Castle Game Engine: X3DNodes: Class TOrientationDamperNode

# Class TOrientationDamperNode
Description | Hierarchy | Fields | Methods | Properties
## Unit X3DNodes ## Declaration `type TOrientationDamperNode = class(TAbstractDamperNode)` ## Description no description available, TAbstractDamperNode description follows no description available, TAbstractFollowerNode 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 TAbstractFollowerNode TAbstractDamperNode TOrientationDamperNode ## Overview ### Methods
| `procedure CreateNode; override;`
| `class function ClassNodeTypeName: string; override;`
| `class function URNMatching(const URN: string): boolean; override;`
### Properties
| `property EventSet_destination: TX3DEvent read FEventSet_destination;`
| `property EventSet_value: TX3DEvent read FEventSet_value;`
| `property EventValue_changed: TX3DEvent read FEventValue_changed;`
| `property FdInitialDestination: TSFRotation read FFdInitialDestination;`
| `property FdInitialValue: TSFRotation read FFdInitialValue;`
## Description ### Methods
| `procedure CreateNode; override;`
| `class function ClassNodeTypeName: string; override;`
| `class function URNMatching(const URN: string): boolean; override;`
### Properties
| `property EventSet_destination: TX3DEvent read FEventSet_destination;`
| `property EventSet_value: TX3DEvent read FEventSet_value;`
| `property EventValue_changed: TX3DEvent read FEventValue_changed;`
| `property FdInitialDestination: TSFRotation read FFdInitialDestination;`
| `property FdInitialValue: TSFRotation read FFdInitialValue;`
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