Castle Game Engine: CastleSectors: Class TSector

# Class TSector
Description | Hierarchy | Fields | Methods | Properties
## Unit CastleSectors ## Declaration `type TSector = class(TObject)` ## Description ## Hierarchy TObject TSector ## Overview ### Methods
| `constructor Create;`
| `destructor Destroy; override;`
| `function PointInside(const Point: TVector3Single): boolean;`
| `function Collision(const Box: TBox3D): boolean;`
### Properties
| `property Boxes: TBox3DList read FBoxes;`
| `property VisibleSectors: TBooleanList read FVisibleSectors;`
| `property Waypoints: TWaypointList read FWaypoints;`
## Description ### Methods
| `constructor Create;`
| `destructor Destroy; override;`
| `function PointInside(const Point: TVector3Single): boolean;`
Is Point inside the sector.
| `function Collision(const Box: TBox3D): boolean;`
Does the box collide (at least partially) with sector.
### Properties
| `property Boxes: TBox3DList read FBoxes;`
| `property VisibleSectors: TBooleanList read FVisibleSectors;`
What sectors are visible from this sector. When reading this, you should generally be prepared that length of it may be smaller than all sectors of your scene. That's because sometimes we don't initialize `VisibleSectors` fully. In this case you should assume that not initialized sector indexes are visible. And always you can assume that Always Sectors[I].VisibleSectors[I] = `True`, i.e. the sector is visible from itself (assuming that `VisibleSectors` has enough length to contain I).
| `property Waypoints: TWaypointList read FWaypoints;`
Waypoints that are included in this sector.
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