Castle Game Engine: X3DNodes: Class TVisibilitySensorNode

# Class TVisibilitySensorNode
Description | Hierarchy | Fields | Methods | Properties
## Unit X3DNodes ## Declaration `type TVisibilitySensorNode = 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 TVisibilitySensorNode ## Overview ### Methods
| `procedure CreateNode; override;`
| `class function ClassNodeTypeName: string; override;`
| `class function URNMatching(const URN: string): boolean; override;`
| `function TransformationChange: TNodeTransformationChange; override;`
| `function Box: TBox3D;`
| `procedure SetIsActive(const Value: boolean; const Time: TX3DTime);`
### Properties
| `property IsActive: boolean read FIsActive;`
## Description ### Methods
| `procedure CreateNode; override;`
| `class function ClassNodeTypeName: string; override;`
| `class function URNMatching(const URN: string): boolean; override;`
| `function TransformationChange: TNodeTransformationChange; override;`
| `function Box: TBox3D;`
| `procedure SetIsActive(const Value: boolean; const Time: TX3DTime);`
### Properties
| `property IsActive: boolean read FIsActive;`
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