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
|
<!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 TWalkCamera</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="TWalkCamera"></a><h1 class="cio">Class TWalkCamera</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 TWalkCamera = class(<a class="normal" href="CastleCameras.TCamera.html">TCamera</a>)</code></p>
<h2 class="description">Description</h2>
<p>
Navigation by walking (first-person-shooter-like moving) in 3D scene. Camera is defined by it's position, looking direction and up vector, user can rotate and move camera using various keys.</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">TWalkCamera</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="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>internal const <b><a href="CastleCameras.TWalkCamera.html#DefaultFallSpeedStart">DefaultFallSpeedStart</a></b> = 0.5;</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.TWalkCamera.html#DefaultGrowSpeed">DefaultGrowSpeed</a></b> = 1.0;</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.TWalkCamera.html#DefaultHeadBobbing">DefaultHeadBobbing</a></b> = 0.02;</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.TWalkCamera.html#DefaultCrouchHeight">DefaultCrouchHeight</a></b> = 0.5;</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.TWalkCamera.html#DefaultJumpMaxHeight">DefaultJumpMaxHeight</a></b> = 1.0;</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.TWalkCamera.html#DefaultMinAngleRadFromGravityUp">DefaultMinAngleRadFromGravityUp</a></b> = Pi / 18;</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.TWalkCamera.html#DefaultRotationHorizontalSpeed">DefaultRotationHorizontalSpeed</a></b> = 150;</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.TWalkCamera.html#DefaultRotationVerticalSpeed">DefaultRotationVerticalSpeed</a></b> = 100;</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.TWalkCamera.html#DefaultFallSpeedIncrease">DefaultFallSpeedIncrease</a></b> = 13/12;</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.TWalkCamera.html#DefaultMouseLookHorizontalSensitivity">DefaultMouseLookHorizontalSensitivity</a></b> = 0.09;</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.TWalkCamera.html#DefaultMouseLookVerticalSensitivity">DefaultMouseLookVerticalSensitivity</a></b> = 0.09;</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.TWalkCamera.html#DefaultHeadBobbingTime">DefaultHeadBobbingTime</a></b> = 0.5;</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.TWalkCamera.html#DefaultJumpHorizontalSpeedMultiply">DefaultJumpHorizontalSpeedMultiply</a></b> = 2.0;</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.TWalkCamera.html#DefaultJumpTime">DefaultJumpTime</a></b> = 1.0 / 8.0;</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.TWalkCamera.html#DefaultMouseDraggingHorizontalRotationSpeed">DefaultMouseDraggingHorizontalRotationSpeed</a></b> = 0.1;</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.TWalkCamera.html#DefaultMouseDraggingVerticalRotationSpeed">DefaultMouseDraggingVerticalRotationSpeed</a></b> = 0.1;</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.TWalkCamera.html#Height">Height</a></b>(const APosition: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; out AIsAbove: boolean; out AnAboveHeight: Single; out AnAboveGround: <a href="CastleTriangles.html#P3DTriangle">P3DTriangle</a>); 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.TWalkCamera.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>destructor <b><a href="CastleCameras.TWalkCamera.html#Destroy">Destroy</a></b>; 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.TWalkCamera.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.TWalkCamera.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.TWalkCamera.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.TWalkCamera.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.TWalkCamera.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.TWalkCamera.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.TWalkCamera.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>function <b><a href="CastleCameras.TWalkCamera.html#DoMoveAllowed">DoMoveAllowed</a></b>(const ProposedNewPos: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; out NewPos: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const BecauseOfGravity: boolean): boolean; 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>function <b><a href="CastleCameras.TWalkCamera.html#DirectionInGravityPlane">DirectionInGravityPlane</a></b>: <a href="CastleVectors.html#TVector3Single">TVector3Single</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>procedure <b><a href="CastleCameras.TWalkCamera.html#Init">Init</a></b>(const AInitialPosition, AInitialDirection, AInitialUp: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const AGravityUp: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const APreferredHeight: Single; const ARadius: Single); overload;</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.TWalkCamera.html#Init">Init</a></b>(const box: <a href="CastleBoxes.TBox3D.html">TBox3D</a>; const ARadius: Single); overload;</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.TWalkCamera.html#Motion">Motion</a></b>(const Event: <a href="CastleKeysMouse.TInputMotion.html">TInputMotion</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>procedure <b><a href="CastleCameras.TWalkCamera.html#CorrectPreferredHeight">CorrectPreferredHeight</a></b>;</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.TWalkCamera.html#CancelFalling">CancelFalling</a></b>;</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.TWalkCamera.html#MaxJumpDistance">MaxJumpDistance</a></b>: Single;</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.TWalkCamera.html#RealPreferredHeight">RealPreferredHeight</a></b>: Single;</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.TWalkCamera.html#FallOnTheGround">FallOnTheGround</a></b>;</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.TWalkCamera.html#GetView">GetView</a></b>(out APos, ADir, AUp: <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.TWalkCamera.html#GetView">GetView</a></b>(out APos, ADir, AUp, AGravityUp: <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.TWalkCamera.html#GetPosition">GetPosition</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>function <b><a href="CastleCameras.TWalkCamera.html#GetGravityUp">GetGravityUp</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>procedure <b><a href="CastleCameras.TWalkCamera.html#SetView">SetView</a></b>(const ADir, AUp: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const AdjustUp: boolean = true);</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.TWalkCamera.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.TWalkCamera.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>function <b><a href="CastleCameras.TWalkCamera.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.TWalkCamera.html#UpPrefer">UpPrefer</a></b>(const AUp: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>);</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="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="CastleCameras.TWalkCamera.html#OnMoveAllowed">OnMoveAllowed</a></b>: <a href="CastleCameras.html#TMoveAllowedFunc">TMoveAllowedFunc</a> read FOnMoveAllowed write FOnMoveAllowed;</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>property <b><a href="CastleCameras.TWalkCamera.html#Position">Position</a></b> : <a href="CastleVectors.html#TVector3Single">TVector3Single</a> read FPosition write SetPosition;</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>property <b><a href="CastleCameras.TWalkCamera.html#Direction">Direction</a></b>: <a href="CastleVectors.html#TVector3Single">TVector3Single</a> read FDirection write SetDirection;</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>property <b><a href="CastleCameras.TWalkCamera.html#Up">Up</a></b> : <a href="CastleVectors.html#TVector3Single">TVector3Single</a> read FUp write SetUp;</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>property <b><a href="CastleCameras.TWalkCamera.html#GravityUp">GravityUp</a></b>: <a href="CastleVectors.html#TVector3Single">TVector3Single</a> read FGravityUp write SetGravityUp;</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>property <b><a href="CastleCameras.TWalkCamera.html#PreferGravityUpForRotations">PreferGravityUpForRotations</a></b>: boolean
read FPreferGravityUpForRotations write FPreferGravityUpForRotations default true;</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>property <b><a href="CastleCameras.TWalkCamera.html#PreferGravityUpForMoving">PreferGravityUpForMoving</a></b>: boolean
read FPreferGravityUpForMoving write FPreferGravityUpForMoving default true;</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>property <b><a href="CastleCameras.TWalkCamera.html#MinAngleRadFromGravityUp">MinAngleRadFromGravityUp</a></b>: Single
read FMinAngleRadFromGravityUp write FMinAngleRadFromGravityUp
default <a href="CastleCameras.TWalkCamera.html#DefaultMinAngleRadFromGravityUp">DefaultMinAngleRadFromGravityUp</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>property <b><a href="CastleCameras.TWalkCamera.html#MouseLook">MouseLook</a></b>: boolean read FMouseLook write SetMouseLook default false;</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>property <b><a href="CastleCameras.TWalkCamera.html#MouseLookHorizontalSensitivity">MouseLookHorizontalSensitivity</a></b>: Single
read FMouseLookHorizontalSensitivity write FMouseLookHorizontalSensitivity
default <a href="CastleCameras.TWalkCamera.html#DefaultMouseLookHorizontalSensitivity">DefaultMouseLookHorizontalSensitivity</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>property <b><a href="CastleCameras.TWalkCamera.html#MouseLookVerticalSensitivity">MouseLookVerticalSensitivity</a></b>: Single
read FMouseLookVerticalSensitivity write FMouseLookVerticalSensitivity
default <a href="CastleCameras.TWalkCamera.html#DefaultMouseLookVerticalSensitivity">DefaultMouseLookVerticalSensitivity</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>property <b><a href="CastleCameras.TWalkCamera.html#InvertVerticalMouseLook">InvertVerticalMouseLook</a></b>: boolean
read FInvertVerticalMouseLook write FInvertVerticalMouseLook
default false;</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>property <b><a href="CastleCameras.TWalkCamera.html#MouseDragMode">MouseDragMode</a></b>: <a href="CastleCameras.html#TMouseDragMode">TMouseDragMode</a>
read FMouseDragMode write FMouseDragMode default mdWalk;</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>property <b><a href="CastleCameras.TWalkCamera.html#Gravity">Gravity</a></b>: boolean
read FGravity write FGravity default false;</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>property <b><a href="CastleCameras.TWalkCamera.html#PreferredHeight">PreferredHeight</a></b>: Single
read FPreferredHeight write FPreferredHeight default 0.0;</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>property <b><a href="CastleCameras.TWalkCamera.html#ClimbHeight">ClimbHeight</a></b>: Single read FClimbHeight write FClimbHeight;</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>property <b><a href="CastleCameras.TWalkCamera.html#OnHeight">OnHeight</a></b>: <a href="CastleCameras.html#THeightEvent">THeightEvent</a> read FOnHeight write FOnHeight;</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>property <b><a href="CastleCameras.TWalkCamera.html#OnFall">OnFall</a></b>: <a href="CastleCameras.html#TFallNotifyFunc">TFallNotifyFunc</a>
read FOnFall write FOnFall;</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>property <b><a href="CastleCameras.TWalkCamera.html#FallSpeedStart">FallSpeedStart</a></b>: Single
