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<title>Castle Game Engine: X3DNodes: Class TAbstractViewpointNode</title>
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<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="TAbstractViewpointNode"></a><h1 class="cio">Class TAbstractViewpointNode</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>Fields</td><td><a class="section" href="#PasDoc-Methods">Methods</a></td><td><a class="section" href="#PasDoc-Properties">Properties</a></td></tr></table>
<a name="PasDoc-Description"></a><h2 class="unit">Unit</h2>
<p class="unitlink">
<a href="X3DNodes.html">X3DNodes</a></p>
<h2 class="declaration">Declaration</h2>
<p class="declaration">
<code>type TAbstractViewpointNode = class(<a class="normal" href="X3DNodes.TAbstractBindableNode.html">TAbstractBindableNode</a>)</code></p>
<h2 class="description">Description</h2>
<p>
Common ancestor for both VRML 1.0 camera nodes and VRML/X3D >= 2.0 viewpoint nodes.</p>
<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
<ul class="hierarchy"><li class="ancestor">TPersistent</li>
<li class="ancestor"><a class="normal" href="CastleInterfaces.TNonRefCountedInterfacedPersistent.html">TNonRefCountedInterfacedPersistent</a></li>
<li class="ancestor"><a class="normal" href="X3DFields.TX3DFileItem.html">TX3DFileItem</a></li>
<li class="ancestor"><a class="normal" href="X3DNodes.TX3DNode.html">TX3DNode</a></li>
<li class="ancestor"><a class="normal" href="X3DNodes.TAbstractNode.html">TAbstractNode</a></li>
<li class="ancestor"><a class="normal" href="X3DNodes.TAbstractChildNode.html">TAbstractChildNode</a></li>
<li class="ancestor"><a class="normal" href="X3DNodes.TAbstractBindableNode.html">TAbstractBindableNode</a></li>
<li class="thisitem">TAbstractViewpointNode</li></ul><h2 class="overview">Overview</h2>
<a name="PasDoc-Methods"></a><h3 class="summary">Methods</h3>
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<td class="itemcode"><code>procedure <b><a href="X3DNodes.TAbstractViewpointNode.html#CreateNode">CreateNode</a></b>; override;</code></td>
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<td class="itemcode"><code>function <b><a href="X3DNodes.TAbstractViewpointNode.html#TransformationChange">TransformationChange</a></b>: <a href="X3DNodes.html#TNodeTransformationChange">TNodeTransformationChange</a>; override;</code></td>
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<td class="itemcode"><code>function <b><a href="X3DNodes.TAbstractViewpointNode.html#Position">Position</a></b>: <a href="X3DFields.TSFVec3f.html">TSFVec3f</a>; virtual; abstract;</code></td>
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<td class="itemcode"><code>class function <b><a href="X3DNodes.TAbstractViewpointNode.html#ProjectionType">ProjectionType</a></b>: <a href="CastleRays.html#TProjectionType">TProjectionType</a>; virtual; abstract;</code></td>
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<td class="itemcode"><code>procedure <b><a href="X3DNodes.TAbstractViewpointNode.html#GetView">GetView</a></b>(out CamPos, CamDir, CamUp, GravityUp: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>);</code></td>
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<td class="itemcode"><code>function <b><a href="X3DNodes.TAbstractViewpointNode.html#Description">Description</a></b>: string; virtual;</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="X3DNodes.TAbstractViewpointNode.html#FdOrientation">FdOrientation</a></b>: <a href="X3DFields.TSFRotation.html">TSFRotation</a> read FFdOrientation;</code></td>
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<td class="itemcode"><code>property <b><a href="X3DNodes.TAbstractViewpointNode.html#FdDirection">FdDirection</a></b>: <a href="X3DFields.TMFVec3f.html">TMFVec3f</a> read FFdDirection;</code></td>
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<td class="itemcode"><code>property <b><a href="X3DNodes.TAbstractViewpointNode.html#FdUp">FdUp</a></b>: <a href="X3DFields.TMFVec3f.html">TMFVec3f</a> read FFdUp;</code></td>
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<td class="itemcode"><code>property <b><a href="X3DNodes.TAbstractViewpointNode.html#FdGravityUp">FdGravityUp</a></b>: <a href="X3DFields.TSFVec3f.html">TSFVec3f</a> read FFdGravityUp;</code></td>
