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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 TUniversalCamera</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="TUniversalCamera"></a><h1 class="cio">Class TUniversalCamera</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>Fields</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 TUniversalCamera = class(<a class="normal" href="CastleCameras.TCamera.html">TCamera</a>)</code></p>
<h2 class="description">Description</h2>
<p>
Camera that allows any kind of navigation (Examine, Walk). You can switch between navigation types, while preserving the camera view.

<p>This simply keeps an <a class="normal" href="CastleCameras.TExamineCamera.html">TExamineCamera</a> and <a class="normal" href="CastleCameras.TWalkCamera.html">TWalkCamera</a> instances inside, and passes events (key, mouse presses, Update) to the <a class="normal" href="CastleCameras.TUniversalCamera.html#Current">current</a> one. Properties (like camera position, direction, up vectors) are simply set on both instances simultaneously.

<p>For some uses you can even directly access the internal camera instances inside <a class="normal" href="CastleCameras.TUniversalCamera.html#Examine">Examine</a> and <a class="normal" href="CastleCameras.TUniversalCamera.html#Walk">Walk</a> properties. However, do not change them directly <i>when you can use instead a property of this class</i>. For example, it is Ok to directly change input key by <code>Walk.Input_Forward</code> (see <a class="normal" href="CastleCameras.TWalkCamera.html#Input_Forward">TWalkCamera.Input_Forward</a>). However, do not directly call <code>Walk.SetInitialView</code> (see TWalkCamera.SetInitialView), instead use a method of this class: <a class="normal" href="CastleCameras.TUniversalCamera.html#SetInitialView">TUniversalCamera.SetInitialView</a>. This way both <a class="normal" href="CastleCameras.TUniversalCamera.html#Examine">Examine</a> and <a class="normal" href="CastleCameras.TUniversalCamera.html#Walk">Walk</a> will be kept in synch.</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="ancestor"><a class="normal" href="CastleCameras.TCamera.html">TCamera</a></li>
<li class="thisitem">TUniversalCamera</li></ul><h2 class="overview">Overview</h2>
<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.TUniversalCamera.html#SetInput">SetInput</a></b>(const Value: <a  href="CastleCameras.html#TCameraInputs">TCameraInputs</a>); override;</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.TUniversalCamera.html#SetEnableDragging">SetEnableDragging</a></b>(const Value: boolean); override;</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.TUniversalCamera.html#SetProjectionMatrix">SetProjectionMatrix</a></b>(const Value: <a  href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a>); override;</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.TUniversalCamera.html#SetContainer">SetContainer</a></b>(const Value: <a  href="CastleUIControls.TUIContainer.html">TUIContainer</a>); override;</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.TUniversalCamera.html#SetRadius">SetRadius</a></b>(const Value: Single); override;</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.TUniversalCamera.html#Create">Create</a></b>(AOwner: TComponent); override;</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.TUniversalCamera.html#Current">Current</a></b>: <a  href="CastleCameras.TCamera.html">TCamera</a>;</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>function <b><a  href="CastleCameras.TUniversalCamera.html#Matrix">Matrix</a></b>: <a  href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a>; override;</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.TUniversalCamera.html#RotationMatrix">RotationMatrix</a></b>: <a  href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a>; override;</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>procedure <b><a  href="CastleCameras.TUniversalCamera.html#GetView">GetView</a></b>(out APos, ADir, AUp: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>); override;</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>procedure <b><a  href="CastleCameras.TUniversalCamera.html#GetView">GetView</a></b>(out APos, ADir, AUp, AGravityUp: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>); override;</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>function <b><a  href="CastleCameras.TUniversalCamera.html#GetPosition">GetPosition</a></b>: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>; override;</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.TUniversalCamera.html#GetGravityUp">GetGravityUp</a></b>: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>; override;</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>procedure <b><a  href="CastleCameras.TUniversalCamera.html#SetView">SetView</a></b>(const APos, ADir, AUp: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>; const AdjustUp: boolean = true); override;</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>procedure <b><a  href="CastleCameras.TUniversalCamera.html#SetView">SetView</a></b>(const APos, ADir, AUp, AGravityUp: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>; const AdjustUp: boolean = true); override;</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>procedure <b><a  href="CastleCameras.TUniversalCamera.html#Update">Update</a></b>(const SecondsPassed: Single; var HandleInput: boolean); override;</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.TUniversalCamera.html#AllowSuspendForInput">AllowSuspendForInput</a></b>: boolean; override;</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>function <b><a  href="CastleCameras.TUniversalCamera.html#Press">Press</a></b>(const Event: <a  href="CastleKeysMouse.TInputPressRelease.html">TInputPressRelease</a>): boolean; override;</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.TUniversalCamera.html#Release">Release</a></b>(const Event: <a  href="CastleKeysMouse.TInputPressRelease.html">TInputPressRelease</a>): boolean; override;</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>function <b><a  href="CastleCameras.TUniversalCamera.html#Motion">Motion</a></b>(const Event: <a  href="CastleKeysMouse.TInputMotion.html">TInputMotion</a>): boolean; override;</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.TUniversalCamera.html#SensorTranslation">SensorTranslation</a></b>(const X, Y, Z, Length: Double; const SecondsPassed: Single): boolean; override;</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>function <b><a  href="CastleCameras.TUniversalCamera.html#SensorRotation">SensorRotation</a></b>(const X, Y, Z, Angle: Double; const SecondsPassed: Single): boolean; override;</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>procedure <b><a  href="CastleCameras.TUniversalCamera.html#ContainerResize">ContainerResize</a></b>(const AContainerWidth, AContainerHeight: Cardinal); override;</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>function <b><a  href="CastleCameras.TUniversalCamera.html#GetNavigationType">GetNavigationType</a></b>: <a  href="CastleCameras.html#TNavigationType">TNavigationType</a>; override;</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>procedure <b><a  href="CastleCameras.TUniversalCamera.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); override;</code></td>
</tr>
</table>
<a name="PasDoc-Properties"></a><h3 class="summary">Properties</h3>
<table class="summary wide_list">
<tr class="list">
<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.TUniversalCamera.html#Examine">Examine</a></b>: <a  href="CastleCameras.TExamineCamera.html">TExamineCamera</a> read FExamine;</code></td>
</tr>
<tr class="list2">
<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.TUniversalCamera.html#Walk">Walk</a></b>: <a  href="CastleCameras.TWalkCamera.html">TWalkCamera</a> read FWalk;</code></td>