read FFallSpeedStart write FFallSpeedStart
default <a href="CastleCameras.TWalkCamera.html#DefaultFallSpeedStart">DefaultFallSpeedStart</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>property <b><a href="CastleCameras.TWalkCamera.html#FallSpeedIncrease">FallSpeedIncrease</a></b>: Single
read FFallSpeedIncrease write FFallSpeedIncrease
default <a href="CastleCameras.TWalkCamera.html#DefaultFallSpeedIncrease">DefaultFallSpeedIncrease</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>property <b><a href="CastleCameras.TWalkCamera.html#Falling">Falling</a></b>: boolean read FFalling write FFalling;</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>property <b><a href="CastleCameras.TWalkCamera.html#FallingEffect">FallingEffect</a></b>: boolean
read FFallingEffect write FFallingEffect default true;</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>property <b><a href="CastleCameras.TWalkCamera.html#GrowSpeed">GrowSpeed</a></b>: Single
read FGrowSpeed write FGrowSpeed
default <a href="CastleCameras.TWalkCamera.html#DefaultGrowSpeed">DefaultGrowSpeed</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>property <b><a href="CastleCameras.TWalkCamera.html#JumpMaxHeight">JumpMaxHeight</a></b>: Single
read FJumpMaxHeight write FJumpMaxHeight default <a href="CastleCameras.TWalkCamera.html#DefaultJumpMaxHeight">DefaultJumpMaxHeight</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>property <b><a href="CastleCameras.TWalkCamera.html#IsJumping">IsJumping</a></b>: boolean read FIsJumping;</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>property <b><a href="CastleCameras.TWalkCamera.html#JumpHorizontalSpeedMultiply">JumpHorizontalSpeedMultiply</a></b>: Single
read FJumpHorizontalSpeedMultiply write FJumpHorizontalSpeedMultiply
default <a href="CastleCameras.TWalkCamera.html#DefaultJumpHorizontalSpeedMultiply">DefaultJumpHorizontalSpeedMultiply</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>property <b><a href="CastleCameras.TWalkCamera.html#JumpTime">JumpTime</a></b>: Single read FJumpTime write FJumpTime
default <a href="CastleCameras.TWalkCamera.html#DefaultJumpTime">DefaultJumpTime</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>property <b><a href="CastleCameras.TWalkCamera.html#HeadBobbing">HeadBobbing</a></b>: Single
read FHeadBobbing write FHeadBobbing default <a href="CastleCameras.TWalkCamera.html#DefaultHeadBobbing">DefaultHeadBobbing</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>property <b><a href="CastleCameras.TWalkCamera.html#HeadBobbingTime">HeadBobbingTime</a></b>: Single
read FHeadBobbingTime write FHeadBobbingTime
default <a href="CastleCameras.TWalkCamera.html#DefaultHeadBobbingTime">DefaultHeadBobbingTime</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>property <b><a href="CastleCameras.TWalkCamera.html#CrouchHeight">CrouchHeight</a></b>: Single
read FCrouchHeight write FCrouchHeight default <a href="CastleCameras.TWalkCamera.html#DefaultCrouchHeight">DefaultCrouchHeight</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>property <b><a href="CastleCameras.TWalkCamera.html#IsCrouching">IsCrouching</a></b>: boolean read FIsCrouching;</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>property <b><a href="CastleCameras.TWalkCamera.html#FallingOnTheGround">FallingOnTheGround</a></b>: boolean read FFallingOnTheGround;</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>property <b><a href="CastleCameras.TWalkCamera.html#IsOnTheGround">IsOnTheGround</a></b>: boolean read FIsOnTheGround;</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>property <b><a href="CastleCameras.TWalkCamera.html#IsWalkingOnTheGround">IsWalkingOnTheGround</a></b>: boolean read FIsWalkingOnTheGround;</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>property <b><a href="CastleCameras.TWalkCamera.html#IsAbove">IsAbove</a></b>: boolean read FIsAbove;</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>property <b><a href="CastleCameras.TWalkCamera.html#AboveHeight">AboveHeight</a></b>: Single read FAboveHeight;</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>property <b><a href="CastleCameras.TWalkCamera.html#AboveGround">AboveGround</a></b>: <a href="CastleTriangles.html#P3DTriangle">P3DTriangle</a> read FAboveGround write FAboveGround;</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>property <b><a href="CastleCameras.TWalkCamera.html#Input_Forward">Input_Forward</a></b>: <a href="CastleInputs.TInputShortcut.html">TInputShortcut</a> read FInput_Forward;</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>property <b><a href="CastleCameras.TWalkCamera.html#Input_Backward">Input_Backward</a></b>: <a href="CastleInputs.TInputShortcut.html">TInputShortcut</a> read FInput_Backward;</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>property <b><a href="CastleCameras.TWalkCamera.html#Input_LeftRot">Input_LeftRot</a></b>: <a href="CastleInputs.TInputShortcut.html">TInputShortcut</a> read FInput_LeftRot;</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>property <b><a href="CastleCameras.TWalkCamera.html#Input_RightRot">Input_RightRot</a></b>: <a href="CastleInputs.TInputShortcut.html">TInputShortcut</a> read FInput_RightRot;</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>property <b><a href="CastleCameras.TWalkCamera.html#Input_LeftStrafe">Input_LeftStrafe</a></b>: <a href="CastleInputs.TInputShortcut.html">TInputShortcut</a> read FInput_LeftStrafe;</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>property <b><a href="CastleCameras.TWalkCamera.html#Input_RightStrafe">Input_RightStrafe</a></b>: <a href="CastleInputs.TInputShortcut.html">TInputShortcut</a> read FInput_RightStrafe;</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>property <b><a href="CastleCameras.TWalkCamera.html#Input_UpRotate">Input_UpRotate</a></b>: <a href="CastleInputs.TInputShortcut.html">TInputShortcut</a> read FInput_UpRotate;</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>property <b><a href="CastleCameras.TWalkCamera.html#Input_DownRotate">Input_DownRotate</a></b>: <a href="CastleInputs.TInputShortcut.html">TInputShortcut</a> read FInput_DownRotate;</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>property <b><a href="CastleCameras.TWalkCamera.html#Input_IncreasePreferredHeight">Input_IncreasePreferredHeight</a></b>: <a href="CastleInputs.TInputShortcut.html">TInputShortcut</a> read FInput_IncreasePreferredHeight;</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>property <b><a href="CastleCameras.TWalkCamera.html#Input_DecreasePreferredHeight">Input_DecreasePreferredHeight</a></b>: <a href="CastleInputs.TInputShortcut.html">TInputShortcut</a> read FInput_DecreasePreferredHeight;</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>property <b><a href="CastleCameras.TWalkCamera.html#Input_GravityUp">Input_GravityUp</a></b>: <a href="CastleInputs.TInputShortcut.html">TInputShortcut</a> read FInput_GravityUp;</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>property <b><a href="CastleCameras.TWalkCamera.html#Input_Run">Input_Run</a></b>: <a href="CastleInputs.TInputShortcut.html">TInputShortcut</a> read FInput_Run;</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>property <b><a href="CastleCameras.TWalkCamera.html#Input_MoveSpeedInc">Input_MoveSpeedInc</a></b>: <a href="CastleInputs.TInputShortcut.html">TInputShortcut</a> read FInput_MoveSpeedInc;</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>property <b><a href="CastleCameras.TWalkCamera.html#Input_MoveSpeedDec">Input_MoveSpeedDec</a></b>: <a href="CastleInputs.TInputShortcut.html">TInputShortcut</a> read FInput_MoveSpeedDec;</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>property <b><a href="CastleCameras.TWalkCamera.html#Input_Jump">Input_Jump</a></b>: <a href="CastleInputs.TInputShortcut.html">TInputShortcut</a> read FInput_Jump;</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>property <b><a href="CastleCameras.TWalkCamera.html#Input_Crouch">Input_Crouch</a></b>: <a href="CastleInputs.TInputShortcut.html">TInputShortcut</a> read FInput_Crouch;</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>property <b><a href="CastleCameras.TWalkCamera.html#MoveForward">MoveForward</a></b>: boolean read FMoveForward write FMoveForward;</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>property <b><a href="CastleCameras.TWalkCamera.html#MoveBackward">MoveBackward</a></b>: boolean read FMoveBackward write FMoveBackward;</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.TWalkCamera.html#AllowSlowerRotations">AllowSlowerRotations</a></b>: boolean
read FAllowSlowerRotations write FAllowSlowerRotations
default true;</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.TWalkCamera.html#CheckModsDown">CheckModsDown</a></b>: boolean
read FCheckModsDown write FCheckModsDown
default true;</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.TWalkCamera.html#MoveHorizontalSpeed">MoveHorizontalSpeed</a></b>: Single
read FMoveHorizontalSpeed write FMoveHorizontalSpeed default 1.0;</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.TWalkCamera.html#MoveVerticalSpeed">MoveVerticalSpeed</a></b>: Single
read FMoveVerticalSpeed write FMoveVerticalSpeed default 1.0;</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.TWalkCamera.html#MoveSpeed">MoveSpeed</a></b>: Single read FMoveSpeed write FMoveSpeed default 1.0;</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.TWalkCamera.html#RotationHorizontalSpeed">RotationHorizontalSpeed</a></b>: Single
read FRotationHorizontalSpeed write FRotationHorizontalSpeed
default <a href="CastleCameras.TWalkCamera.html#DefaultRotationHorizontalSpeed">DefaultRotationHorizontalSpeed</a>;</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.TWalkCamera.html#RotationVerticalSpeed">RotationVerticalSpeed</a></b>: Single
read FRotationVerticalSpeed write FRotationVerticalSpeed
default <a href="CastleCameras.TWalkCamera.html#DefaultRotationVerticalSpeed">DefaultRotationVerticalSpeed</a>;</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.TWalkCamera.html#MouseDraggingHorizontalRotationSpeed">MouseDraggingHorizontalRotationSpeed</a></b>: Single
read FMouseDraggingHorizontalRotationSpeed write FMouseDraggingHorizontalRotationSpeed
default <a href="CastleCameras.TWalkCamera.html#DefaultMouseDraggingHorizontalRotationSpeed">DefaultMouseDraggingHorizontalRotationSpeed</a>;</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.TWalkCamera.html#MouseDraggingVerticalRotationSpeed">MouseDraggingVerticalRotationSpeed</a></b>: Single
read FMouseDraggingVerticalRotationSpeed write FMouseDraggingVerticalRotationSpeed
default <a href="CastleCameras.TWalkCamera.html#DefaultMouseDraggingVerticalRotationSpeed">DefaultMouseDraggingVerticalRotationSpeed</a>;</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.TWalkCamera.html#RotationHorizontalPivot">RotationHorizontalPivot</a></b>: Single
read FRotationHorizontalPivot write FRotationHorizontalPivot default 0;</code></td>
</tr>
</table>
<h2 class="description">Description</h2>
