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<title>Castle Game Engine: X3DNodes: Class TX3DNode</title>
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<h2>Castle Game Engine</h2><p><a href="introduction.html" class="navigation">Introduction</a></p><p><a href="AllUnits.html" class="navigation">Units</a></p><p><a href="ClassHierarchy.html" class="navigation">Class Hierarchy</a></p><p><a href="AllClasses.html" class="navigation">Classes, Interfaces, Objects and Records</a></p><p><a href="AllTypes.html" class="navigation">Types</a></p><p><a href="AllVariables.html" class="navigation">Variables</a></p><p><a href="AllConstants.html" class="navigation">Constants</a></p><p><a href="AllFunctions.html" class="navigation">Functions and Procedures</a></p><p><a href="AllIdentifiers.html" class="navigation">Identifiers</a></p></td><td class="content">
<a name="TX3DNode"></a><h1 class="cio">Class TX3DNode</h1>
<table class="sections wide_list">
<tr>
<td><a class="section" href="#PasDoc-Description">Description</a></td><td><a class="section" href="#PasDoc-Hierarchy">Hierarchy</a></td><td><a class="section" href="#PasDoc-Fields">Fields</a></td><td><a class="section" href="#PasDoc-Methods">Methods</a></td><td><a class="section" href="#PasDoc-Properties">Properties</a></td></tr></table>
<a name="PasDoc-Description"></a><h2 class="unit">Unit</h2>
<p class="unitlink">
<a href="X3DNodes.html">X3DNodes</a></p>
<h2 class="declaration">Declaration</h2>
<p class="declaration">
<code>type TX3DNode = class(<a class="normal" href="X3DFields.TX3DFileItem.html">TX3DFileItem</a>, <a class="normal" href="X3DNodes.IX3DNode.html">IX3DNode</a>)</code></p>
<h2 class="description">Description</h2>
<p>
X3D node. Every VRML/X3D node class descends from this.</p>
<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
<ul class="hierarchy"><li class="ancestor">TPersistent</li>
<li class="ancestor"><a class="normal" href="CastleInterfaces.TNonRefCountedInterfacedPersistent.html">TNonRefCountedInterfacedPersistent</a></li>
<li class="ancestor"><a class="normal" href="X3DFields.TX3DFileItem.html">TX3DFileItem</a></li>
<li class="thisitem">TX3DNode</li></ul><h2 class="overview">Overview</h2>
<a name="PasDoc-Fields"></a><h3 class="summary">Fields</h3>
<table class="summary wide_list">
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<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code><b><a href="X3DNodes.TX3DNode.html#VRML1ChildrenAllowed">VRML1ChildrenAllowed</a></b>: boolean;</code></td>
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<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code><b><a href="X3DNodes.TX3DNode.html#VRML1ChildrenParsingAllowed">VRML1ChildrenParsingAllowed</a></b>: boolean;</code></td>
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<a name="PasDoc-Methods"></a><h3 class="summary">Methods</h3>
<table class="summary wide_list">
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<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code>function <b><a href="X3DNodes.TX3DNode.html#DeepCopyCore">DeepCopyCore</a></b>(CopyState: <a href="X3DNodes.TX3DNodeDeepCopyState.html">TX3DNodeDeepCopyState</a>): <a href="X3DNodes.TX3DNode.html">TX3DNode</a>; virtual;</code></td>
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<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code>function <b><a href="X3DNodes.TX3DNode.html#DeepCopyCreate">DeepCopyCreate</a></b>(CopyState: <a href="X3DNodes.TX3DNodeDeepCopyState.html">TX3DNodeDeepCopyState</a>): <a href="X3DNodes.TX3DNode.html">TX3DNode</a>; virtual;</code></td>
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<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code>class function <b><a href="X3DNodes.TX3DNode.html#VRML1ChildrenSaveToStream">VRML1ChildrenSaveToStream</a></b>: boolean; virtual;</code></td>
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<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code>procedure <b><a href="X3DNodes.TX3DNode.html#DirectEnumerateActive">DirectEnumerateActive</a></b>( Func: <a href="X3DNodes.html#TEnumerateChildrenFunction">TEnumerateChildrenFunction</a>); virtual;</code></td>
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<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code>procedure <b><a href="X3DNodes.TX3DNode.html#DirectEnumerateActiveForTraverse">DirectEnumerateActiveForTraverse</a></b>( Func: <a href="X3DNodes.html#TEnumerateChildrenFunction">TEnumerateChildrenFunction</a>; StateStack: <a href="X3DNodes.TX3DGraphTraverseStateStack.html">TX3DGraphTraverseStateStack</a>); virtual;</code></td>
