Castle Game Engine: X3DNodes: Class TTransformSensorNode

# Class TTransformSensorNode
Description | Hierarchy | Fields | Methods | Properties
## Unit X3DNodes ## Declaration `type TTransformSensorNode = class(TAbstractEnvironmentalSensorNode)` ## Description no description available, TAbstractEnvironmentalSensorNode 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 TAbstractEnvironmentalSensorNode TTransformSensorNode ## Overview ### Methods
| `procedure CreateNode; override;`
| `class function ClassNodeTypeName: string; override;`
| `class function URNMatching(const URN: string): boolean; override;`
### Properties
| `property FdTargetObject: TSFNode read FFdTargetObject;`
| `property EventOrientation_changed: TSFRotationEvent read FEventOrientation_changed;`
| `property EventPosition_changed: TSFVec3fEvent read FEventPosition_changed;`
## Description ### Methods
| `procedure CreateNode; override;`
| `class function ClassNodeTypeName: string; override;`
| `class function URNMatching(const URN: string): boolean; override;`
### Properties
| `property FdTargetObject: TSFNode read FFdTargetObject;`
| `property EventOrientation_changed: TSFRotationEvent read FEventOrientation_changed;`
| `property EventPosition_changed: TSFVec3fEvent read FEventPosition_changed;`
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