Castle Game Engine: CastleShapes: Class TProximitySensorInstance

# Class TProximitySensorInstance
Description | Hierarchy | Fields | Methods | Properties
## Unit CastleShapes ## Declaration `type TProximitySensorInstance = class(TShapeTree)` ## Description no description available, TShapeTree description follows Tree of shapes. Although VRML/X3D model already provides the tree (graph of VRML/X3D nodes), it's a little too complicated to be used at each render call. It's especially true for VRML <= 1.0 (where properties may "leak out" from one node to the next), VRML/X3D >= 2.0 cleaned a lot here but still some work must be done when traversing (like accumulating transformations). So we process VRML/X3D tree to this tree, which is much simpler with all the geometry nodes (TAbstractGeometryNode) along with their state (TX3DGraphTraverseState) as leafs (TShape). ## Hierarchy TObject TShapeTree TProximitySensorInstance ## Overview ### Fields
| `InvertedTransform: TMatrix4Single;`
| `IsActive: boolean;`
### Methods
| `procedure Traverse(Func: TShapeTraverseFunc; const OnlyActive: boolean; const OnlyVisible: boolean = false; const OnlyCollidable: boolean = false); override;`
| `function ShapesCount(const OnlyActive: boolean; const OnlyVisible: boolean = false; const OnlyCollidable: boolean = false): Cardinal; override;`
| `procedure EnumerateTextures(Enumerate: TEnumerateShapeTexturesFunction); override;`
| `function DebugInfo(const Indent: string = ''): string; override;`
### Properties
| `property Node: TProximitySensorNode read FNode write FNode;`
## Description ### Fields
| `InvertedTransform: TMatrix4Single;`
| `IsActive: boolean;`
### Methods
| `procedure Traverse(Func: TShapeTraverseFunc; const OnlyActive: boolean; const OnlyVisible: boolean = false; const OnlyCollidable: boolean = false); override;`
| `function ShapesCount(const OnlyActive: boolean; const OnlyVisible: boolean = false; const OnlyCollidable: boolean = false): Cardinal; override;`
| `procedure EnumerateTextures(Enumerate: TEnumerateShapeTexturesFunction); override;`
| `function DebugInfo(const Indent: string = ''): string; override;`
### Properties
| `property Node: TProximitySensorNode read FNode write FNode;`
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