Castle Game Engine: X3DNodes: Class TNavigationInfoNode

# Class TNavigationInfoNode
Description | Hierarchy | Fields | Methods | Properties
## Unit X3DNodes ## Declaration `type TNavigationInfoNode = class(TAbstractBindableNode)` ## Description no description available, TAbstractBindableNode 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 TAbstractBindableNode TNavigationInfoNode ## Overview ### Methods
| `procedure CreateNode; override;`
| `class function ClassNodeTypeName: string; override;`
| `class function URNMatching(const URN: string): boolean; override;`
### Properties
| `property FdAvatarSize: TMFFloat read FFdAvatarSize;`
| `property FdHeadlight: TSFBool read FFdHeadlight;`
| `property FdSpeed: TSFFloat read FFdSpeed;`
| `property FdTransitionTime: TSFTime read FFdTransitionTime;`
| `property FdTransitionType: TMFString read FFdTransitionType;`
| `property FdType: TMFString read FFdType;`
| `property FdVisibilityLimit: TSFFloat read FFdVisibilityLimit;`
| `property EventTransitionComplete: TX3DEvent read FEventTransitionComplete;`
## Description ### Methods
| `procedure CreateNode; override;`
| `class function ClassNodeTypeName: string; override;`
| `class function URNMatching(const URN: string): boolean; override;`
### Properties
| `property FdAvatarSize: TMFFloat read FFdAvatarSize;`
| `property FdHeadlight: TSFBool read FFdHeadlight;`
| `property FdSpeed: TSFFloat read FFdSpeed;`
| `property FdTransitionTime: TSFTime read FFdTransitionTime;`
| `property FdTransitionType: TMFString read FFdTransitionType;`
| `property FdType: TMFString read FFdType;`
| `property FdVisibilityLimit: TSFFloat read FFdVisibilityLimit;`
| `property EventTransitionComplete: TX3DEvent read FEventTransitionComplete;`
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