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<title>Castle Game Engine: X3DNodes: Class TMatrixTransformNode_1</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="TMatrixTransformNode_1"></a><h1 class="cio">Class TMatrixTransformNode_1</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>
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<a href="X3DNodes.html">X3DNodes</a></p>
<h2 class="declaration">Declaration</h2>
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<code>type TMatrixTransformNode_1 = class(<a class="normal" href="X3DNodes.TAbstractTransformationNode_1.html">TAbstractTransformationNode_1</a>)</code></p>
<h2 class="description">Description</h2>
<p>
VRML 1.0 MatrixTransform node.</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.TAbstractTransformationNode_1.html">TAbstractTransformationNode_1</a></li>
<li class="thisitem">TMatrixTransformNode_1</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.TMatrixTransformNode_1.html#CreateNode">CreateNode</a></b>; override;</code></td>
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<td class="itemcode"><code>class function <b><a href="X3DNodes.TMatrixTransformNode_1.html#ClassNodeTypeName">ClassNodeTypeName</a></b>: string; override;</code></td>
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<td class="itemcode"><code>procedure <b><a href="X3DNodes.TMatrixTransformNode_1.html#Transformation">Transformation</a></b>(out Matrix, InvertedMatrix: <a href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a>); override;</code></td>
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<td class="itemcode"><code>function <b><a href="X3DNodes.TMatrixTransformNode_1.html#TransformScale">TransformScale</a></b>: Single; override;</code></td>
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<td class="itemcode"><code>class function <b><a href="X3DNodes.TMatrixTransformNode_1.html#ForVRMLVersion">ForVRMLVersion</a></b>(const Version: <a href="X3DNodes.html#TX3DVersion">TX3DVersion</a>): boolean; override;</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.TMatrixTransformNode_1.html#FdMatrix">FdMatrix</a></b>: <a href="X3DFields.TSFMatrix.html">TSFMatrix</a> read FFdMatrix;</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="ClassNodeTypeName"></a><code>class function <b>ClassNodeTypeName</b>: string; override;</code></td>
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<td class="itemcode"><a name="Transformation"></a><code>procedure <b>Transformation</b>(out Matrix, InvertedMatrix: <a href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a>); override;</code></td>
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<p>
Returns simply <a class="normal" href="X3DNodes.TMatrixTransformNode_1.html#FdMatrix">FdMatrix</a> as transformation. Inverse is also calculated (if matrix is invertible at all, otherwise identity is returned).</p>
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<td class="itemcode"><a name="TransformScale"></a><code>function <b>TransformScale</b>: Single; override;</code></td>
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Return average scale for this <a class="normal" href="X3DNodes.TMatrixTransformNode_1.html#FdMatrix">FdMatrix</a>.
<p>Note that this doesn't correctly extract scale from <a class="normal" href="X3DNodes.TMatrixTransformNode_1.html#FdMatrix">FdMatrix</a>, as that is too difficcult. Insted it does simple extraction, which will work for identity, translation and scaling matrices (but e.g. will fail miserably (generate nonsense results) when looking at some rotation matrices).
<p>Ultimately, this is the reason why VRML 2.0 removed this node from specification: extracting some features from arbitrary given 4x4 matrix is very difficult.</p>
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<td class="itemcode"><a name="ForVRMLVersion"></a><code>class function <b>ForVRMLVersion</b>(const Version: <a href="X3DNodes.html#TX3DVersion">TX3DVersion</a>): boolean; override;</code></td>
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<h3 class="detail">Properties</h3>
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<td class="itemcode"><a name="FdMatrix"></a><code>property <b>FdMatrix</b>: <a href="X3DFields.TSFMatrix.html">TSFMatrix</a> read FFdMatrix;</code></td>
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