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<a name="TRenderingCamera"></a><h1 class="cio">Class TRenderingCamera</h1>
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<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="CastleRenderingCamera.html">CastleRenderingCamera</a></p>
<h2 class="declaration">Declaration</h2>
<p class="declaration">
<code>type TRenderingCamera = class(TObject)</code></p>
<h2 class="description">Description</h2>
<p>
Current camera used for rendering.</p>
<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
<ul class="hierarchy"><li class="ancestor">TObject</li>
<li class="thisitem">TRenderingCamera</li></ul><h2 class="overview">Overview</h2>
<a name="PasDoc-Fields"></a><h3 class="summary">Fields</h3>
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<td class="itemcode"><code><b><a href="CastleRenderingCamera.TRenderingCamera.html#Matrix">Matrix</a></b>: <a href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a>;</code></td>
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<td class="itemcode"><code><b><a href="CastleRenderingCamera.TRenderingCamera.html#InverseMatrix">InverseMatrix</a></b>: <a href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a>;</code></td>
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<td class="itemcode"><code><b><a href="CastleRenderingCamera.TRenderingCamera.html#InverseMatrixDone">InverseMatrixDone</a></b>: boolean;</code></td>
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<td class="itemcode"><code><b><a href="CastleRenderingCamera.TRenderingCamera.html#RotationMatrix">RotationMatrix</a></b>: <a href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a>;</code></td>
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<td class="itemcode"><code><b><a href="CastleRenderingCamera.TRenderingCamera.html#RotationInverseMatrix">RotationInverseMatrix</a></b>: <a href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a>;</code></td>
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<td class="itemcode"><code><b><a href="CastleRenderingCamera.TRenderingCamera.html#RotationInverseMatrixDone">RotationInverseMatrixDone</a></b>: boolean;</code></td>
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<td class="itemcode"><code><b><a href="CastleRenderingCamera.TRenderingCamera.html#Frustum">Frustum</a></b>: <a href="CastleFrustum.TFrustum.html">TFrustum</a>;</code></td>
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<a name="PasDoc-Methods"></a><h3 class="summary">Methods</h3>
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<td class="itemcode"><code>constructor <b><a href="CastleRenderingCamera.TRenderingCamera.html#Create">Create</a></b>;</code></td>
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<td class="itemcode"><code>destructor <b><a href="CastleRenderingCamera.TRenderingCamera.html#Destroy">Destroy</a></b>; override;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleRenderingCamera.TRenderingCamera.html#InverseMatrixNeeded">InverseMatrixNeeded</a></b>;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleRenderingCamera.TRenderingCamera.html#RotationInverseMatrixNeeded">RotationInverseMatrixNeeded</a></b>;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleRenderingCamera.TRenderingCamera.html#RotationMatrix3">RotationMatrix3</a></b>: <a href="CastleVectors.html#TMatrix3Single">TMatrix3Single</a>;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleRenderingCamera.TRenderingCamera.html#RotationInverseMatrix3">RotationInverseMatrix3</a></b>: <a href="CastleVectors.html#TMatrix3Single">TMatrix3Single</a>;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleRenderingCamera.TRenderingCamera.html#FromCameraObject">FromCameraObject</a></b>(const ACamera: <a href="CastleCameras.TCamera.html">TCamera</a>; const Viewpoint: <a href="X3DNodes.TAbstractViewpointNode.html">TAbstractViewpointNode</a>);</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleRenderingCamera.TRenderingCamera.html#FromMatrix">FromMatrix</a></b>(const AMatrix, ARotationMatrix, ProjectionMatrix: <a href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a>; const Viewpoint: <a href="X3DNodes.TAbstractViewpointNode.html">TAbstractViewpointNode</a>);</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleRenderingCamera.TRenderingCamera.html#Changed">Changed</a></b>(const Viewpoint: <a href="X3DNodes.TAbstractViewpointNode.html">TAbstractViewpointNode</a>);</code></td>
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<a name="PasDoc-Properties"></a><h3 class="summary">Properties</h3>
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<td class="itemcode"><code>property <b><a href="CastleRenderingCamera.TRenderingCamera.html#Target">Target</a></b>: <a href="CastleRenderingCamera.html#TRenderTarget">TRenderTarget</a> read FTarget write FTarget;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleRenderingCamera.TRenderingCamera.html#OnChanged">OnChanged</a></b>: <a href="CastleRenderingCamera.TCameraChangedEventList.html">TCameraChangedEventList</a> read FOnChanged;</code></td>
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<h2 class="description">Description</h2>
<h3 class="detail">Fields</h3>
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<td class="itemcode"><a name="Matrix"></a><code><b>Matrix</b>: <a href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a>;</code></td>
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<p>
Current camera matrix. Transforms from world space (normal 3D space) to camera space (camera space is the space where you're always standing on zero point, looking in -Z, and so on).