<h3 class="detail">Fields</h3>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="DefaultFallSpeedStart"></a><code>internal const <b>DefaultFallSpeedStart</b> = 0.5;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="DefaultGrowSpeed"></a><code>internal const <b>DefaultGrowSpeed</b> = 1.0;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="DefaultHeadBobbing"></a><code>internal const <b>DefaultHeadBobbing</b> = 0.02;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="DefaultCrouchHeight"></a><code>internal const <b>DefaultCrouchHeight</b> = 0.5;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="DefaultJumpMaxHeight"></a><code>internal const <b>DefaultJumpMaxHeight</b> = 1.0;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="DefaultMinAngleRadFromGravityUp"></a><code>internal const <b>DefaultMinAngleRadFromGravityUp</b> = Pi / 18;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="DefaultRotationHorizontalSpeed"></a><code>internal const <b>DefaultRotationHorizontalSpeed</b> = 150;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="DefaultRotationVerticalSpeed"></a><code>internal const <b>DefaultRotationVerticalSpeed</b> = 100;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="DefaultFallSpeedIncrease"></a><code>internal const <b>DefaultFallSpeedIncrease</b> = 13/12;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="DefaultMouseLookHorizontalSensitivity"></a><code>internal const <b>DefaultMouseLookHorizontalSensitivity</b> = 0.09;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="DefaultMouseLookVerticalSensitivity"></a><code>internal const <b>DefaultMouseLookVerticalSensitivity</b> = 0.09;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="DefaultHeadBobbingTime"></a><code>internal const <b>DefaultHeadBobbingTime</b> = 0.5;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="DefaultJumpHorizontalSpeedMultiply"></a><code>internal const <b>DefaultJumpHorizontalSpeedMultiply</b> = 2.0;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="DefaultJumpTime"></a><code>internal const <b>DefaultJumpTime</b> = 1.0 / 8.0;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="DefaultMouseDraggingHorizontalRotationSpeed"></a><code>internal const <b>DefaultMouseDraggingHorizontalRotationSpeed</b> = 0.1;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="DefaultMouseDraggingVerticalRotationSpeed"></a><code>internal const <b>DefaultMouseDraggingVerticalRotationSpeed</b> = 0.1;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<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="Height"></a><code>procedure <b>Height</b>(const APosition: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; out AIsAbove: boolean; out AnAboveHeight: Single; out AnAboveGround: <a href="CastleTriangles.html#P3DTriangle">P3DTriangle</a>); virtual;</code></td>
</tr>
<tr><td colspan="2">
<p>
Call <a class="normal" href="CastleCameras.TWalkCamera.html#OnHeight">OnHeight</a> callback.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<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>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Destroy"></a><code>destructor <b>Destroy</b>; override;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<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">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<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>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Update"></a><code>procedure <b>Update</b>(const SecondsPassed: Single; var HandleInput: boolean); override;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="AllowSuspendForInput"></a><code>function <b>AllowSuspendForInput</b>: boolean; override;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<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>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<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>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<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>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="DoMoveAllowed"></a><code>function <b>DoMoveAllowed</b>(const ProposedNewPos: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; out NewPos: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const BecauseOfGravity: boolean): boolean; virtual;</code></td>
</tr>
<tr><td colspan="2">
<p>
<code>DoMoveAllowed</code> will be used when user will move in the scene, i.e. when user will want to change <a class="normal" href="CastleCameras.TWalkCamera.html#Position">Position</a>.</p>
<p>
<p>ProposedNewPos is the position where the user wants to move (current user position is always stored in Position, so you can calculate move direction by ProposedNewPos - Position).
<p>This is the place to "plug in" your collision detection into camera.
<p>Returns false if no move is allowed. Otherwise returns true and sets NewPos to the position where user should be moved. E.g. if you're doing a simple test for collisions (with yes/no results), you will always want to set NewPos to ProposedNewPos when returning true. But you can also do more sophisticated calculations and sometimes not allow user to move to ProposedNewPos, but allow him to move instead to some other close position. E.g. look what's happening in quake (or just any first-person 3d game) when you're trying to walk "into the wall" at angle like 30 degrees: you're blocked, i.e. you obviously can't walk into the wall, but your position changes a bit and you're slowly moving alongside the wall. That's how you can use NewPos: you can return true and set NewPos to something that is not exactly ProposedNewPos (but is close to ProposedNewPos).
<p>Note that it's allowed to modify NewPos when returning false. This is meaningless, but may be comfortable for implementor of <code>DoMoveAllowed</code>.
<p>BecauseOfGravity says whether this move is caused by gravity dragging the camera down. Can happen only if <a class="normal" href="CastleCameras.TWalkCamera.html#Gravity">Gravity</a> is <code>True</code>. You can use BecauseOfGravity to control <code>DoMoveAllowed</code> behavior — e.g. view3dscene will not allow camera to move lower that some minimal plane when BecauseOfGravity (because this would mean that camera falls down infinitely), on the other hand when BecauseOfGravity is <code>False</code> moving outside bounding box is allowed (to allow camera to look at the scene from "the outside").
<p>Basic implementation of <code>DoMoveAllowed</code> in this class: If <a class="normal" href="CastleCameras.TWalkCamera.html#OnMoveAllowed">OnMoveAllowed</a> = nil then returns true and sets NewPos to ProposedNewPos (so move is always allowed). Else calls <a class="normal" href="CastleCameras.TWalkCamera.html#OnMoveAllowed">OnMoveAllowed</a>.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="DirectionInGravityPlane"></a><code>function <b>DirectionInGravityPlane</b>: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
Return <a class="normal" href="CastleCameras.TWalkCamera.html#Direction">Direction</a> vector rotated such that it is orthogonal to <a class="normal" href="CastleCameras.TWalkCamera.html#GravityUp">GravityUp</a>. This way it returns <a class="normal" href="CastleCameras.TWalkCamera.html#Direction">Direction</a> projected on the gravity horizontal plane, which neutralizes such things like raising / bowing your head. Result is always normalized (length 1).
<p>Note that when <a class="normal" href="CastleCameras.TWalkCamera.html#Direction">Direction</a> and <a class="normal" href="CastleCameras.TWalkCamera.html#GravityUp">GravityUp</a> are parallel, this just returns current <a class="normal" href="CastleCameras.TWalkCamera.html#Direction">Direction</a> — because in such case we can't project <a class="normal" href="CastleCameras.TWalkCamera.html#Direction">Direction</a> on the horizontal plane.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Init"></a><code>procedure <b>Init</b>(const AInitialPosition, AInitialDirection, AInitialUp: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const AGravityUp: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const APreferredHeight: Single; const ARadius: Single); overload;</code></td>
</tr>
<tr><td colspan="2">
<p>
Set the most important properties of this camera, in one call. Sets initial camera properties (<a class="normal" href="CastleCameras.TCamera.html#InitialPosition">InitialPosition</a>, <a class="normal" href="CastleCameras.TCamera.html#InitialDirection">InitialDirection</a>, <a class="normal" href="CastleCameras.TCamera.html#InitialUp">InitialUp</a>), sets current camera properties to them (Position := <a class="normal" href="CastleCameras.TCamera.html#InitialPosition">InitialPosition</a> and so on).
<p>Given here AInitialDirection, AInitialUp, AGravityUp will be normalized, and AInitialUp will be adjusted to be orthogonal to AInitialDirection (see <a class="normal" href="CastleCameras.TCamera.html#SetInitialView">SetInitialView</a>).
<p>Sets also <a class="normal" href="CastleCameras.TWalkCamera.html#PreferredHeight">PreferredHeight</a> and Radius. <a class="normal" href="CastleCameras.TWalkCamera.html#PreferredHeight">PreferredHeight</a> may be adjusted to be sensible (by calling <a class="normal" href="CastleCameras.TWalkCamera.html#CorrectPreferredHeight">CorrectPreferredHeight</a>(ARadius)). You can pass ARadius = 0.0 if you really don't want this <a class="normal" href="CastleCameras.TWalkCamera.html#PreferredHeight">PreferredHeight</a> adjustment.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Init"></a><code>procedure <b>Init</b>(const box: <a href="CastleBoxes.TBox3D.html">TBox3D</a>; const ARadius: Single); overload;</code></td>
</tr>
<tr><td colspan="2">
<p>
Alternative Init that sets camera properties such that an object inside Box is more or less "visible good". Sets InitialCameraXxx properties to make it look right, sets current CameraXxx properties to InitialCameraXxx. Sets <a class="normal" href="CastleCameras.TWalkCamera.html#GravityUp">GravityUp</a> to the same thing as <a class="normal" href="CastleCameras.TCamera.html#InitialUp">InitialUp</a>. Sets also <a class="normal" href="CastleCameras.TWalkCamera.html#PreferredHeight">PreferredHeight</a> to make it behave "sensibly".</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<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>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="CorrectPreferredHeight"></a><code>procedure <b>CorrectPreferredHeight</b>;</code></td>
</tr>
<tr><td colspan="2">
<p>
This procedure corrects <a class="normal" href="CastleCameras.TWalkCamera.html#PreferredHeight">PreferredHeight</a> based on your Radius and on current <a class="normal" href="CastleCameras.TWalkCamera.html#HeadBobbing">HeadBobbing</a>.
<p>Exactly what and why is done: if you do any kind of collision detection with some Radius, then you should make sure that <a class="normal" href="CastleCameras.TWalkCamera.html#RealPreferredHeight">RealPreferredHeight</a> is always >= of your Radius, otherwise strange effects may happen when crouching or when head bobbing forces camera to go down.
<p>Exactly, the required equation is </p>
<pre class="preformatted">
MinimumRealPreferredHeight :=
PreferredHeight * CrouchHeight * (1 - HeadBobbing);
</pre>
<p> and always must be </p>
<pre class="preformatted">
MinimumRealPreferredHeight >= RealPreferredHeight
</pre>
<p>
<p>Reasoning: otherwise this class would "want camera to fall down" (because we will always be higher than <a class="normal" href="CastleCameras.TWalkCamera.html#RealPreferredHeight">RealPreferredHeight</a>) but your <a class="normal" href="CastleCameras.TWalkCamera.html#OnMoveAllowed">OnMoveAllowed</a> would not allow it (because Radius would not allow it). Note that this class doesn't keep value of your Radius, because collision detection is (by design) never done by this class — it's always delegated to <a class="normal" href="CastleCameras.TWalkCamera.html#OnHeight">OnHeight</a> and <a class="normal" href="CastleCameras.TWalkCamera.html#OnMoveAllowed">OnMoveAllowed</a>. Also, it's not exactly forced <i>how</i> you should force this condition to hold. Sometimes the good solution is to adjust Radius, not to adjust <a class="normal" href="CastleCameras.TWalkCamera.html#PreferredHeight">PreferredHeight</a>.