</tr>
<tr class="list">
<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.TUniversalCamera.html#NavigationClass">NavigationClass</a></b>: <a  href="CastleCameras.html#TNavigationClass">TNavigationClass</a>
      read FNavigationClass write SetNavigationClass default ncExamine;</code></td>
</tr>
<tr class="list2">
<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.TUniversalCamera.html#NavigationType">NavigationType</a></b>: <a  href="CastleCameras.html#TNavigationType">TNavigationType</a>
      read <a  href="CastleCameras.TUniversalCamera.html#GetNavigationType">GetNavigationType</a> write SetNavigationType default ntExamine;</code></td>
</tr>
</table>
<h2 class="description">Description</h2>
<h3 class="detail">Methods</h3>
<table class="detail 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"><a name="SetInput"></a><code>procedure <b>SetInput</b>(const Value: <a  href="CastleCameras.html#TCameraInputs">TCameraInputs</a>); override;</code></td>
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<tr><td colspan="2">
&nbsp;</td></tr>
</table>
<table class="detail 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"><a name="SetEnableDragging"></a><code>procedure <b>SetEnableDragging</b>(const Value: boolean); override;</code></td>
</tr>
<tr><td colspan="2">
&nbsp;</td></tr>
</table>
<table class="detail 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"><a name="SetProjectionMatrix"></a><code>procedure <b>SetProjectionMatrix</b>(const Value: <a  href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a>); override;</code></td>
</tr>
<tr><td colspan="2">
&nbsp;</td></tr>
</table>
<table class="detail 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"><a name="SetContainer"></a><code>procedure <b>SetContainer</b>(const Value: <a  href="CastleUIControls.TUIContainer.html">TUIContainer</a>); override;</code></td>
</tr>
<tr><td colspan="2">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
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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="SetRadius"></a><code>procedure <b>SetRadius</b>(const Value: Single); override;</code></td>
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&nbsp;</td></tr>
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<table class="detail 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"><a name="Create"></a><code>constructor <b>Create</b>(AOwner: TComponent); override;</code></td>
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&nbsp;</td></tr>
</table>
<table class="detail 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"><a name="Current"></a><code>function <b>Current</b>: <a  href="CastleCameras.TCamera.html">TCamera</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
<code>Current</code> (determined by <a class="normal" href="CastleCameras.TUniversalCamera.html#NavigationClass">NavigationClass</a>) internal camera, that is either <a class="normal" href="CastleCameras.TUniversalCamera.html#Examine">Examine</a> or <a class="normal" href="CastleCameras.TUniversalCamera.html#Walk">Walk</a>.</p>
</td></tr>
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Matrix"></a><code>function <b>Matrix</b>: <a  href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a>; override;</code></td>
</tr>
<tr><td colspan="2">
&nbsp;</td></tr>
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<table class="detail 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"><a name="RotationMatrix"></a><code>function <b>RotationMatrix</b>: <a  href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a>; override;</code></td>
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<tr><td colspan="2">
&nbsp;</td></tr>
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<table class="detail 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"><a name="GetView"></a><code>procedure <b>GetView</b>(out APos, ADir, AUp: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>); override;</code></td>
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&nbsp;</td></tr>
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="GetView"></a><code>procedure <b>GetView</b>(out APos, ADir, AUp, AGravityUp: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>); override;</code></td>
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<tr><td colspan="2">
&nbsp;</td></tr>
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<table class="detail 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"><a name="GetPosition"></a><code>function <b>GetPosition</b>: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>; override;</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>; override;</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); override;</code></td>
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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); override;</code></td>
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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="AllowSuspendForInput"></a><code>function <b>AllowSuspendForInput</b>: 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="Motion"></a><code>function <b>Motion</b>(const Event: <a  href="CastleKeysMouse.TInputMotion.html">TInputMotion</a>): boolean; override;</code></td>
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<td class="itemcode"><a name="SensorTranslation"></a><code>function <b>SensorTranslation</b>(const X, Y, Z, Length: Double; const SecondsPassed: Single): boolean; override;</code></td>
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<td class="itemcode"><a name="SensorRotation"></a><code>function <b>SensorRotation</b>(const X, Y, Z, Angle: Double; const SecondsPassed: Single): boolean; override;</code></td>
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<td class="itemcode"><a name="ContainerResize"></a><code>procedure <b>ContainerResize</b>(const AContainerWidth, AContainerHeight: Cardinal); override;</code></td>
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<td class="itemcode"><a name="GetNavigationType"></a><code>function <b>GetNavigationType</b>: <a  href="CastleCameras.html#TNavigationType">TNavigationType</a>; override;</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); override;</code></td>
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<h3 class="detail">Properties</h3>
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<td class="itemcode"><a name="Examine"></a><code>property <b>Examine</b>: <a  href="CastleCameras.TExamineCamera.html">TExamineCamera</a> read FExamine;</code></td>
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<td class="itemcode"><a name="Walk"></a><code>property <b>Walk</b>: <a  href="CastleCameras.TWalkCamera.html">TWalkCamera</a> read FWalk;</code></td>
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<td class="itemcode"><a name="NavigationClass"></a><code>property <b>NavigationClass</b>: <a  href="CastleCameras.html#TNavigationClass">TNavigationClass</a>
      read FNavigationClass write SetNavigationClass default ncExamine;</code></td>
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<p>
Choose navigation method by choosing particular camera class. The names of this correspond to camera classes (<a class="normal" href="CastleCameras.TExamineCamera.html">TExamineCamera</a>, <a class="normal" href="CastleCameras.TWalkCamera.html">TWalkCamera</a>).</p>
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<td class="itemcode"><a name="NavigationType"></a><code>property <b>NavigationType</b>: <a  href="CastleCameras.html#TNavigationType">TNavigationType</a>
      read <a  href="CastleCameras.TUniversalCamera.html#GetNavigationType">GetNavigationType</a> write SetNavigationType default ntExamine;</code></td>
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<p>
Choose navigation method by choosing particular camera class, and gravity and some other properties.

