conceptually a child of viewpoint position/orientation, and when viewpoint position/orientation changes, viewer should also change&quot;.</p>
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<td class="itemcode"><a name="GoToInitial"></a><code>procedure <b>GoToInitial</b>; virtual;</code></td>
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Jump to initial camera view (set by <a class="normal" href="CastleCameras.TCamera.html#SetInitialView">SetInitialView</a>).</p>
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<td class="itemcode"><a name="GetNavigationType"></a><code>function <b>GetNavigationType</b>: <a  href="CastleCameras.html#TNavigationType">TNavigationType</a>; virtual; abstract;</code></td>
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<h3 class="detail">Properties</h3>
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<td class="itemcode"><a name="IgnoreAllInputs"></a><code>property <b>IgnoreAllInputs</b>: boolean
      read <a  href="CastleCameras.TCamera.html#GetIgnoreAllInputs">GetIgnoreAllInputs</a> write <a  href="CastleCameras.TCamera.html#SetIgnoreAllInputs">SetIgnoreAllInputs</a> default false; deprecated;</code></td>
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<p class="hint_directive">Warning: this symbol is deprecated.</p><p>
Deprecated, use more flexible <a class="normal" href="CastleCameras.TCamera.html#Input">Input</a> instead. <code><code>IgnoreAllInputs</code> := true</code> is equivalent to <code>Input := []</code>, <code><code>IgnoreAllInputs</code> := false</code> is equivalent to <code>Input := <a class="normal" href="CastleCameras.TCamera.html#DefaultInput">DefaultInput</a></code>. </p>
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<td class="itemcode"><a name="Frustum"></a><code>property <b>Frustum</b>: <a  href="CastleFrustum.TFrustum.html">TFrustum</a> read FFrustum;</code></td>
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The current camera (viewing frustum, based on <a class="normal" href="CastleCameras.TCamera.html#ProjectionMatrix">ProjectionMatrix</a> (set by you) and <a class="normal" href="CastleCameras.TCamera.html#Matrix">Matrix</a> (calculated here). This is recalculated whenever one of these two properties change. Be sure to set <a class="normal" href="CastleCameras.TCamera.html#ProjectionMatrix">ProjectionMatrix</a> before using this.</p>
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<td class="itemcode"><a name="ProjectionMatrix"></a><code>property <b>ProjectionMatrix</b>: <a  href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a>
      read FProjectionMatrix write <a  href="CastleCameras.TCamera.html#SetProjectionMatrix">SetProjectionMatrix</a>;</code></td>
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<p>
Projection matrix that you should pass here to have Frustum calculated for you.

<p>This is initially <a class="normal" href="CastleVectors.html#IdentityMatrix4Single">IdentityMatrix4Single</a>. This is not modified anywhere from this class. *You* should modify it, you should set it to projection matrix that you use, if you want to use Frustum value. This is used whenever Frustum is recalculated.</p>
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<td class="itemcode"><a name="Radius"></a><code>property <b>Radius</b>: Single read FRadius write <a  href="CastleCameras.TCamera.html#SetRadius">SetRadius</a> default <a  href="CastleCameras.TCamera.html#DefaultRadius">DefaultRadius</a>;</code></td>
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<p>
The radius of a sphere around the camera that makes collisions with the world.

<p></p>

<ul class="paragraph_spacing">
  <li><p>Collision detection routines use this.</p></li>
  <li><p>It determines the projection near plane (that must be slightly smaller than this radius) for 3D rendering.</p></li>
  <li><p> Walk camera uses this for automatically correcting PreferredHeight, otherwise weird things could happen if your avatar height is too small compared to camera radius. See <a class="normal" href="CastleCameras.html#CorrectPreferredHeight">CorrectPreferredHeight</a>.

<p>Especially useful if you let user change PreferredHeight at runtime by Input_IncreasePreferredHeight, Input_DecreasePreferredHeight.

<p>This is actually the whole use of <a class="normal" href="CastleCameras.TCamera.html#Radius">Radius</a> inside <a class="normal" href="CastleCameras.html">CastleCameras</a> unit and classes. But the code all around the engine also looks for this <a class="normal" href="CastleCameras.TCamera.html#Radius">Radius</a>, and the camera is a natural place to keep this information.</p></li>
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<td class="itemcode"><a name="InitialPosition"></a><code>property <b>InitialPosition</b> : <a  href="CastleVectors.html#TVector3Single">TVector3Single</a> read FInitialPosition;</code></td>
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Initial camera values.

<p><a class="normal" href="CastleCameras.TCamera.html#InitialDirection">InitialDirection</a> and <a class="normal" href="CastleCameras.TCamera.html#InitialUp">InitialUp</a> must be always normalized, and orthogonal.

<p>Default value of <code>InitialPosition</code> is (0, 0, 0), <a class="normal" href="CastleCameras.TCamera.html#InitialDirection">InitialDirection</a> is <a class="normal" href="CastleCameras.html#DefaultCameraDirection">DefaultCameraDirection</a> = (0, -1, 0), <a class="normal" href="CastleCameras.TCamera.html#InitialUp">InitialUp</a> is <a class="normal" href="CastleCameras.html#DefaultCameraUp">DefaultCameraUp</a> = (0, 1, 0).

<p></p>
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<td class="itemcode"><a name="InitialDirection"></a><code>property <b>InitialDirection</b>: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a> read FInitialDirection;</code></td>
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<td class="itemcode"><a name="InitialUp"></a><code>property <b>InitialUp</b>       : <a  href="CastleVectors.html#TVector3Single">TVector3Single</a> read FInitialUp;</code></td>
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<td class="itemcode"><a name="EnableDragging"></a><code>property <b>EnableDragging</b>: boolean read FEnableDragging write <a  href="CastleCameras.TCamera.html#SetEnableDragging">SetEnableDragging</a>;</code></td>
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Is mouse dragging allowed by scene manager. This is an additional condition to enable mouse dragging, above the existing ciMouseDragging in Input. It is set internally by scene manager, to prevent camera navigation by dragging when we already drag a 3D item (like X3D TouchSensor).</p>
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<td class="itemcode"><a name="Input"></a><code>property <b>Input</b>: <a  href="CastleCameras.html#TCameraInputs">TCameraInputs</a> read FInput write <a  href="CastleCameras.TCamera.html#SetInput">SetInput</a> default <a  href="CastleCameras.TCamera.html#DefaultInput">DefaultInput</a>;</code></td>
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<p>
Input methods available to user. See documentation of <a class="normal" href="CastleCameras.html#TCameraInput">TCameraInput</a> type for possible values and their meaning.

<p>To disable any user interaction with camera (for example, to implement X3D &quot;NONE&quot; navigation type) you can simply set this to empty.</p>
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