<p>Anyway, this method will make sure that this condition holds by eventually adjusting (making larger) <a class="normal" href="CastleCameras.TWalkCamera.html#PreferredHeight">PreferredHeight</a>. Note that for Radius = 0.0 this will always leave <a class="normal" href="CastleCameras.TWalkCamera.html#PreferredHeight">PreferredHeight</a> as it is.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="CancelFalling"></a><code>procedure <b>CancelFalling</b>;</code></td>
</tr>
<tr><td colspan="2">
<p>
If Falling, then this will force Falling to false <b>without calling OnFallenDown</b>. It's much like forcing the opinion that "camera is not falling down right now".
<p>Of course, if in the nearest Update we will find out (using <a class="normal" href="CastleCameras.TWalkCamera.html#OnHeight">OnHeight</a>) that camera is too high above the ground, then we will start falling down again, setting Falling back to true. (but then we will start falling down from the beginning, starting at given <a class="normal" href="CastleCameras.TWalkCamera.html#Position">Position</a> and with initial falling down speed).
<p>This is useful to call if you just changed <a class="normal" href="CastleCameras.TWalkCamera.html#Position">Position</a> because e.g. the player teleported somewhere (or e.g. game levels changed). In this case you just want to forget the fact that camera was falling down — no consequences (like lowering player's health, fadeout etc.).</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="MaxJumpDistance"></a><code>function <b>MaxJumpDistance</b>: Single;</code></td>
</tr>
<tr><td colspan="2">
<p>
Returns just <a class="normal" href="CastleCameras.TWalkCamera.html#JumpMaxHeight">JumpMaxHeight</a> * <a class="normal" href="CastleCameras.TWalkCamera.html#PreferredHeight">PreferredHeight</a>, see <a class="normal" href="CastleCameras.TWalkCamera.html#JumpMaxHeight">JumpMaxHeight</a> for explanation.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="RealPreferredHeight"></a><code>function <b>RealPreferredHeight</b>: Single;</code></td>
</tr>
<tr><td colspan="2">
<p>
This is <a class="normal" href="CastleCameras.TWalkCamera.html#PreferredHeight">PreferredHeight</a> slightly modified by head bobbing and crouch. It can be useful for collision detection between camera and something.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="FallOnTheGround"></a><code>procedure <b>FallOnTheGround</b>;</code></td>
</tr>
<tr><td colspan="2">
<p>
This makes a visual effect of camera falling down horizontally on the ground. Nice to use when player died, and you want to show that it's body falled on the ground. This works by gradually changing <a class="normal" href="CastleCameras.TWalkCamera.html#Up">Up</a> such that it gets orthogonal to <a class="normal" href="CastleCameras.TWalkCamera.html#GravityUp">GravityUp</a>.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<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>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<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>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<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>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="GetGravityUp"></a><code>function <b>GetGravityUp</b>: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; override;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="SetView"></a><code>procedure <b>SetView</b>(const ADir, AUp: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const AdjustUp: boolean = true);</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<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>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<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>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="GetNavigationType"></a><code>function <b>GetNavigationType</b>: <a href="CastleCameras.html#TNavigationType">TNavigationType</a>; override;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="UpPrefer"></a><code>procedure <b>UpPrefer</b>(const AUp: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>);</code></td>
</tr>
<tr><td colspan="2">
<p>
Change up vector, keeping the direction unchanged. If necessary, the up vector provided here will be fixed to be orthogonal to direction. See <a class="normal" href="Castle3D.T3DOrient.html#UpPrefer">T3DOrient.UpPrefer</a> for detailed documentation what this does.</p>
</td></tr>
</table>
<h3 class="detail">Properties</h3>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="OnMoveAllowed"></a><code>property <b>OnMoveAllowed</b>: <a href="CastleCameras.html#TMoveAllowedFunc">TMoveAllowedFunc</a> read FOnMoveAllowed write FOnMoveAllowed;</code></td>
</tr>
<tr><td colspan="2">
<p>
This is used by <a class="normal" href="CastleCameras.TWalkCamera.html#DoMoveAllowed">DoMoveAllowed</a>, see there for description.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Position"></a><code>property <b>Position</b> : <a href="CastleVectors.html#TVector3Single">TVector3Single</a> read FPosition write SetPosition;</code></td>
</tr>
<tr><td colspan="2">
<p>
Camera position, looking direction and up vector.
<p>Initially (after creating this object) they are equal to <a class="normal" href="CastleCameras.TCamera.html#InitialPosition">InitialPosition</a>, <a class="normal" href="CastleCameras.TCamera.html#InitialDirection">InitialDirection</a>, <a class="normal" href="CastleCameras.TCamera.html#InitialUp">InitialUp</a>. Also <a class="normal" href="CastleCameras.TWalkCamera.html#Init">Init</a> and <a class="normal" href="CastleCameras.TCamera.html#GoToInitial">GoToInitial</a> methods reset them to these initial values.
<p>The <a class="normal" href="CastleCameras.TWalkCamera.html#Direction">Direction</a> and <a class="normal" href="CastleCameras.TWalkCamera.html#Up">Up</a> vectors should always be normalized (have length 1). When setting them by these properties, we will normalize them automatically.
<p>Note that since engine >= 2.2.0 the <a class="normal" href="CastleCameras.TWalkCamera.html#Direction">Direction</a> vector should always be normalized (length 1), and so you cannot change move speed by scaling this vector. Use <a class="normal" href="CastleCameras.TWalkCamera.html#MoveSpeed">MoveSpeed</a>, <a class="normal" href="CastleCameras.TWalkCamera.html#MoveHorizontalSpeed">MoveHorizontalSpeed</a>, <a class="normal" href="CastleCameras.TWalkCamera.html#MoveVerticalSpeed">MoveVerticalSpeed</a> instead.
<p>When setting <a class="normal" href="CastleCameras.TWalkCamera.html#Direction">Direction</a>, <a class="normal" href="CastleCameras.TWalkCamera.html#Up">Up</a> will always be automatically adjusted to be orthogonal to <a class="normal" href="CastleCameras.TWalkCamera.html#Direction">Direction</a>. And vice versa — when setting <a class="normal" href="CastleCameras.TWalkCamera.html#Up">Up</a>, <a class="normal" href="CastleCameras.TWalkCamera.html#Direction">Direction</a> will be adjusted.
<p></p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Direction"></a><code>property <b>Direction</b>: <a href="CastleVectors.html#TVector3Single">TVector3Single</a> read FDirection write SetDirection;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Up"></a><code>property <b>Up</b> : <a href="CastleVectors.html#TVector3Single">TVector3Single</a> read FUp write SetUp;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="GravityUp"></a><code>property <b>GravityUp</b>: <a href="CastleVectors.html#TVector3Single">TVector3Single</a> read FGravityUp write SetGravityUp;</code></td>
</tr>
<tr><td colspan="2">
<p>
This is the upward direction of the world in which player moves. Must be always normalized (when setting this property, we take care to normalize it).
<p>This indicates how <a class="normal" href="CastleCameras.TWalkCamera.html#Gravity">Gravity</a> works.
<p>This is also the "normal" value for both <a class="normal" href="CastleCameras.TWalkCamera.html#Up">Up</a> and <a class="normal" href="CastleCameras.TCamera.html#InitialUp">InitialUp</a> — one that means that player is looking straight foward. This is used for features like <a class="normal" href="CastleCameras.TWalkCamera.html#PreferGravityUpForRotations">PreferGravityUpForRotations</a> and/or <a class="normal" href="CastleCameras.TWalkCamera.html#PreferGravityUpForMoving">PreferGravityUpForMoving</a>.
<p>The default value of this vector is (0, 1, 0) (same as the default <a class="normal" href="CastleCameras.TCamera.html#InitialUp">InitialUp</a> and Up vectors).</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="PreferGravityUpForRotations"></a><code>property <b>PreferGravityUpForRotations</b>: boolean
read FPreferGravityUpForRotations write FPreferGravityUpForRotations default true;</code></td>
</tr>
<tr><td colspan="2">
<p>
If <code>PreferGravityUpForRotations</code> or <a class="normal" href="CastleCameras.TWalkCamera.html#PreferGravityUpForMoving">PreferGravityUpForMoving</a> then various operations are done with respect to <a class="normal" href="CastleCameras.TWalkCamera.html#GravityUp">GravityUp</a>, otherwise they are done with respect to current <a class="normal" href="CastleCameras.TWalkCamera.html#Up">Up</a>.
<p>With <code>PreferGravityUpForRotations</code>, this affects rotations: horizontal rotations (<a class="normal" href="CastleCameras.TWalkCamera.html#Input_LeftRot">Input_LeftRot</a> and <a class="normal" href="CastleCameras.TWalkCamera.html#Input_RightRot">Input_RightRot</a>) and rotations caused by <a class="normal" href="CastleCameras.TWalkCamera.html#MouseLook">MouseLook</a>. Also vertical rotations are bounded by <a class="normal" href="CastleCameras.TWalkCamera.html#MinAngleRadFromGravityUp">MinAngleRadFromGravityUp</a> when <code>PreferGravityUpForRotations</code>.
<p>Note that you can change it freely at runtime, and when you set <code>PreferGravityUpForRotations</code> from <code>False</code> to <code>True</code> then in nearest Update calls <a class="normal" href="CastleCameras.TWalkCamera.html#Up">Up</a> will be gradually fixed, so that <a class="normal" href="CastleCameras.TWalkCamera.html#Direction">Direction</a> and <a class="normal" href="CastleCameras.TWalkCamera.html#Up">Up</a> and <a class="normal" href="CastleCameras.TWalkCamera.html#GravityUp">GravityUp</a> are on the same plane. Also <a class="normal" href="CastleCameras.TWalkCamera.html#Direction">Direction</a> may be adjusted to honour <a class="normal" href="CastleCameras.TWalkCamera.html#MinAngleRadFromGravityUp">MinAngleRadFromGravityUp</a>.
