Castle Game Engine: X3DFields: Class TSFRotation

# Class TSFRotation
Description | Hierarchy | Fields | Methods | Properties
## Unit X3DFields ## Declaration `type TSFRotation = class(TX3DSingleField)` ## Description no description available, TX3DSingleField description follows no description available, TX3DField description follows Base class for all VRML/X3D fields. Common notes for all descendants: most of them expose field or property "Value", this is (surprise, surprise!) the value of the field. Many of them also expose DefaultValue and DefaultValueExists fields/properties, these should be the default VRML value for this field. You can even change DefaultValue after the object is created. Most of descendants include constructor that initializes both DefaultValue and Value to the same thing, as this is what you usually want. Some notes about `Assign` method (inherited from TPersistent and overridied appropriately in `TX3DField` descendants): There are some exceptions, but usually assignment is possible only when source and destination field classes are equal. Assignment (by `Assign`, inherited from TPersistent) tries to copy everything: name (with alternative names), default value, IsClauseNames, ValueFromIsClause, Exposed, and of course current value. Exceptions are things related to hierarchy of containers: ParentNode, ParentInterfaceDeclaration. Also ExposedEventsLinked. If you want to copy only the current value, use AssignValue (or AssignLerp, where available). ## Hierarchy TPersistent TNonRefCountedInterfacedPersistent TX3DFileItem TX3DFieldOrEvent TX3DField TX3DSingleField TSFRotation ## Overview ### Fields
| `Axis: TVector3Single;`
| `RotationRad: Single;`
### Methods
| `constructor Create(AParentNode: TX3DFileItem; const AName: string; const AnAxis: TVector3Single; const ARotationRad: Single); overload;`
| `constructor Create(AParentNode: TX3DFileItem; const AName: string; const AValue: TVector4Single); overload;`
| `procedure ParseValue(Lexer: TX3DLexer; Reader: TX3DReader); override;`
| `function RotatedPoint(const pt: TVector3Single): TVector3Single;`
| `function Equals(SecondValue: TX3DField; const EqualityEpsilon: Double): boolean; override;`
| `function EqualsDefaultValue: boolean; override;`
| `function FastEqualsValue(SecondValue: TX3DField): boolean; override;`
| `procedure AssignLerp(const A: Double; Value1, Value2: TX3DField); override;`
| `function CanAssignLerp: boolean; override;`
| `procedure Assign(Source: TPersistent); override;`
| `procedure AssignValue(Source: TX3DField); override;`
| `procedure AssignDefaultValueFromValue; override;`
| `class function TypeName: string; override;`
| `procedure Send(const AValue: TVector4Single); overload;`
### Properties
| `property Value: TVector4Single read GetValue write SetValue;`
| `property ValueDeg: TVector4Single read GetValueDeg write SetValueDeg;`
## Description ### Fields
| `Axis: TVector3Single;`
| `RotationRad: Single;`
### Methods
| `constructor Create(AParentNode: TX3DFileItem; const AName: string; const AnAxis: TVector3Single; const ARotationRad: Single); overload;`
| `constructor Create(AParentNode: TX3DFileItem; const AName: string; const AValue: TVector4Single); overload;`
| `procedure ParseValue(Lexer: TX3DLexer; Reader: TX3DReader); override;`
| `function RotatedPoint(const pt: TVector3Single): TVector3Single;`
Rotate point Pt around Self.
| `function Equals(SecondValue: TX3DField; const EqualityEpsilon: Double): boolean; override;`
| `function EqualsDefaultValue: boolean; override;`
| `function FastEqualsValue(SecondValue: TX3DField): boolean; override;`
| `procedure AssignLerp(const A: Double; Value1, Value2: TX3DField); override;`
| `function CanAssignLerp: boolean; override;`
| `procedure Assign(Source: TPersistent); override;`
| `procedure AssignValue(Source: TX3DField); override;`
| `procedure AssignDefaultValueFromValue; override;`
| `class function TypeName: string; override;`
| `procedure Send(const AValue: TVector4Single); overload;`
### Properties
| `property Value: TVector4Single read GetValue write SetValue;`
Current rotation value, with last component expressing rotation in radians. This internally gets / sets values from Axis, RotationRad, it only presents them to you differently.
| `property ValueDeg: TVector4Single read GetValueDeg write SetValueDeg;`
Current rotation value, with last component expressing rotation in degrees. So this is just like Value, but last component is in degrees. This internally gets / sets values from Axis, RotationRad, it only presents them to you differently.
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