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<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code>procedure <b><a href="X3DNodes.TX3DNode.html#DirectEnumerateAll">DirectEnumerateAll</a></b>( Func: <a href="X3DNodes.html#TEnumerateChildrenFunction">TEnumerateChildrenFunction</a>);</code></td>
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<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code>procedure <b><a href="X3DNodes.TX3DNode.html#DirectEnumerate">DirectEnumerate</a></b>( Func: <a href="X3DNodes.html#TEnumerateChildrenFunction">TEnumerateChildrenFunction</a>; OnlyActive: boolean);</code></td>
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<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code>procedure <b><a href="X3DNodes.TX3DNode.html#BeforeTraverse">BeforeTraverse</a></b>(StateStack: <a href="X3DNodes.TX3DGraphTraverseStateStack.html">TX3DGraphTraverseStateStack</a>); virtual;</code></td>
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<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code>procedure <b><a href="X3DNodes.TX3DNode.html#MiddleTraverse">MiddleTraverse</a></b>(StateStack: <a href="X3DNodes.TX3DGraphTraverseStateStack.html">TX3DGraphTraverseStateStack</a>); virtual;</code></td>
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<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code>procedure <b><a href="X3DNodes.TX3DNode.html#AfterTraverse">AfterTraverse</a></b>(StateStack: <a href="X3DNodes.TX3DGraphTraverseStateStack.html">TX3DGraphTraverseStateStack</a>); virtual;</code></td>
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<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code>function <b><a href="X3DNodes.TX3DNode.html#ParseNodeBodyElement">ParseNodeBodyElement</a></b>(Lexer: <a href="X3DLexer.TX3DLexer.html">TX3DLexer</a>; Reader: <a href="X3DNodes.TX3DReaderNames.html">TX3DReaderNames</a>; const APositionInParent: Integer): boolean; virtual;</code></td>
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<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code>procedure <b><a href="X3DNodes.TX3DNode.html#ParseAfter">ParseAfter</a></b>(Reader: <a href="X3DNodes.TX3DReaderNames.html">TX3DReaderNames</a>); virtual;</code></td>
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<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code>procedure <b><a href="X3DNodes.TX3DNode.html#CreateNode">CreateNode</a></b>; virtual;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="X3DNodes.TX3DNode.html#FieldOrEvent">FieldOrEvent</a></b>(const Name: string): <a href="X3DFields.TX3DFieldOrEvent.html">TX3DFieldOrEvent</a>;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="X3DNodes.TX3DNode.html#AnyEvent">AnyEvent</a></b>(const Name: string): <a href="X3DFields.TX3DEvent.html">TX3DEvent</a>;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="X3DNodes.TX3DNode.html#VRML1ChildrenCount">VRML1ChildrenCount</a></b>: integer;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a href="X3DNodes.TX3DNode.html#VRML1ChildAdd">VRML1ChildAdd</a></b>(Index: Integer; child: <a href="X3DNodes.TX3DNode.html">TX3DNode</a>); overload;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a href="X3DNodes.TX3DNode.html#VRML1ChildAdd">VRML1ChildAdd</a></b>(child: <a href="X3DNodes.TX3DNode.html">TX3DNode</a>); overload;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a href="X3DNodes.TX3DNode.html#VRML1ChildRemove">VRML1ChildRemove</a></b>(i: integer);</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a href="X3DNodes.TX3DNode.html#VRML1ChildrenClear">VRML1ChildrenClear</a></b>;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="X3DNodes.TX3DNode.html#VRML1ChildExtract">VRML1ChildExtract</a></b>(I: Integer): <a href="X3DNodes.TX3DNode.html">TX3DNode</a>;</code></td>
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<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="X3DNodes.TX3DNode.html#VRML1ParentsCount">VRML1ParentsCount</a></b>: integer;</code></td>
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<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="X3DNodes.TX3DNode.html#ParentFieldsCount">ParentFieldsCount</a></b>: Integer;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a href="X3DNodes.TX3DNode.html#FreeRemovingFromAllParents">FreeRemovingFromAllParents</a></b>;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a href="X3DNodes.TX3DNode.html#FreeIfUnused">FreeIfUnused</a></b>;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a href="X3DNodes.TX3DNode.html#KeepExistingBegin">KeepExistingBegin</a></b>;</code></td>
