FMX.Controls3D.TControl3D.AbsoluteDirection

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Object Pascal

property AbsoluteDirection: TVector3D read GetAbsoluteDirection;

C++

__property System::Math::Vectors::TVector3D AbsoluteDirection = {read=GetAbsoluteDirection};

Properties

Type Visibility Source Unit Parent
property public
FMX.Controls3D.pas
FMX.Controls3D.hpp
FMX.Controls3D TControl3D

Description

Is a vector that specifies the orientation of this 3D object on the z-axis.

Read the AbsoluteDirection property to obtain a vector that specifies the orientation of this 3D object on the z-axis. AbsoluteDirection is of type tagVECTOR3D and has its X, Y, Z, and W components taken from the third row of the absolute matrix.

Tip: "Absolute", in this context, means an accumulation of all transformations from the child to the up-most parent. In a FireMonkey 3D form, the absolute position is just relative to the origin of the coordinate space. In case of a screen projection, the position is determined in pixels. In case of a camera projection, it depends on camera position and parameters.

See Also