<p>With <a class="normal" href="CastleCameras.TWalkCamera.html#PreferGravityUpForMoving">PreferGravityUpForMoving</a>, this affects moving: horizontal moving (forward, backward, strafe), and vertical moving (<a class="normal" href="CastleCameras.TWalkCamera.html#Input_Jump">Input_Jump</a> and <a class="normal" href="CastleCameras.TWalkCamera.html#Input_Crouch">Input_Crouch</a> when <a class="normal" href="CastleCameras.TWalkCamera.html#Gravity">Gravity</a> is <code>False</code>). E.g. when <a class="normal" href="CastleCameras.TWalkCamera.html#PreferGravityUpForMoving">PreferGravityUpForMoving</a> then forward/backward keys are tied to horizontal plane defined by <a class="normal" href="CastleCameras.TWalkCamera.html#GravityUp">GravityUp</a>. When not <a class="normal" href="CastleCameras.TWalkCamera.html#PreferGravityUpForMoving">PreferGravityUpForMoving</a> then forward/backward try to move you just in the <a class="normal" href="CastleCameras.TWalkCamera.html#Direction">Direction</a>. Which is usually more handy when e.g. simulating flying.
<p>It's a delicate decision how to set them, because generally all the decisions are "somewhat correct" — they just sometimes "feel incorrect" for player.
<p></p>
<ul class="paragraph_spacing">
<li><p> First of all, if the scene is not "naturally oriented" around <a class="normal" href="CastleCameras.TWalkCamera.html#GravityUp">GravityUp</a>, then you <b>may</b> set <code>PreferGravityUpForRotations</code> as <code>False</code> and you <b>should</b> leave <a class="normal" href="CastleCameras.TWalkCamera.html#PreferGravityUpForMoving">PreferGravityUpForMoving</a> and <a class="normal" href="CastleCameras.TWalkCamera.html#Gravity">Gravity</a> to <code>False</code>.
<p>By the scene "naturally oriented around <a class="normal" href="CastleCameras.TWalkCamera.html#GravityUp">GravityUp</a>" I mean that we have some proper <a class="normal" href="CastleCameras.TWalkCamera.html#GravityUp">GravityUp</a>, not just some guessed <a class="normal" href="CastleCameras.TWalkCamera.html#GravityUp">GravityUp</a> that may be incorrect. For example when view3dscene loads a VRML model without any camera definition then it assumes that "up vector" is (0, 1, 0), because this is more-or-less VRML standard suggested by VRML spec. But this may be very inappopriate, for example the scene may be actually oriented with (0, 0, 1) up vector in mind.
<p>Other examples of the scenes without any "naturally oriented around <a class="normal" href="CastleCameras.TWalkCamera.html#GravityUp">GravityUp</a>" may be some "outer space" scene without any gravity.</p></li>
<li><p> With <code>PreferGravityUpForRotations</code> the "feeling" of <a class="normal" href="CastleCameras.TWalkCamera.html#GravityUp">GravityUp</a> is stronger for user, because <a class="normal" href="CastleCameras.TWalkCamera.html#GravityUp">GravityUp</a>, <a class="normal" href="CastleCameras.TWalkCamera.html#Up">Up</a> and <a class="normal" href="CastleCameras.TWalkCamera.html#Direction">Direction</a> always define the same plane in 3D space (i.e. along with the 4th point, (0, 0, 0), for camera eye). Raising/bowing the head doesn't break this assumption.
<p>Without <code>PreferGravityUpForRotations</code>, we quickly start to do rotations in an awkward way — once you do some vertical rotation, you changed <a class="normal" href="CastleCameras.TWalkCamera.html#Up">Up</a>, and next horizontal rotation will be done versus new <a class="normal" href="CastleCameras.TWalkCamera.html#Up">Up</a>.
<p>If your <a class="normal" href="CastleCameras.TWalkCamera.html#GravityUp">GravityUp</a> is good, then you generally should leave <code>PreferGravityUpForRotations</code> to <code>True</code>. Unless you really <b>want</b> the player to feel movements as "awkward", e.g. when you want to simulate this "outer space without any gravity" feeling.</p></li>
<li><p> If your <a class="normal" href="CastleCameras.TWalkCamera.html#GravityUp">GravityUp</a> is good, then you generally should set <a class="normal" href="CastleCameras.TWalkCamera.html#PreferGravityUpForMoving">PreferGravityUpForMoving</a> just like Gravity.
<p>E.g. when the player is flying / swimming etc. he will probably prefer <a class="normal" href="CastleCameras.TWalkCamera.html#PreferGravityUpForMoving">PreferGravityUpForMoving</a> = <code>False</code>, because this way he will not have to press <a class="normal" href="CastleCameras.TWalkCamera.html#Input_Jump">Input_Jump</a> and <a class="normal" href="CastleCameras.TWalkCamera.html#Input_Crouch">Input_Crouch</a>. Simply pressing <a class="normal" href="CastleCameras.TWalkCamera.html#Input_Forward">Input_Forward</a> and <a class="normal" href="CastleCameras.TWalkCamera.html#Input_Backward">Input_Backward</a> and doing rotations will be enough to move freely in 3D space.
<p>When gravity works, <a class="normal" href="CastleCameras.TWalkCamera.html#PreferGravityUpForMoving">PreferGravityUpForMoving</a> = <code>True</code> is better, otherwise player would unnecessarily try to jump when looking up.</p></li>
</ul>
<p>
<p></p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="PreferGravityUpForMoving"></a><code>property <b>PreferGravityUpForMoving</b>: boolean
read FPreferGravityUpForMoving write FPreferGravityUpForMoving default true;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="MinAngleRadFromGravityUp"></a><code>property <b>MinAngleRadFromGravityUp</b>: Single
read FMinAngleRadFromGravityUp write FMinAngleRadFromGravityUp
default <a href="CastleCameras.TWalkCamera.html#DefaultMinAngleRadFromGravityUp">DefaultMinAngleRadFromGravityUp</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
This sets the minimal angle (in radians) between <a class="normal" href="CastleCameras.TWalkCamera.html#GravityUp">GravityUp</a> and <a class="normal" href="CastleCameras.TWalkCamera.html#Direction">Direction</a>, and also between -<a class="normal" href="CastleCameras.TWalkCamera.html#GravityUp">GravityUp</a> and <a class="normal" href="CastleCameras.TWalkCamera.html#Direction">Direction</a>. This way vertical rotations (like <a class="normal" href="CastleCameras.TWalkCamera.html#Input_UpRotate">Input_UpRotate</a>, <a class="normal" href="CastleCameras.TWalkCamera.html#Input_DownRotate">Input_DownRotate</a>) are "bounded" to not allow player to do something strange, i.e. bow your head too much and raise your head too much.
<p>This is used only when <a class="normal" href="CastleCameras.TWalkCamera.html#PreferGravityUpForRotations">PreferGravityUpForRotations</a> is <code>True</code> and when it's <> 0.0.
<p>This must be always between 0 and Pi/2. Value of Pi/2 will effectively disallow vertical rotations (although you should rather do this in a "cleaner way" by calling MakeClear on <a class="normal" href="CastleCameras.TWalkCamera.html#Input_UpRotate">Input_UpRotate</a> and <a class="normal" href="CastleCameras.TWalkCamera.html#Input_DownRotate">Input_DownRotate</a>).</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="MouseLook"></a><code>property <b>MouseLook</b>: boolean read FMouseLook write SetMouseLook default false;</code></td>
</tr>
<tr><td colspan="2">
<p>
Use mouse look to navigate (rotate the camera).
<p>This also makes mouse cursor of Container hidden, and forces mouse position to the middle of the window (to avoid the situation when mouse movement is blocked by screen borders).</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="MouseLookHorizontalSensitivity"></a><code>property <b>MouseLookHorizontalSensitivity</b>: Single
read FMouseLookHorizontalSensitivity write FMouseLookHorizontalSensitivity
default <a href="CastleCameras.TWalkCamera.html#DefaultMouseLookHorizontalSensitivity">DefaultMouseLookHorizontalSensitivity</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
These control mouse look sensitivity. They say how much angle change is produced by moving mouse by 1 pixel. You can change this, to better adjust to user.
<p></p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="MouseLookVerticalSensitivity"></a><code>property <b>MouseLookVerticalSensitivity</b>: Single
read FMouseLookVerticalSensitivity write FMouseLookVerticalSensitivity
default <a href="CastleCameras.TWalkCamera.html#DefaultMouseLookVerticalSensitivity">DefaultMouseLookVerticalSensitivity</a>;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="InvertVerticalMouseLook"></a><code>property <b>InvertVerticalMouseLook</b>: boolean
read FInvertVerticalMouseLook write FInvertVerticalMouseLook
default false;</code></td>
</tr>
<tr><td colspan="2">
<p>
If this is <code>True</code> and <a class="normal" href="CastleCameras.TWalkCamera.html#MouseLook">MouseLook</a> works, then the meaning of vertical mouse movement is inverted: when user moves mouse up, he looks down. Many players are more comfortable with such configuration, and many games implement it (usually by calling it "Invert mouse" for short).</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="MouseDragMode"></a><code>property <b>MouseDragMode</b>: <a href="CastleCameras.html#TMouseDragMode">TMouseDragMode</a>
read FMouseDragMode write FMouseDragMode default mdWalk;</code></td>
</tr>
<tr><td colspan="2">
<p>
What mouse dragging does. Used only when ciMouseDragging in <a class="normal" href="CastleCameras.TCamera.html#Input">Input</a>.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Gravity"></a><code>property <b>Gravity</b>: boolean
read FGravity write FGravity default false;</code></td>
</tr>
<tr><td colspan="2">
<p>
This unlocks a couple of features and automatic behaviors related to gravity. Gravity always drags the camera down to -<a class="normal" href="CastleCameras.TWalkCamera.html#GravityUp">GravityUp</a>.