<p>This is needed for various things, like TextureCoordinateGenerator.mode = "WORLDSPACE*" or generating Viewpoint.camera[Inverse]Matrix event.
<p>Always after changing this, change also all other camera fields, and then call <a class="normal" href="CastleRenderingCamera.TRenderingCamera.html#Changed">Changed</a>.</p>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="InverseMatrix"></a><code><b>InverseMatrix</b>: <a href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a>;</code></td>
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<p>
Inverse of <a class="normal" href="CastleRenderingCamera.TRenderingCamera.html#Matrix">Matrix</a>.
<p>Always call <a class="normal" href="CastleRenderingCamera.TRenderingCamera.html#InverseMatrixNeeded">InverseMatrixNeeded</a> before using it, <a class="normal" href="CastleRenderingCamera.TRenderingCamera.html#InverseMatrixNeeded">InverseMatrixNeeded</a> will check <a class="normal" href="CastleRenderingCamera.TRenderingCamera.html#InverseMatrixDone">InverseMatrixDone</a> and eventually will calculate inverse and set <a class="normal" href="CastleRenderingCamera.TRenderingCamera.html#InverseMatrixDone">InverseMatrixDone</a> to <code>True</code>.</p>
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<td class="itemcode"><a name="InverseMatrixDone"></a><code><b>InverseMatrixDone</b>: boolean;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="RotationMatrix"></a><code><b>RotationMatrix</b>: <a href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a>;</code></td>
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<p>
Camera rotation matrix. That is, this is like <a class="normal" href="CastleRenderingCamera.TRenderingCamera.html#Matrix">Matrix</a> but it doesn't move the camera, only rotates it.
<p>It's guaranteed that this is actually only 3x3 matrix, the 4th row and 4th column are all zero except the lowest right item which is 1.0.</p>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="RotationInverseMatrix"></a><code><b>RotationInverseMatrix</b>: <a href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a>;</code></td>
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<p>
Inverse of <a class="normal" href="CastleRenderingCamera.TRenderingCamera.html#RotationMatrix">RotationMatrix</a>.