<p>This is a shortcut property for reading / writing a couple of other properties. When you set this, a couple of other properties are set. When you read this, we determine a sensible answer from a couple of other properties values.

<p>Setting this sets: </p>

<ul class="compact_spacing">
  <li><p><a class="normal" href="CastleCameras.TUniversalCamera.html#NavigationClass">NavigationClass</a>,</p></li>
  <li><p>Input (and derived deprecated properties <a class="normal" href="CastleCameras.TCamera.html#IgnoreAllInputs">IgnoreAllInputs</a> and MouseNavigation),</p></li>
  <li><p>Walk.Gravity (see <a class="normal" href="CastleCameras.TWalkCamera.html#Gravity">TWalkCamera.Gravity</a>),</p></li>
  <li><p>Walk.PreferGravityUpForRotations (see <a class="normal" href="CastleCameras.TWalkCamera.html#PreferGravityUpForRotations">TWalkCamera.PreferGravityUpForRotations</a>),</p></li>
  <li><p>Walk.PreferGravityUpForMoving (see <a class="normal" href="CastleCameras.TWalkCamera.html#PreferGravityUpForMoving">TWalkCamera.PreferGravityUpForMoving</a>)</p></li>
</ul>

<p>

<p>If you write to <code>NavigationType</code>, then you <i>should not</i> touch the above properties directly. That's because not every combination of above properties correspond to some sensible value of <code>NavigationType</code>. If you directly set some weird configuration, reading <code>NavigationType</code> will try it's best to determine the closest <a class="normal" href="CastleCameras.html#TNavigationType">TNavigationType</a> value that is similar to your configuration.</p>
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