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<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a href="X3DNodes.TX3DNode.html#KeepExistingEnd">KeepExistingEnd</a></b>;</code></td>
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<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="X3DNodes.TX3DNode.html#PathFromBaseUrl">PathFromBaseUrl</a></b>(const RelativePath: string): string;</code></td>
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<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a href="X3DNodes.TX3DNode.html#Parse">Parse</a></b>(Lexer: <a href="X3DLexer.TX3DLexer.html">TX3DLexer</a>; Reader: <a href="X3DNodes.TX3DReaderNames.html">TX3DReaderNames</a>); virtual;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a href="X3DNodes.TX3DNode.html#ParseXML">ParseXML</a></b>(Element: TDOMElement; Reader: <a href="X3DNodes.TX3DReaderNames.html">TX3DReaderNames</a>);</code></td>
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<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>constructor <b><a href="X3DNodes.TX3DNode.html#Create">Create</a></b>(const ANodeName: string = ''; const ABaseUrl: string = ''); virtual;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>destructor <b><a href="X3DNodes.TX3DNode.html#Destroy">Destroy</a></b>; override;</code></td>
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<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="X3DNodes.TX3DNode.html#NodeTypeName">NodeTypeName</a></b>: string; virtual;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>class function <b><a href="X3DNodes.TX3DNode.html#ClassNodeTypeName">ClassNodeTypeName</a></b>: string; virtual;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a href="X3DNodes.TX3DNode.html#Traverse">Traverse</a></b>( NodeClass: <a href="X3DNodes.html#TX3DNodeClass">TX3DNodeClass</a>; TraversingFunc: <a href="X3DNodes.html#TTraversingFunc">TTraversingFunc</a>);</code></td>
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<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a href="X3DNodes.TX3DNode.html#TraverseInternal">TraverseInternal</a></b>(StateStack: <a href="X3DNodes.TX3DGraphTraverseStateStack.html">TX3DGraphTraverseStateStack</a>; NodeClass: <a href="X3DNodes.html#TX3DNodeClass">TX3DNodeClass</a>; TraversingFunc: <a href="X3DNodes.html#TTraversingFunc">TTraversingFunc</a>; ParentInfo: <a href="X3DNodes.html#PTraversingInfo">PTraversingInfo</a>);</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a href="X3DNodes.TX3DNode.html#TraverseIntoChildren">TraverseIntoChildren</a></b>(StateStack: <a href="X3DNodes.TX3DGraphTraverseStateStack.html">TX3DGraphTraverseStateStack</a>; NodeClass: <a href="X3DNodes.html#TX3DNodeClass">TX3DNodeClass</a>; TraversingFunc: <a href="X3DNodes.html#TTraversingFunc">TTraversingFunc</a>; ParentInfo: <a href="X3DNodes.html#PTraversingInfo">PTraversingInfo</a>);</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a href="X3DNodes.TX3DNode.html#EnumerateNodes">EnumerateNodes</a></b>( proc: <a href="X3DNodes.html#TX3DNodeProc">TX3DNodeProc</a>; OnlyActive: boolean); overload;</code></td>
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<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a href="X3DNodes.TX3DNode.html#EnumerateNodes">EnumerateNodes</a></b>(nodeClass: <a href="X3DNodes.html#TX3DNodeClass">TX3DNodeClass</a>; proc: <a href="X3DNodes.html#TX3DNodeProc">TX3DNodeProc</a>; OnlyActive: boolean); overload;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a href="X3DNodes.TX3DNode.html#EnumerateNodes">EnumerateNodes</a></b>(nodeClass: <a href="X3DNodes.html#TX3DNodeClass">TX3DNodeClass</a>; const SeekNodeName: string; proc: <a href="X3DNodes.html#TX3DNodeProc">TX3DNodeProc</a>; OnlyActive: boolean); overload;</code></td>
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<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="X3DNodes.TX3DNode.html#TryFindNodeByName">TryFindNodeByName</a></b>(FindClass: <a href="X3DNodes.html#TX3DNodeClass">TX3DNodeClass</a>; const FindName: string; OnlyActive: boolean): <a href="X3DNodes.TX3DNode.html">TX3DNode</a>;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="X3DNodes.TX3DNode.html#FindNodeByName">FindNodeByName</a></b>(FindClass: <a href="X3DNodes.html#TX3DNodeClass">TX3DNodeClass</a>; const FindName: string; OnlyActive: boolean): <a href="X3DNodes.TX3DNode.html">TX3DNode</a>;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="X3DNodes.TX3DNode.html#TryFindNode">TryFindNode</a></b>(FindClass: <a href="X3DNodes.html#TX3DNodeClass">TX3DNodeClass</a>; OnlyActive: