Castle Game Engine: X3DNodes: Class TKambiHeadLightNode

# Class TKambiHeadLightNode
Description | Hierarchy | Fields | Methods | Properties
## Unit X3DNodes ## Declaration `type TKambiHeadLightNode = class(TAbstractChildNode)` ## Description 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 TKambiHeadLightNode ## Overview ### Methods
| `procedure CreateNode; override;`
| `class function ClassNodeTypeName: string; override;`
| `class function URNMatching(const URN: string): boolean; override;`
### Properties
| `property FdAmbientIntensity: TSFFloat read FFdAmbientIntensity;`
| `property FdAttenuation: TSFVec3f read FFdAttenuation;`
| `property FdColor: TSFColor read FFdColor;`
| `property FdIntensity: TSFFloat read FFdIntensity;`
| `property FdSpot: TSFBool read FFdSpot;`
| `property FdSpotCutOffAngle: TSFFloat read FFdSpotCutOffAngle;`
| `property FdSpotDropOffRate: TSFFloat read FFdSpotDropOffRate;`
## Description ### Methods
| `procedure CreateNode; override;`
| `class function ClassNodeTypeName: string; override;`
| `class function URNMatching(const URN: string): boolean; override;`
### Properties
| `property FdAmbientIntensity: TSFFloat read FFdAmbientIntensity;`
| `property FdAttenuation: TSFVec3f read FFdAttenuation;`
| `property FdColor: TSFColor read FFdColor;`
| `property FdIntensity: TSFFloat read FFdIntensity;`
| `property FdSpot: TSFBool read FFdSpot;`
| `property FdSpotCutOffAngle: TSFFloat read FFdSpotCutOffAngle;`
| `property FdSpotDropOffRate: TSFFloat read FFdSpotDropOffRate;`
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