Castle Game Engine: X3DNodes: Class TLocalFogNode

# Class TLocalFogNode
Description | Hierarchy | Fields | Methods | Properties
## Unit X3DNodes ## Declaration `type TLocalFogNode = class(TAbstractChildNode, IAbstractFogObject)` ## Description 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 TLocalFogNode ## Overview ### Methods
| `procedure BeforeTraverse(StateStack: TX3DGraphTraverseStateStack); override;`
| `procedure CreateNode; override;`
| `class function ClassNodeTypeName: string; override;`
| `class function URNMatching(const URN: string): boolean; override;`
| `function FogType: TFogType;`
### Properties
| `property FdColor: TSFColor read FFdColor;`
| `property FdEnabled: TSFBool read FFdEnabled;`
| `property FdFogType: TSFString read FFdFogType;`
| `property FdVisibilityRange: TSFFloat read FFdVisibilityRange;`
| `property FdVolumetric: TSFBool read FFdVolumetric;`
| `property FdVolumetricDirection: TSFVec3f read FFdVolumetricDirection;`
| `property FdVolumetricVisibilityStart: TSFFloat read FFdVolumetricVisibilityStart;`
## Description ### Methods
| `procedure BeforeTraverse(StateStack: TX3DGraphTraverseStateStack); override;`
| `procedure CreateNode; override;`
| `class function ClassNodeTypeName: string; override;`
| `class function URNMatching(const URN: string): boolean; override;`
| `function FogType: TFogType;`
### Properties
| `property FdColor: TSFColor read FFdColor;`
| `property FdEnabled: TSFBool read FFdEnabled;`
| `property FdFogType: TSFString read FFdFogType;`
| `property FdVisibilityRange: TSFFloat read FFdVisibilityRange;`
| `property FdVolumetric: TSFBool read FFdVolumetric;`
| `property FdVolumetricDirection: TSFVec3f read FFdVolumetricDirection;`
| `property FdVolumetricVisibilityStart: TSFFloat read FFdVolumetricVisibilityStart;`
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