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<td class="itemcode"><code>property <b><a href="X3DNodes.TAbstractViewpointNode.html#EventCameraMatrix">EventCameraMatrix</a></b>: <a href="X3DFields.TSFMatrix4fEvent.html">TSFMatrix4fEvent</a> read FEventCameraMatrix;</code></td>
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<td class="itemcode"><code>property <b><a href="X3DNodes.TAbstractViewpointNode.html#EventCameraInverseMatrix">EventCameraInverseMatrix</a></b>: <a href="X3DFields.TSFMatrix4fEvent.html">TSFMatrix4fEvent</a> read FEventCameraInverseMatrix;</code></td>
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<td class="itemcode"><code>property <b><a href="X3DNodes.TAbstractViewpointNode.html#EventCameraRotationMatrix">EventCameraRotationMatrix</a></b>: <a href="X3DFields.TSFMatrix3fEvent.html">TSFMatrix3fEvent</a> read FEventCameraRotationMatrix;</code></td>
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<td class="itemcode"><code>property <b><a href="X3DNodes.TAbstractViewpointNode.html#EventCameraRotationInverseMatrix">EventCameraRotationInverseMatrix</a></b>: <a href="X3DFields.TSFMatrix3fEvent.html">TSFMatrix3fEvent</a> read FEventCameraRotationInverseMatrix;</code></td>
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<td class="itemcode"><code>property <b><a href="X3DNodes.TAbstractViewpointNode.html#FdCameraMatrixSendAlsoOnOffscreenRendering">FdCameraMatrixSendAlsoOnOffscreenRendering</a></b>: <a href="X3DFields.TSFBool.html">TSFBool</a> read FFdCameraMatrixSendAlsoOnOffscreenRendering;</code></td>
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<td class="itemcode"><code>property <b><a href="X3DNodes.TAbstractViewpointNode.html#FdDescription">FdDescription</a></b>: <a href="X3DFields.TSFString.html">TSFString</a> read FFdDescription;</code></td>
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<h2 class="description">Description</h2>
<h3 class="detail">Methods</h3>
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<td class="itemcode"><a name="CreateNode"></a><code>procedure <b>CreateNode</b>; override;</code></td>
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<td class="itemcode"><a name="TransformationChange"></a><code>function <b>TransformationChange</b>: <a href="X3DNodes.html#TNodeTransformationChange">TNodeTransformationChange</a>; override;</code></td>
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<td class="itemcode"><a name="Position"></a><code>function <b>Position</b>: <a href="X3DFields.TSFVec3f.html">TSFVec3f</a>; virtual; abstract;</code></td>
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<p>
Position of the viewpoint.
<p>This is an abstract function, not a simple FdPosition, because one of the descendants (<a class="normal" href="X3DNodes.TAbstractX3DViewpointNode.html">TAbstractX3DViewpointNode</a>) doesn't have FdPosition field. For now, all non-abstract descendants (for both VRML 1.0 and VRML >= 2.0) override this and expose their position field correctly.</p>
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<td class="itemcode"><a name="ProjectionType"></a><code>class function <b>ProjectionType</b>: <a href="CastleRays.html#TProjectionType">TProjectionType</a>; virtual; abstract;</code></td>
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<td class="itemcode"><a name="GetView"></a><code>procedure <b>GetView</b>(out CamPos, CamDir, CamUp, GravityUp: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>);</code></td>
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<p>
Calculate camera vectors (position, direction, up, gravity up). Follows VRML/X3D specification:
<p></p>
<ul class="paragraph_spacing">
<li><p>position is taken directly from FdPosition field,</p></li>
<li><p>direction and up are (respectively) -Z and +Y rotated by <a class="normal" href="X3DNodes.TAbstractViewpointNode.html#FdOrientation">FdOrientation</a>,</p></li>
<li><p>gravity up is +Y.</p></li>
</ul>
<p>
<p>They are all then transformed by the current viewpoint transformation (determined by parent nodes like Transform).
