Castle Game Engine: CastleControl: Class TCastleControl

# Class TCastleControl
Description | Hierarchy | Fields | Methods | Properties
## Unit CastleControl ## Declaration `type TCastleControl = class(TCastleControlCustom)` ## Description Render 3D world and GUI controls. Add your game stuff (3D descending from T3D, like TCastleScene) to the scene manager available in SceneManager property. Add your GUI stuff to the TCastleControlCustom.Controls property (from ancestor TCastleControlCustom). You can directly access the SceneManager and configure it however you like. You have comfortable Load method that simply loads a single 3D model to your world. ## Hierarchy TCustomOpenGLControl TCastleControlCustom TCastleControl ## Overview ### Methods
| `constructor Create(AOwner: TComponent); override;`
| `procedure Load(const SceneURL: string);`
| `procedure Load(ARootNode: TX3DRootNode; const OwnsRootNode: boolean);`
| `function MainScene: TCastleScene;`
| `function Camera: TCamera;`
### Properties
| `property SceneManager: TControlGameSceneManager read FSceneManager;`
| `property OnCameraChanged: TNotifyEvent read GetOnCameraChanged write SetOnCameraChanged;`
| `property ShadowVolumes: boolean read GetShadowVolumes write SetShadowVolumes default TCastleAbstractViewport.DefaultShadowVolumes;`
| `property ShadowVolumesRender: boolean read GetShadowVolumesRender write SetShadowVolumesRender default false;`
## Description ### Methods
| `constructor Create(AOwner: TComponent); override;`
| `procedure Load(const SceneURL: string);`
Load a single 3D model to your world (removing other models, and resetting the camera). This is nice for simple 3D model browsers, but usually for games you don't want to use this method — it's more flexible to create TCastleScene yourself, and add it to scene manager yourself, see engine examples like scene_manager_basic.lpr.
| `procedure Load(ARootNode: TX3DRootNode; const OwnsRootNode: boolean);`
| `function MainScene: TCastleScene;`
| `function Camera: TCamera;`
### Properties
| `property SceneManager: TControlGameSceneManager read FSceneManager;`
| `property OnCameraChanged: TNotifyEvent read GetOnCameraChanged write SetOnCameraChanged;`
| `property ShadowVolumes: boolean read GetShadowVolumes write SetShadowVolumes default TCastleAbstractViewport.DefaultShadowVolumes;`
See TCastleAbstractViewport.ShadowVolumes.
| `property ShadowVolumesRender: boolean read GetShadowVolumesRender write SetShadowVolumesRender default false;`
See TCastleAbstractViewport.ShadowVolumesRender.
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