<p>Summary of things done by gravity: </p>
<ul class="paragraph_spacing">
<li><p>It uses <a class="normal" href="CastleCameras.TWalkCamera.html#OnHeight">OnHeight</a> to get camera height above the ground.</p></li>
<li><p>It allows player to jump. See <a class="normal" href="CastleCameras.TWalkCamera.html#Input_Jump">Input_Jump</a>, <a class="normal" href="CastleCameras.TWalkCamera.html#IsJumping">IsJumping</a>, <a class="normal" href="CastleCameras.TWalkCamera.html#JumpMaxHeight">JumpMaxHeight</a>, <a class="normal" href="CastleCameras.TWalkCamera.html#JumpHorizontalSpeedMultiply">JumpHorizontalSpeedMultiply</a>.</p></li>
<li><p>It allows player to crouch. See <a class="normal" href="CastleCameras.TWalkCamera.html#Input_Crouch">Input_Crouch</a>, <a class="normal" href="CastleCameras.TWalkCamera.html#CrouchHeight">CrouchHeight</a>.</p></li>
<li><p>It tries to keep <a class="normal" href="CastleCameras.TWalkCamera.html#Position">Position</a> above the ground on <a class="normal" href="CastleCameras.TWalkCamera.html#PreferredHeight">PreferredHeight</a> height.</p></li>
<li><p>When current height is too small — <a class="normal" href="CastleCameras.TWalkCamera.html#Position">Position</a> is moved up. See <a class="normal" href="CastleCameras.TWalkCamera.html#GrowSpeed">GrowSpeed</a>.</p></li>
<li><p>When current height is too large — we're falling down. See Falling, <a class="normal" href="CastleCameras.TWalkCamera.html#OnFall">OnFall</a>, <a class="normal" href="CastleCameras.TWalkCamera.html#FallSpeedStart">FallSpeedStart</a>, <a class="normal" href="CastleCameras.TWalkCamera.html#FallSpeedIncrease">FallSpeedIncrease</a>, <a class="normal" href="CastleCameras.TWalkCamera.html#FallingEffect">FallingEffect</a>.</p></li>
<li><p>It does head bobbing. See <a class="normal" href="CastleCameras.TWalkCamera.html#HeadBobbing">HeadBobbing</a>, <a class="normal" href="CastleCameras.TWalkCamera.html#HeadBobbingTime">HeadBobbingTime</a>.</p></li>
</ul>
<p>
<p>While there are many properties allowing you to control gravity behavior, most of them have initial values that should be sensible in all cases. The only things that you really want to take care of are: <a class="normal" href="CastleCameras.TWalkCamera.html#OnHeight">OnHeight</a> and <a class="normal" href="CastleCameras.TWalkCamera.html#PreferredHeight">PreferredHeight</a>. Everything else should basically work auto-magically.
<p>Note that Gravity setting is independent from <a class="normal" href="CastleCameras.TWalkCamera.html#PreferGravityUpForRotations">PreferGravityUpForRotations</a> or <a class="normal" href="CastleCameras.TWalkCamera.html#PreferGravityUpForMoving">PreferGravityUpForMoving</a> settings — PreferGravityUpXxx say how the player controls work, Gravity says what happens to player due to ... well, due to gravity.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="PreferredHeight"></a><code>property <b>PreferredHeight</b>: Single
read FPreferredHeight write FPreferredHeight default 0.0;</code></td>
</tr>
<tr><td colspan="2">
<p>
When <a class="normal" href="CastleCameras.TWalkCamera.html#Gravity">Gravity</a> is on, <a class="normal" href="CastleCameras.TWalkCamera.html#Position">Position</a> tries to stay <code>PreferredHeight</code> above the ground. Temporary it may be lower (player can shortly "duck" when he falls from high).
<p>This must always be >= 0. You should set this to something greater than zero to get sensible behavior of some things related to <a class="normal" href="CastleCameras.TWalkCamera.html#Gravity">Gravity</a>, and also you should set <a class="normal" href="CastleCameras.TWalkCamera.html#OnHeight">OnHeight</a>.
<p>See <a class="normal" href="CastleCameras.TWalkCamera.html#CorrectPreferredHeight">CorrectPreferredHeight</a> for important property of <code>PreferredHeight</code> that you should keep.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="ClimbHeight"></a><code>property <b>ClimbHeight</b>: Single read FClimbHeight write FClimbHeight;</code></td>
</tr>
<tr><td colspan="2">
<p>
The tallest height that you can climb. This is checked in each single horizontal move when <a class="normal" href="CastleCameras.TWalkCamera.html#Gravity">Gravity</a> works. Must be >= 0. Value 0 means there is no limit (and makes a small speedup).
<p>This is reliable to prevent user from climbing stairs and such, when vertical walls are really vertical (not just steep-almost-vertical).
<p>It's not 100% reliable to prevent player from climbing steep hills. That's because, depending on how often an event processing occurs, you actually climb using less or more steps. So even a very steep hill can be always climbed on a computer with very fast speed, because with large FPS you effectively climb it using a lot of very small steps (assuming that FPS limit is not enabled, that is <a class="normal" href="CastleWindow.TCastleApplication.html#LimitFPS">CastleWindow.TCastleApplication.LimitFPS</a> or <a class="normal" href="CastleControl.html#LimitFPS">CastleControl.LimitFPS</a> is zero).
<p>Remember that user can still try jumping to climb on high obstactes. See <a class="normal" href="CastleCameras.TWalkCamera.html#JumpMaxHeight">JumpMaxHeight</a> for a way to control jumping.
<p>For a 100% reliable way to prevent user from reaching some point, that does not rely on specific camera/gravity settings, you should build actual walls in 3D (invisible walls can be created by Collision.proxy in VRML/X3D).</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="OnHeight"></a><code>property <b>OnHeight</b>: <a href="CastleCameras.html#THeightEvent">THeightEvent</a> read FOnHeight write FOnHeight;</code></td>
</tr>
<tr><td colspan="2">
<p>
Assign here the callback (or override <a class="normal" href="CastleCameras.TWalkCamera.html#Height">Height</a>) to say what is the current height of camera above the ground. This should be calculated like collision of ray from <a class="normal" href="CastleCameras.TWalkCamera.html#Position">Position</a> in direction -<a class="normal" href="CastleCameras.TWalkCamera.html#GravityUp">GravityUp</a> with the scene. See <a class="normal" href="Castle3D.T3D.html#Height">T3D.Height</a> for specification what returned parameters mean.
<p>Implementation of <a class="normal" href="CastleCameras.TWalkCamera.html#Height">Height</a> in this class calls <code>OnHeight</code>, if assigned. (If not assigned, we assume no collision: <a class="normal" href="CastleCameras.TWalkCamera.html#IsAbove">IsAbove</a> = <code>False</code>, <a class="normal" href="CastleCameras.TWalkCamera.html#AboveHeight">AboveHeight</a> = <a class="normal" href="Castle3D.html#MaxSingle">MaxSingle</a>, <a class="normal" href="CastleCameras.TWalkCamera.html#AboveGround">AboveGround</a> = <code>Nil</code>).</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="OnFall"></a><code>property <b>OnFall</b>: <a href="CastleCameras.html#TFallNotifyFunc">TFallNotifyFunc</a>
read FOnFall write FOnFall;</code></td>
</tr>
<tr><td colspan="2">
<p>
Notification that we have been falling down for some time, and suddenly stopped (which means we "hit the ground"). Of course this is used only when <a class="normal" href="CastleCameras.TWalkCamera.html#Gravity">Gravity</a> is <code>True</code> (it can also be called shortly after you changed <a class="normal" href="CastleCameras.TWalkCamera.html#Gravity">Gravity</a> from <code>True</code> to <code>False</code>, so don't simply assert here that <a class="normal" href="CastleCameras.TWalkCamera.html#Gravity">Gravity</a> is <code>True</code>).
<p>This event can be useful in games, for example to lower player's health, and/or make a visual effect (like a "red out" indicating pain) and/or make a sound effect ("Ouch!" or "Thud!" or such sounds). You can look at FallHeight parameter, given to the callback, e.g. to gauge how much health decreases.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="FallSpeedStart"></a><code>property <b>FallSpeedStart</b>: Single
read FFallSpeedStart write FFallSpeedStart
default <a href="CastleCameras.TWalkCamera.html#DefaultFallSpeedStart">DefaultFallSpeedStart</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
Initial speed of falling down. Of course this is used only when <a class="normal" href="CastleCameras.TWalkCamera.html#Gravity">Gravity</a> is true.
<p>Note that while falling down, the camera will actually fall with greater and greated speed (this adds more realism to the gravity effect...). Note that this is always relative to <a class="normal" href="CastleCameras.TWalkCamera.html#Direction">Direction</a> length. <a class="normal" href="CastleCameras.TWalkCamera.html#Direction">Direction</a> determines moving speed — and so it determines also falling speed. The default <a class="normal" href="CastleCameras.TWalkCamera.html#DefaultFallSpeedStart">DefaultFallSpeedStart</a> is chosen to be something sensible, to usually get nice effect of falling.
<p>You can change it at any time, but note that if you change this while Falling is <code>True</code>, then you will not change the "current falling down speed". You will change only the falling down speed used the next time.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="FallSpeedIncrease"></a><code>property <b>FallSpeedIncrease</b>: Single
read FFallSpeedIncrease write FFallSpeedIncrease
default <a href="CastleCameras.TWalkCamera.html#DefaultFallSpeedIncrease">DefaultFallSpeedIncrease</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
When falling down, the speed increases. Set this to 1.0 to fall down with constant speed (taken from <a class="normal" href="CastleCameras.TWalkCamera.html#FallSpeedStart">FallSpeedStart</a>).</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Falling"></a><code>property <b>Falling</b>: boolean read FFalling write FFalling;</code></td>
</tr>
<tr><td colspan="2">
<p>
Are we currently falling down because of gravity.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="FallingEffect"></a><code>property <b>FallingEffect</b>: boolean
read FFallingEffect write FFallingEffect default true;</code></td>
</tr>
<tr><td colspan="2">
<p>
Make a nice dizzying camera effect when falling down. This adds temporary camera rotations simulating that you rotate randomly and helplessly when falling down.
<p>Of course this is meaningfull only when <a class="normal" href="CastleCameras.TWalkCamera.html#Gravity">Gravity</a> works.
