Castle Game Engine: X3DNodes: Class TMatrixTransformNode_1

# Class TMatrixTransformNode_1
Description | Hierarchy | Fields | Methods | Properties
## Unit X3DNodes ## Declaration `type TMatrixTransformNode_1 = class(TAbstractTransformationNode_1)` ## Description VRML 1.0 MatrixTransform node. ## Hierarchy TPersistent TNonRefCountedInterfacedPersistent TX3DFileItem TX3DNode TAbstractNode TAbstractChildNode TAbstractTransformationNode_1 TMatrixTransformNode_1 ## Overview ### Methods
| `procedure CreateNode; override;`
| `class function ClassNodeTypeName: string; override;`
| `procedure Transformation(out Matrix, InvertedMatrix: TMatrix4Single); override;`
| `function TransformScale: Single; override;`
| `class function ForVRMLVersion(const Version: TX3DVersion): boolean; override;`
### Properties
| `property FdMatrix: TSFMatrix read FFdMatrix;`
## Description ### Methods
| `procedure CreateNode; override;`
| `class function ClassNodeTypeName: string; override;`
| `procedure Transformation(out Matrix, InvertedMatrix: TMatrix4Single); override;`
Returns simply FdMatrix as transformation. Inverse is also calculated (if matrix is invertible at all, otherwise identity is returned).
| `function TransformScale: Single; override;`
Return average scale for this FdMatrix. Note that this doesn't correctly extract scale from FdMatrix, as that is too difficcult. Insted it does simple extraction, which will work for identity, translation and scaling matrices (but e.g. will fail miserably (generate nonsense results) when looking at some rotation matrices). Ultimately, this is the reason why VRML 2.0 removed this node from specification: extracting some features from arbitrary given 4x4 matrix is very difficult.
| `class function ForVRMLVersion(const Version: TX3DVersion): boolean; override;`
### Properties
| `property FdMatrix: TSFMatrix read FFdMatrix;`
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