<p>Always call <a class="normal" href="CastleRenderingCamera.TRenderingCamera.html#RotationInverseMatrixNeeded">RotationInverseMatrixNeeded</a> before using it, <a class="normal" href="CastleRenderingCamera.TRenderingCamera.html#RotationInverseMatrixNeeded">RotationInverseMatrixNeeded</a> will check <a class="normal" href="CastleRenderingCamera.TRenderingCamera.html#RotationInverseMatrixDone">RotationInverseMatrixDone</a> and eventually will calculate inverse and set <a class="normal" href="CastleRenderingCamera.TRenderingCamera.html#RotationInverseMatrixDone">RotationInverseMatrixDone</a> to <code>True</code>.</p>
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<td class="itemcode"><a name="RotationInverseMatrixDone"></a><code><b>RotationInverseMatrixDone</b>: boolean;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Frustum"></a><code><b>Frustum</b>: <a href="CastleFrustum.TFrustum.html">TFrustum</a>;</code></td>
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<h3 class="detail">Methods</h3>
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<td class="itemcode"><a name="Create"></a><code>constructor <b>Create</b>;</code></td>
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<td class="itemcode"><a name="Destroy"></a><code>destructor <b>Destroy</b>; override;</code></td>
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<td class="itemcode"><a name="InverseMatrixNeeded"></a><code>procedure <b>InverseMatrixNeeded</b>;</code></td>
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<td class="itemcode"><a name="RotationInverseMatrixNeeded"></a><code>procedure <b>RotationInverseMatrixNeeded</b>;</code></td>
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<td class="itemcode"><a name="RotationMatrix3"></a><code>function <b>RotationMatrix3</b>: <a href="CastleVectors.html#TMatrix3Single">TMatrix3Single</a>;</code></td>
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<p>
Camera rotation matrix, as a 3x3 matrix.</p>
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<td class="itemcode"><a name="RotationInverseMatrix3"></a><code>function <b>RotationInverseMatrix3</b>: <a href="CastleVectors.html#TMatrix3Single">TMatrix3Single</a>;</code></td>
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<td class="itemcode"><a name="FromCameraObject"></a><code>procedure <b>FromCameraObject</b>(const ACamera: <a href="CastleCameras.TCamera.html">TCamera</a>; const Viewpoint: <a href="X3DNodes.TAbstractViewpointNode.html">TAbstractViewpointNode</a>);</code></td>
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<p>
Set all properties (except <a class="normal" href="CastleRenderingCamera.TRenderingCamera.html#Target">Target</a>) from <a class="normal" href="CastleCameras.TCamera.html">TCamera</a> instance in ACamera. See <a class="normal" href="CastleRenderingCamera.TRenderingCamera.html#FromMatrix">FromMatrix</a> for comments about <a class="normal" href="CastleRenderingCamera.TRenderingCamera.html#Target">Target</a> property and Viewpoint parameter.</p>
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<td class="itemcode"><a name="FromMatrix"></a><code>procedure <b>FromMatrix</b>(const AMatrix, ARotationMatrix, ProjectionMatrix: <a href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a>; const Viewpoint: <a href="X3DNodes.TAbstractViewpointNode.html">TAbstractViewpointNode</a>);</code></td>
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<p>
Set all properties (except <a class="normal" href="CastleRenderingCamera.TRenderingCamera.html#Target">Target</a>) from explict matrices. <a class="normal" href="CastleGLUtils.html#ProjectionMatrix">ProjectionMatrix</a> is needed to calculate frustum.
<p>Remember that <a class="normal" href="CastleRenderingCamera.TRenderingCamera.html#Target">Target</a> must be already set correctly when calling this, registered <a class="normal" href="CastleRenderingCamera.TRenderingCamera.html#OnChanged">OnChanged</a> callbacks may read it.
<p>Viewpoint is only passed to the Changed and <a class="normal" href="CastleRenderingCamera.TRenderingCamera.html#OnChanged">OnChanged</a>. It should be non-nil to indicate that the view comes from non-standard (not currently bound) VRML/X3D Viewpoint node.</p>
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<td class="itemcode"><a name="Changed"></a><code>procedure <b>Changed</b>(const Viewpoint: <a href="X3DNodes.TAbstractViewpointNode.html">TAbstractViewpointNode</a>);</code></td>
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Always called after camera changed. This will call all registered <a class="normal" href="CastleRenderingCamera.TRenderingCamera.html#OnChanged">OnChanged</a> events. Remember that <a class="normal" href="CastleRenderingCamera.TRenderingCamera.html#Target">Target</a> must be already set correctly when calling this, registered <a class="normal" href="CastleRenderingCamera.TRenderingCamera.html#OnChanged">OnChanged</a> callbacks may read it.</p>
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<h3 class="detail">Properties</h3>
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<td class="itemcode"><a name="Target"></a><code>property <b>Target</b>: <a href="CastleRenderingCamera.html#TRenderTarget">TRenderTarget</a> read FTarget write FTarget;</code></td>
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<td class="itemcode"><a name="OnChanged"></a><code>property <b>OnChanged</b>: <a href="CastleRenderingCamera.TCameraChangedEventList.html">TCameraChangedEventList</a> read FOnChanged;</code></td>
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