Castle Game Engine: X3DNodes: Class TOrthoViewpointNode

# Class TOrthoViewpointNode
Description | Hierarchy | Fields | Methods | Properties
## Unit X3DNodes ## Declaration `type TOrthoViewpointNode = class(TAbstractX3DViewpointNode)` ## Description no description available, TAbstractX3DViewpointNode description follows no description available, TAbstractViewpointNode description follows Common ancestor for both VRML 1.0 camera nodes and VRML/X3D >= 2.0 viewpoint nodes. ## Hierarchy TPersistent TNonRefCountedInterfacedPersistent TX3DFileItem TX3DNode TAbstractNode TAbstractChildNode TAbstractBindableNode TAbstractViewpointNode TAbstractX3DViewpointNode TOrthoViewpointNode ## Overview ### Methods
| `procedure CreateNode; override;`
| `class function ClassNodeTypeName: string; override;`
| `class function URNMatching(const URN: string): boolean; override;`
| `function Position: TSFVec3f; override;`
| `class function ProjectionType: TProjectionType; override;`
| `function ProjectionMatrix: TMatrix4Single; override;`
| `class procedure AspectFieldOfView( var FieldOfView: TVector4Single; const WindowWidthToHeight: Single);`
### Properties
| `property FdFieldOfView: TMFFloat read FFdFieldOfView;`
| `property FdPosition: TSFVec3f read FFdPosition;`
## Description ### Methods
| `procedure CreateNode; override;`
| `class function ClassNodeTypeName: string; override;`
| `class function URNMatching(const URN: string): boolean; override;`
| `function Position: TSFVec3f; override;`
| `class function ProjectionType: TProjectionType; override;`
| `function ProjectionMatrix: TMatrix4Single; override;`
| `class procedure AspectFieldOfView( var FieldOfView: TVector4Single; const WindowWidthToHeight: Single);`
Fix given field of view value for window aspect ratio. The idea is that OrthoViewpoint.fieldOfView specifies the minimal extents. Depending on your window aspect ratio, you may need to make one extent (vertical or horizontal) larger to adjust.
### Properties
| `property FdFieldOfView: TMFFloat read FFdFieldOfView;`
| `property FdPosition: TSFVec3f read FFdPosition;`
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