Castle Game Engine: X3DNodes: Class TProximitySensorNode

# Class TProximitySensorNode
Description | Hierarchy | Fields | Methods | Properties
## Unit X3DNodes ## Declaration `type TProximitySensorNode = class(TAbstractEnvironmentalSensorNode)` ## Description no description available, TAbstractEnvironmentalSensorNode 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 TAbstractEnvironmentalSensorNode TProximitySensorNode ## Overview ### Methods
| `procedure CreateNode; override;`
| `class function ClassNodeTypeName: string; override;`
| `class function URNMatching(const URN: string): boolean; override;`
| `function TransformationChange: TNodeTransformationChange; override;`
### Properties
| `property EventCenterOfRotation_changed: TSFVec3fEvent read FEventCenterOfRotation_changed;`
| `property EventOrientation_changed: TSFRotationEvent read FEventOrientation_changed;`
| `property EventPosition_changed: TSFVec3fEvent read FEventPosition_changed;`
## Description ### Methods
| `procedure CreateNode; override;`
| `class function ClassNodeTypeName: string; override;`
| `class function URNMatching(const URN: string): boolean; override;`
| `function TransformationChange: TNodeTransformationChange; override;`
### Properties
| `property EventCenterOfRotation_changed: TSFVec3fEvent read FEventCenterOfRotation_changed;`
| `property EventOrientation_changed: TSFRotationEvent read FEventOrientation_changed;`
| `property EventPosition_changed: TSFVec3fEvent read FEventPosition_changed;`
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