<p>Note that changing it from <code>True</code> to <code>False</code> doesn't immediately "cancel out" this effect if it's currently in progress. It only prevents this effect from starting again.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="GrowSpeed"></a><code>property <b>GrowSpeed</b>: Single
read FGrowSpeed write FGrowSpeed
default <a href="CastleCameras.TWalkCamera.html#DefaultGrowSpeed">DefaultGrowSpeed</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
When <a class="normal" href="CastleCameras.TWalkCamera.html#Gravity">Gravity</a> works and camera height above the ground is less than <a class="normal" href="CastleCameras.TWalkCamera.html#PreferredHeight">PreferredHeight</a>, then we try to "grow", i.e. camera position increases along the <a class="normal" href="CastleCameras.TWalkCamera.html#GravityUp">GravityUp</a> so that camera height above the ground is closer to <a class="normal" href="CastleCameras.TWalkCamera.html#PreferredHeight">PreferredHeight</a>. This property (together with length of <a class="normal" href="CastleCameras.TWalkCamera.html#Direction">Direction</a>, that always determines every moving speed) determines the speed of this growth.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="JumpMaxHeight"></a><code>property <b>JumpMaxHeight</b>: Single
read FJumpMaxHeight write FJumpMaxHeight default <a href="CastleCameras.TWalkCamera.html#DefaultJumpMaxHeight">DefaultJumpMaxHeight</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
How high can you jump ? The max jump distance is calculated as <code>JumpMaxHeight</code> * <a class="normal" href="CastleCameras.TWalkCamera.html#PreferredHeight">PreferredHeight</a>, see <a class="normal" href="CastleCameras.TWalkCamera.html#MaxJumpDistance">MaxJumpDistance</a>.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="IsJumping"></a><code>property <b>IsJumping</b>: boolean read FIsJumping;</code></td>
</tr>
<tr><td colspan="2">
<p>
Camera is in the middle of a "jump" move right now.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="JumpHorizontalSpeedMultiply"></a><code>property <b>JumpHorizontalSpeedMultiply</b>: Single
read FJumpHorizontalSpeedMultiply write FJumpHorizontalSpeedMultiply
default <a href="CastleCameras.TWalkCamera.html#DefaultJumpHorizontalSpeedMultiply">DefaultJumpHorizontalSpeedMultiply</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
Scales the speed of horizontal moving during jump.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="JumpTime"></a><code>property <b>JumpTime</b>: Single read FJumpTime write FJumpTime
default <a href="CastleCameras.TWalkCamera.html#DefaultJumpTime">DefaultJumpTime</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
How fast do you jump up. This is the time, in seconds, in takes to reach <a class="normal" href="CastleCameras.TWalkCamera.html#MaxJumpDistance">MaxJumpDistance</a> height when jumping.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="HeadBobbing"></a><code>property <b>HeadBobbing</b>: Single
read FHeadBobbing write FHeadBobbing default <a href="CastleCameras.TWalkCamera.html#DefaultHeadBobbing">DefaultHeadBobbing</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
When you move horizontally, you get "head bobbing" effect — camera position slightly changes it's vertical position, going a little up, then a little down, then a little up again etc.
<p>This property mutiplied by <a class="normal" href="CastleCameras.TWalkCamera.html#PreferredHeight">PreferredHeight</a> says how much head bobbing can move you along <a class="normal" href="CastleCameras.TWalkCamera.html#GravityUp">GravityUp</a>. Set this to 0 to disable head bobbing. This must always be < 1.0. For sensible effects, this should be rather close to 0.0.
<p>Of course this is meaningfull only when <a class="normal" href="CastleCameras.TWalkCamera.html#Gravity">Gravity</a> works.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="HeadBobbingTime"></a><code>property <b>HeadBobbingTime</b>: Single
read FHeadBobbingTime write FHeadBobbingTime
default <a href="CastleCameras.TWalkCamera.html#DefaultHeadBobbingTime">DefaultHeadBobbingTime</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
Controls head bobbing frequency. In the time of <code>HeadBobbingTime</code> seconds, we do full head bobbing sequence (camera swing up, then down again).
<p>Note that if you do a footsteps sound in your game (see <a class="normal" href="CastleSoundEngine.html#stPlayerFootstepsDefault">stPlayerFootstepsDefault</a> or <a class="normal" href="CastleMaterialProperties.TMaterialProperty.html#FootstepsSound">TMaterialProperty.FootstepsSound</a>) then you will want this property to match your footsteps sound length, things feel and sound natural then. Also, often it sounds better to record two footsteps inside a single sound file, in which case the footstep sound length should be twice as long as this property. For example, record 2 steps inside a 1-second long footstep sound, and set this property to 0.5 a second (which is a default in fact).</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="CrouchHeight"></a><code>property <b>CrouchHeight</b>: Single
read FCrouchHeight write FCrouchHeight default <a href="CastleCameras.TWalkCamera.html#DefaultCrouchHeight">DefaultCrouchHeight</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
This defines the preferred height of camera when crouching. This is always mutiplied to <a class="normal" href="CastleCameras.TWalkCamera.html#PreferredHeight">PreferredHeight</a>. This should always be <= 1 (<code>CrouchHeight</code> = 1 effectively disables crouching, although it's better to do this by calling MakeClear on <a class="normal" href="CastleCameras.TWalkCamera.html#Input_Crouch">Input_Crouch</a>).</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="IsCrouching"></a><code>property <b>IsCrouching</b>: boolean read FIsCrouching;</code></td>
</tr>
<tr><td colspan="2">
<p>
Is player crouching right now.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="FallingOnTheGround"></a><code>property <b>FallingOnTheGround</b>: boolean read FFallingOnTheGround;</code></td>
</tr>
<tr><td colspan="2">
<p>
<code>True</code> when the effect caused by <a class="normal" href="CastleCameras.TWalkCamera.html#FallOnTheGround">FallOnTheGround</a> is stil in <a class="normal" href="CastleCameras.TWalkCamera.html#Motion">motion</a>.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="IsOnTheGround"></a><code>property <b>IsOnTheGround</b>: boolean read FIsOnTheGround;</code></td>
</tr>
<tr><td colspan="2">
<p>
This is <code>True</code> when gravity works (that is <a class="normal" href="CastleCameras.TWalkCamera.html#Gravity">Gravity</a> is <code>True</code>), and player is standing stable on the ground. This is set in every Update.
<p>You can use this e.g. to make some effects when player is on some special ground (standing or walking), e.g. hurt player when he's standing on some toxical ground.
<p></p>
<h6 class="description_section">See also</h6>
<dl class="see_also">
<dt><a class="normal" href="CastleCameras.TWalkCamera.html#IsWalkingOnTheGround">IsWalkingOnTheGround</a></dt>
<dd>This is <code>True</code> when gravity works (that is <a class="normal" href="CastleCameras.TWalkCamera.html#Gravity">Gravity</a> is <code>True</code>), and player is standing stable on the ground, and player is moving horizontally.</dd>
</dl>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="IsWalkingOnTheGround"></a><code>property <b>IsWalkingOnTheGround</b>: boolean read FIsWalkingOnTheGround;</code></td>
</tr>
<tr><td colspan="2">
<p>
This is <code>True</code> when gravity works (that is <a class="normal" href="CastleCameras.TWalkCamera.html#Gravity">Gravity</a> is <code>True</code>), and player is standing stable on the ground, and player is moving horizontally. In other words, this is like "<a class="normal" href="CastleCameras.TWalkCamera.html#IsOnTheGround">IsOnTheGround</a> and (s)he's walking". This is set in every Update.
<p>The intention is that you can use this to make some "footsteps" sound for the player.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="IsAbove"></a><code>property <b>IsAbove</b>: boolean read FIsAbove;</code></td>
</tr>
<tr><td colspan="2">
<p>
Last known information about whether camera is over the ground. Updated by using <a class="normal" href="CastleCameras.TWalkCamera.html#Height">Height</a> call. For normal <a class="normal" href="CastleCameras.TCamera.html">TCamera</a> descendants, this means using <a class="normal" href="CastleCameras.TWalkCamera.html#OnHeight">OnHeight</a> callback.
<p>These are updated only when <a class="normal" href="CastleCameras.TWalkCamera.html#Height">Height</a> is continously called, which in practice means: only when <a class="normal" href="CastleCameras.TWalkCamera.html#Gravity">Gravity</a> is <code>True</code>.
<p>We do not (and, currently, cannot) track here if <a class="normal" href="CastleCameras.TWalkCamera.html#AboveGround">AboveGround</a> pointer will be eventually released (which may happen if you release your 3D scene, or rebuild scene causing octree rebuild). This is not a problem for camera class, since we do not use this pointer for anything. But if you use this pointer, then you may want to take care to eventually set it to <code>Nil</code> when your octree or such is released.
