Castle Game Engine: X3DNodes: Class TPlaneSensorNode

# Class TPlaneSensorNode
Description | Hierarchy | Fields | Methods | Properties
## Unit X3DNodes ## Declaration `type TPlaneSensorNode = class(TAbstractDragSensorNode)` ## Description no description available, TAbstractDragSensorNode description follows no description available, TAbstractPointingDeviceSensorNode description follows no description available, TAbstractSensorNode description follows no description available, TAbstractChildNode description follows no description available, TAbstractNode description follows Base X3D node. Almost all X3D nodes inherit from this. (Exception: X3DMetadataObject. So you cannot have metadata of metadata of...) ## Hierarchy TPersistent TNonRefCountedInterfacedPersistent TX3DFileItem TX3DNode TAbstractNode TAbstractChildNode TAbstractSensorNode TAbstractPointingDeviceSensorNode TAbstractDragSensorNode TPlaneSensorNode ## Overview ### Methods
| `procedure CreateNode; override;`
| `class function ClassNodeTypeName: string; override;`
| `class function URNMatching(const URN: string): boolean; override;`
| `procedure Activate(const Time: TX3DTime; const ATransform, AInvertedTransform: TMatrix4Single; const OverPoint: TVector3Single); override;`
| `procedure Deactivate(const Time: TX3DTime); override;`
| `procedure Drag(const Time: TX3DTime; const RayOrigin, RayDirection: TVector3Single); override;`
### Properties
| `property FdAxisRotation: TSFRotation read FFdAxisRotation;`
| `property FdMaxPosition: TSFVec2f read FFdMaxPosition;`
| `property FdMinPosition: TSFVec2f read FFdMinPosition;`
| `property FdOffset: TSFVec3f read FFdOffset;`
| `property EventTranslation_changed: TSFVec3fEvent read FEventTranslation_changed;`
## Description ### Methods
| `procedure CreateNode; override;`
| `class function ClassNodeTypeName: string; override;`
| `class function URNMatching(const URN: string): boolean; override;`
| `procedure Activate(const Time: TX3DTime; const ATransform, AInvertedTransform: TMatrix4Single; const OverPoint: TVector3Single); override;`
| `procedure Deactivate(const Time: TX3DTime); override;`
| `procedure Drag(const Time: TX3DTime; const RayOrigin, RayDirection: TVector3Single); override;`
### Properties
| `property FdAxisRotation: TSFRotation read FFdAxisRotation;`
| `property FdMaxPosition: TSFVec2f read FFdMaxPosition;`
| `property FdMinPosition: TSFVec2f read FFdMinPosition;`
| `property FdOffset: TSFVec3f read FFdOffset;`
| `property EventTranslation_changed: TSFVec3fEvent read FEventTranslation_changed;`
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