Castle Game Engine: X3DNodes: Class TAbstractDirectionalLightNode

# Class TAbstractDirectionalLightNode
Description | Hierarchy | Fields | Methods | Properties
## Unit X3DNodes ## Declaration `type TAbstractDirectionalLightNode = class(TAbstractLightNode)` ## Description no description available, TAbstractLightNode description follows Base class for all VRML / X3D light nodes. Note that even the old VRML 1.0 light nodes inherit from this. Although they interpret some bits differently ("ambientIntensity" < 0 has special meaning). But most of the fields behave identically, they only have different default values. ## Hierarchy TPersistent TNonRefCountedInterfacedPersistent TX3DFileItem TX3DNode TAbstractNode TAbstractChildNode TAbstractLightNode TAbstractDirectionalLightNode ## Overview ### Methods
| `procedure CreateNode; override;`
| `class function ClassNodeTypeName: string; override;`
| `procedure UpdateLightInstance(var LightInstance: TLightInstance); override;`
| `function ProjectionMatrix: TMatrix4Single; override;`
| `function ModelviewMatrix: TMatrix4Single; override;`
| `function ModelviewRotationMatrix: TMatrix4Single; override;`
| `function ProjectionLocationLocal: TVector3Single; override;`
| `function ProjectionDirectionLocal: TVector3Single; override;`
| `procedure Box3DDistances(const Box: TBox3D; out MinDistance, MaxDistance: Single); override;`
| `function Position: TVector4Single; override;`
### Properties
| `property FdDirection: TSFVec3f read FFdDirection;`
| `property Direction: TVector3Single read GetDirection write SetDirection;`
| `property FdProjectionRectangle: TSFVec4f read FFdProjectionRectangle;`
| `property ProjectionRectangle: TVector4Single read GetProjectionRectangle write SetProjectionRectangle;`
| `property FdProjectionLocation: TSFVec3f read FFdProjectionLocation;`
| `property ProjectionLocation: TVector3Single read GetProjectionLocation write SetProjectionLocation;`
## Description ### Methods
| `procedure CreateNode; override;`
| `class function ClassNodeTypeName: string; override;`
| `procedure UpdateLightInstance(var LightInstance: TLightInstance); override;`
| `function ProjectionMatrix: TMatrix4Single; override;`
| `function ModelviewMatrix: TMatrix4Single; override;`
| `function ModelviewRotationMatrix: TMatrix4Single; override;`
| `function ProjectionLocationLocal: TVector3Single; override;`
| `function ProjectionDirectionLocal: TVector3Single; override;`
| `procedure Box3DDistances(const Box: TBox3D; out MinDistance, MaxDistance: Single); override;`
| `function Position: TVector4Single; override;`
### Properties
| `property FdDirection: TSFVec3f read FFdDirection;`
| `property Direction: TVector3Single read GetDirection write SetDirection;`
| `property FdProjectionRectangle: TSFVec4f read FFdProjectionRectangle;`
| `property ProjectionRectangle: TVector4Single read GetProjectionRectangle write SetProjectionRectangle;`
| `property FdProjectionLocation: TSFVec3f read FFdProjectionLocation;`
| `property ProjectionLocation: TVector3Single read GetProjectionLocation write SetProjectionLocation;`
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