Castle Game Engine: X3DNodes: Class TCylinderSensorNode

# Class TCylinderSensorNode
Description | Hierarchy | Fields | Methods | Properties
## Unit X3DNodes ## Declaration `type TCylinderSensorNode = class(TAbstractDragSensorNode)` ## Description no description available, TAbstractDragSensorNode description follows no description available, TAbstractPointingDeviceSensorNode description follows no description available, TAbstractSensorNode 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 TAbstractSensorNode TAbstractPointingDeviceSensorNode TAbstractDragSensorNode TCylinderSensorNode ## Overview ### Methods
| `procedure CreateNode; override;`
| `class function ClassNodeTypeName: string; override;`
| `class function URNMatching(const URN: string): boolean; override;`
| `procedure Activate(const Time: TX3DTime; const ATransform, AInvertedTransform: TMatrix4Single; const OverPoint: TVector3Single); override;`
| `procedure Deactivate(const Time: TX3DTime); override;`
| `procedure Drag(const Time: TX3DTime; const RayOrigin, RayDirection: TVector3Single); override;`
### Properties
| `property FdAxisRotation: TSFRotation read FFdAxisRotation;`
| `property FdDiskAngle: TSFFloat read FFdDiskAngle;`
| `property FdMaxAngle: TSFFloat read FFdMaxAngle;`
| `property FdMinAngle: TSFFloat read FFdMinAngle;`
| `property FdOffset: TSFFloat read FFdOffset;`
| `property EventRotation_changed: TX3DEvent read FEventRotation_changed;`
## Description ### Methods
| `procedure CreateNode; override;`
| `class function ClassNodeTypeName: string; override;`
| `class function URNMatching(const URN: string): boolean; override;`
| `procedure Activate(const Time: TX3DTime; const ATransform, AInvertedTransform: TMatrix4Single; const OverPoint: TVector3Single); override;`
| `procedure Deactivate(const Time: TX3DTime); override;`
| `procedure Drag(const Time: TX3DTime; const RayOrigin, RayDirection: TVector3Single); override;`
### Properties
| `property FdAxisRotation: TSFRotation read FFdAxisRotation;`
| `property FdDiskAngle: TSFFloat read FFdDiskAngle;`
| `property FdMaxAngle: TSFFloat read FFdMaxAngle;`
| `property FdMinAngle: TSFFloat read FFdMinAngle;`
| `property FdOffset: TSFFloat read FFdOffset;`
| `property EventRotation_changed: TX3DEvent read FEventRotation_changed;`
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