<p></p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="AboveHeight"></a><code>property <b>AboveHeight</b>: Single read FAboveHeight;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="AboveGround"></a><code>property <b>AboveGround</b>: <a href="CastleTriangles.html#P3DTriangle">P3DTriangle</a> read FAboveGround write FAboveGround;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Input_Forward"></a><code>property <b>Input_Forward</b>: <a href="CastleInputs.TInputShortcut.html">TInputShortcut</a> read FInput_Forward;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Input_Backward"></a><code>property <b>Input_Backward</b>: <a href="CastleInputs.TInputShortcut.html">TInputShortcut</a> read FInput_Backward;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Input_LeftRot"></a><code>property <b>Input_LeftRot</b>: <a href="CastleInputs.TInputShortcut.html">TInputShortcut</a> read FInput_LeftRot;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Input_RightRot"></a><code>property <b>Input_RightRot</b>: <a href="CastleInputs.TInputShortcut.html">TInputShortcut</a> read FInput_RightRot;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Input_LeftStrafe"></a><code>property <b>Input_LeftStrafe</b>: <a href="CastleInputs.TInputShortcut.html">TInputShortcut</a> read FInput_LeftStrafe;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Input_RightStrafe"></a><code>property <b>Input_RightStrafe</b>: <a href="CastleInputs.TInputShortcut.html">TInputShortcut</a> read FInput_RightStrafe;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Input_UpRotate"></a><code>property <b>Input_UpRotate</b>: <a href="CastleInputs.TInputShortcut.html">TInputShortcut</a> read FInput_UpRotate;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Input_DownRotate"></a><code>property <b>Input_DownRotate</b>: <a href="CastleInputs.TInputShortcut.html">TInputShortcut</a> read FInput_DownRotate;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Input_IncreasePreferredHeight"></a><code>property <b>Input_IncreasePreferredHeight</b>: <a href="CastleInputs.TInputShortcut.html">TInputShortcut</a> read FInput_IncreasePreferredHeight;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Input_DecreasePreferredHeight"></a><code>property <b>Input_DecreasePreferredHeight</b>: <a href="CastleInputs.TInputShortcut.html">TInputShortcut</a> read FInput_DecreasePreferredHeight;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Input_GravityUp"></a><code>property <b>Input_GravityUp</b>: <a href="CastleInputs.TInputShortcut.html">TInputShortcut</a> read FInput_GravityUp;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Input_Run"></a><code>property <b>Input_Run</b>: <a href="CastleInputs.TInputShortcut.html">TInputShortcut</a> read FInput_Run;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Input_MoveSpeedInc"></a><code>property <b>Input_MoveSpeedInc</b>: <a href="CastleInputs.TInputShortcut.html">TInputShortcut</a> read FInput_MoveSpeedInc;</code></td>
</tr>
<tr><td colspan="2">
<p>
Change the <a class="normal" href="CastleCameras.TWalkCamera.html#MoveSpeed">MoveSpeed</a>. </p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Input_MoveSpeedDec"></a><code>property <b>Input_MoveSpeedDec</b>: <a href="CastleInputs.TInputShortcut.html">TInputShortcut</a> read FInput_MoveSpeedDec;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Input_Jump"></a><code>property <b>Input_Jump</b>: <a href="CastleInputs.TInputShortcut.html">TInputShortcut</a> read FInput_Jump;</code></td>
</tr>
<tr><td colspan="2">
<p>
Jumping and crouching (when <a class="normal" href="CastleCameras.TWalkCamera.html#Gravity">Gravity</a> = <code>True</code>) or flying up / down (when <a class="normal" href="CastleCameras.TWalkCamera.html#Gravity">Gravity</a> = <code>False</code>). </p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Input_Crouch"></a><code>property <b>Input_Crouch</b>: <a href="CastleInputs.TInputShortcut.html">TInputShortcut</a> read FInput_Crouch;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="MoveForward"></a><code>property <b>MoveForward</b>: boolean read FMoveForward write FMoveForward;</code></td>
</tr>
<tr><td colspan="2">
<p>
Move forward, just like <a class="normal" href="CastleCameras.TWalkCamera.html#Input_Forward">Input_Forward</a> would be pressed.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="MoveBackward"></a><code>property <b>MoveBackward</b>: boolean read FMoveBackward write FMoveBackward;</code></td>
</tr>
<tr><td colspan="2">
<p>
Move backward, just like <a class="normal" href="CastleCameras.TWalkCamera.html#Input_Backward">Input_Backward</a> would be pressed.</p>
</td></tr>
</table>
<table class="detail 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"><a name="AllowSlowerRotations"></a><code>property <b>AllowSlowerRotations</b>: boolean
read FAllowSlowerRotations write FAllowSlowerRotations
default true;</code></td>
</tr>
<tr><td colspan="2">
<p>
If <code>True</code> then all rotation keys (<a class="normal" href="CastleCameras.TWalkCamera.html#Input_RightRot">Input_RightRot</a>, <a class="normal" href="CastleCameras.TWalkCamera.html#Input_LeftRot">Input_LeftRot</a>, <a class="normal" href="CastleCameras.TWalkCamera.html#Input_UpRotate">Input_UpRotate</a>, <a class="normal" href="CastleCameras.TWalkCamera.html#Input_DownRotate">Input_DownRotate</a>) will work 10x slower when Ctrl modified is pressed.</p>
</td></tr>
</table>
<table class="detail 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"><a name="CheckModsDown"></a><code>property <b>CheckModsDown</b>: boolean
read FCheckModsDown write FCheckModsDown
default true;</code></td>
</tr>
<tr><td colspan="2">
<p>
Do we check what key modifiers are pressed and do something differently based on it?</p>
<p>
<p>If <code>True</code> then all keys work only when no modifiers or only shift are pressed. Additionally when Ctrl is pressed (and <a class="normal" href="CastleCameras.TWalkCamera.html#AllowSlowerRotations">AllowSlowerRotations</a>) then rotation keys work 10x slower. Also Increase/DecreasePreferredHeight work only when Ctrl pressed. Other keys with other modifiers don't work. We allow shift, because to press character "+" on non-numpad keyboard (useful on laptops, where numpad is difficult) you probably need to press shift.
<p>If <code>False</code> then all keys work as usual, no matter what modifiers are pressed. And rotation keys never work 10x slower (<a class="normal" href="CastleCameras.TWalkCamera.html#AllowSlowerRotations">AllowSlowerRotations</a> is ignored), also Increase/DecreasePreferredHeight are ignored.</p>
</td></tr>
</table>
<table class="detail 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"><a name="MoveHorizontalSpeed"></a><code>property <b>MoveHorizontalSpeed</b>: Single
read FMoveHorizontalSpeed write FMoveHorizontalSpeed default 1.0;</code></td>
</tr>
<tr><td colspan="2">
<p>
Moving speeds. <code>MoveHorizontalSpeed</code> is only for horizontal movement, <a class="normal" href="CastleCameras.TWalkCamera.html#MoveVerticalSpeed">MoveVerticalSpeed</a> is only for vertical, and <a class="normal" href="CastleCameras.TWalkCamera.html#MoveSpeed">MoveSpeed</a> simply affects both types of movement. Effectively, we always scale the speed of movement by either <code><code>MoveHorizontalSpeed</code> * <a class="normal" href="CastleCameras.TWalkCamera.html#MoveSpeed">MoveSpeed</a></code> or <code><a class="normal" href="CastleCameras.TWalkCamera.html#MoveVerticalSpeed">MoveVerticalSpeed</a> * <a class="normal" href="CastleCameras.TWalkCamera.html#MoveSpeed">MoveSpeed</a></code>.
<p>We move by distance <code><a class="normal" href="CastleCameras.TWalkCamera.html#MoveSpeed">MoveSpeed</a> * <code>MoveHorizontalSpeed</code> (or <a class="normal" href="CastleCameras.TWalkCamera.html#MoveVerticalSpeed">MoveVerticalSpeed</a>)</code> during one second. Assuming "normal circumstances", namely that SecondsPassed provided to <a class="normal" href="CastleCameras.TWalkCamera.html#Update">Update</a> method is expressed in seconds (which is the case, when you use camera as TCastleSceneManager.Camera). So if you leave <code>MoveHorizontalSpeed</code> = <a class="normal" href="CastleCameras.TWalkCamera.html#MoveVerticalSpeed">MoveVerticalSpeed</a> = 1 (as default), <a class="normal" href="CastleCameras.TWalkCamera.html#MoveSpeed">MoveSpeed</a> expresses the speed in nice units / per second.
<p>Default values for all these speed properties is 1.0, so you simply move by 1 unit per second.
<p></p>
</td></tr>
</table>
<table class="detail 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"><a name="MoveVerticalSpeed"></a><code>property <b>MoveVerticalSpeed</b>: Single
read FMoveVerticalSpeed write FMoveVerticalSpeed default 1.0;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail 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"><a name="MoveSpeed"></a><code>property <b>MoveSpeed</b>: Single read FMoveSpeed write FMoveSpeed default 1.0;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail 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"><a name="RotationHorizontalSpeed"></a><code>property <b>RotationHorizontalSpeed</b>: Single
read FRotationHorizontalSpeed write FRotationHorizontalSpeed
default <a href="CastleCameras.TWalkCamera.html#DefaultRotationHorizontalSpeed">DefaultRotationHorizontalSpeed</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
Rotation keys speed, in degrees per second. </p>
</td></tr>
</table>
<table class="detail 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"><a name="RotationVerticalSpeed"></a><code>property <b>RotationVerticalSpeed</b>: Single
read FRotationVerticalSpeed write FRotationVerticalSpeed
default <a href="CastleCameras.TWalkCamera.html#DefaultRotationVerticalSpeed">DefaultRotationVerticalSpeed</a>;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail 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"><a name="MouseDraggingHorizontalRotationSpeed"></a><code>property <b>MouseDraggingHorizontalRotationSpeed</b>: Single
read FMouseDraggingHorizontalRotationSpeed write FMouseDraggingHorizontalRotationSpeed
default <a href="CastleCameras.TWalkCamera.html#DefaultMouseDraggingHorizontalRotationSpeed">DefaultMouseDraggingHorizontalRotationSpeed</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
Speed (degrees per pixel delta) of rotations by mouse dragging. Relevant only if ciMouseDragging in <a class="normal" href="CastleCameras.TCamera.html#Input">Input</a>, and <a class="normal" href="CastleCameras.TWalkCamera.html#MouseDragMode">MouseDragMode</a> is mdRotate. Separate for horizontal and vertical, this way you can e.g. limit (or disable) vertical rotations, useful for games where you mostly look horizontally and accidentally looking up/down is more confusing than useful. </p>
</td></tr>
</table>
<table class="detail 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"><a name="MouseDraggingVerticalRotationSpeed"></a><code>property <b>MouseDraggingVerticalRotationSpeed</b>: Single
read FMouseDraggingVerticalRotationSpeed write FMouseDraggingVerticalRotationSpeed
default <a href="CastleCameras.TWalkCamera.html#DefaultMouseDraggingVerticalRotationSpeed">DefaultMouseDraggingVerticalRotationSpeed</a>;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail 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"><a name="RotationHorizontalPivot"></a><code>property <b>RotationHorizontalPivot</b>: Single
read FRotationHorizontalPivot write FRotationHorizontalPivot default 0;</code></td>
</tr>
<tr><td colspan="2">
<p>
Horizontal rotation can rotate around a vector that is <code>RotationHorizontalPivot</code> units forward before the camera. This is a poor-mans way to implement some 3rd camera game. Note that when non-zero this may (for now) move the camera without actually checking <a class="normal" href="CastleCameras.TWalkCamera.html#OnMoveAllowed">OnMoveAllowed</a>.</p>
</td></tr>
</table>
<!-- Piwik -->
<script type="text/javascript">
var _paq = _paq || [];
_paq.push(["trackPageView"]);
_paq.push(["enableLinkTracking"]);
(function() {
var u=(("https:" == document.location.protocol) ? "https" : "http") + "://michalis.ii.uni.wroc.pl/piwik-castle-engine/";
_paq.push(["setTrackerUrl", u+"piwik.php"]);
_paq.push(["setSiteId", "1"]);
var d=document, g=d.createElement("script"), s=d.getElementsByTagName("script")[0]; g.type="text/javascript";
g.defer=true; g.async=true; g.src=u+"piwik.js"; s.parentNode.insertBefore(g,s);
})();
</script>
<!-- End Piwik Code -->
<noscript>
<!-- Piwik Image Tracker -->
<img src="http://michalis.ii.uni.wroc.pl/piwik-castle-engine/piwik.php?idsite=1&rec=1" style="border:0" alt="" />
<!-- End Piwik -->
</noscript>
<hr noshade size="1"><span class="appinfo"><em>Generated by <a href="http://pasdoc.sourceforge.net/">PasDoc 0.13.0</a> on 2015-06-15 04:43:09</em>
</span>
</td></tr></table></body></html>
|