<p>One conclusion from the above is that the only way to change the gravity up vector (this determines in which direction viewer falls down) is to use the Transform node around the viewpoint node.
<p>Additionally, as an extension, we also look at <a class="normal" href="X3DNodes.TAbstractViewpointNode.html#FdDirection">FdDirection</a> and <a class="normal" href="X3DNodes.TAbstractViewpointNode.html#FdUp">FdUp</a> and <a class="normal" href="X3DNodes.TAbstractViewpointNode.html#FdGravityUp">FdGravityUp</a> vectors. See <a href="http://castle-engine.sourceforge.net/x3d_extensions.php#section_ext_cameras_alt_orient">http://castle-engine.sourceforge.net/x3d_extensions.php#section_ext_cameras_alt_orient</a>
<p>Returned CamDir, CamUp, GravityUp are <i>always normalized</i>.</p>
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<td class="itemcode"><a name="Description"></a><code>function <b>Description</b>: string; virtual;</code></td>
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<p>
Description generated smart (trying to use <a class="normal" href="X3DNodes.TAbstractViewpointNode.html#FdDescription">FdDescription</a> field, falling back on other information to help user identify the node).</p>
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<h3 class="detail">Properties</h3>
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<td class="itemcode"><a name="FdOrientation"></a><code>property <b>FdOrientation</b>: <a href="X3DFields.TSFRotation.html">TSFRotation</a> read FFdOrientation;</code></td>
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<td class="itemcode"><a name="FdDirection"></a><code>property <b>FdDirection</b>: <a href="X3DFields.TMFVec3f.html">TMFVec3f</a> read FFdDirection;</code></td>
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<td class="itemcode"><a name="FdUp"></a><code>property <b>FdUp</b>: <a href="X3DFields.TMFVec3f.html">TMFVec3f</a> read FFdUp;</code></td>
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<td class="itemcode"><a name="FdGravityUp"></a><code>property <b>FdGravityUp</b>: <a href="X3DFields.TSFVec3f.html">TSFVec3f</a> read FFdGravityUp;</code></td>
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<td class="itemcode"><a name="EventCameraMatrix"></a><code>property <b>EventCameraMatrix</b>: <a href="X3DFields.TSFMatrix4fEvent.html">TSFMatrix4fEvent</a> read FEventCameraMatrix;</code></td>
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<td class="itemcode"><a name="EventCameraInverseMatrix"></a><code>property <b>EventCameraInverseMatrix</b>: <a href="X3DFields.TSFMatrix4fEvent.html">TSFMatrix4fEvent</a> read FEventCameraInverseMatrix;</code></td>
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<td class="itemcode"><a name="EventCameraRotationMatrix"></a><code>property <b>EventCameraRotationMatrix</b>: <a href="X3DFields.TSFMatrix3fEvent.html">TSFMatrix3fEvent</a> read FEventCameraRotationMatrix;</code></td>
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<td class="itemcode"><a name="EventCameraRotationInverseMatrix"></a><code>property <b>EventCameraRotationInverseMatrix</b>: <a href="X3DFields.TSFMatrix3fEvent.html">TSFMatrix3fEvent</a> read FEventCameraRotationInverseMatrix;</code></td>
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<td class="itemcode"><a name="FdCameraMatrixSendAlsoOnOffscreenRendering"></a><code>property <b>FdCameraMatrixSendAlsoOnOffscreenRendering</b>: <a href="X3DFields.TSFBool.html">TSFBool</a> read FFdCameraMatrixSendAlsoOnOffscreenRendering;</code></td>
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<td class="itemcode"><a name="FdDescription"></a><code>property <b>FdDescription</b>: <a href="X3DFields.TSFString.html">TSFString</a> read FFdDescription;</code></td>
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