boolean): <a href="X3DNodes.TX3DNode.html">TX3DNode</a>;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="X3DNodes.TX3DNode.html#FindNode">FindNode</a></b>(FindClass: <a href="X3DNodes.html#TX3DNodeClass">TX3DNodeClass</a>; OnlyActive: boolean): <a href="X3DNodes.TX3DNode.html">TX3DNode</a>;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="X3DNodes.TX3DNode.html#TryFindNodeState">TryFindNodeState</a></b>( NodeClass: <a href="X3DNodes.html#TX3DNodeClass">TX3DNodeClass</a>; out Node: <a href="X3DNodes.TX3DNode.html">TX3DNode</a>; out State: <a href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a>): boolean;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="X3DNodes.TX3DNode.html#TryFindNodeTransform">TryFindNodeTransform</a></b>( NodeClass: <a href="X3DNodes.html#TX3DNodeClass">TX3DNodeClass</a>; out Node: <a href="X3DNodes.TX3DNode.html">TX3DNode</a>; out Transform: <a href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a>; out TransformScale: Single): boolean;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="X3DNodes.TX3DNode.html#TryFindParentByName">TryFindParentByName</a></b>(const FindName: string): <a href="X3DNodes.TX3DNode.html">TX3DNode</a>;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="X3DNodes.TX3DNode.html#FindParentByName">FindParentByName</a></b>(const FindName: string): <a href="X3DNodes.TX3DNode.html">TX3DNode</a>;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="X3DNodes.TX3DNode.html#HasParent">HasParent</a></b>(Node: <a href="X3DNodes.TX3DNode.html">TX3DNode</a>): boolean;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="X3DNodes.TX3DNode.html#TryFindDirectParentByName">TryFindDirectParentByName</a></b>(const FindName: string): <a href="X3DNodes.TX3DNode.html">TX3DNode</a>;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="X3DNodes.TX3DNode.html#IsNodePresent">IsNodePresent</a></b>(Node: <a href="X3DNodes.TX3DNode.html">TX3DNode</a>; OnlyActive: boolean): boolean;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="X3DNodes.TX3DNode.html#NodesCount">NodesCount</a></b>(NodeClass: <a href="X3DNodes.html#TX3DNodeClass">TX3DNodeClass</a>; CountOnlyActiveNodes: boolean): integer;</code></td>
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<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a href="X3DNodes.TX3DNode.html#SaveToStream">SaveToStream</a></b>(Writer: <a href="X3DFields.TX3DWriter.html">TX3DWriter</a>); override;</code></td>
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<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>class function <b><a href="X3DNodes.TX3DNode.html#VRML1StateNode">VRML1StateNode</a></b>(out StateNode: <a href="X3DNodes.html#TVRML1StateNode">TVRML1StateNode</a>): boolean;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>class function <b><a href="X3DNodes.TX3DNode.html#ForVRMLVersion">ForVRMLVersion</a></b>(const Version: <a href="X3DNodes.html#TX3DVersion">TX3DVersion</a>): boolean; virtual;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="X3DNodes.TX3DNode.html#EnumerateReplaceChildren">EnumerateReplaceChildren</a></b>( Func: <a href="X3DNodes.html#TEnumerateReplaceNodesFunction">TEnumerateReplaceNodesFunction</a>): Cardinal;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="X3DNodes.TX3DNode.html#RemoveChildrenWithMatchingName">RemoveChildrenWithMatchingName</a></b>( const Wildcard: string; IgnoreCase: Boolean): Cardinal;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="X3DNodes.TX3DNode.html#DeepCopy">DeepCopy</a></b>: <a href="X3DNodes.TX3DNode.html">TX3DNode</a>;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>class function <b><a href="X3DNodes.TX3DNode.html#URNMatching">URNMatching</a></b>(const URN: string): boolean; virtual;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a href="X3DNodes.TX3DNode.html#PostAddInterfaceDeclaration">PostAddInterfaceDeclaration</a></b>(IDecl: <a href="X3DNodes.TX3DInterfaceDeclaration.html">TX3DInterfaceDeclaration</a>); virtual;</code></td>
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<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a href="X3DNodes.TX3DNode.html#AddCustomField">AddCustomField</a></b>(Field: <a href="X3DFields.TX3DField.html">TX3DField</a>; const Exposed: boolean = false);</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="X3DNodes.TX3DNode.html#NiceName">NiceName</a></b>: string;</code></td>
</tr>
</table>
<a name="PasDoc-Properties"></a><h3 class="summary">Properties</h3>
<table class="summary wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code>property <b><a href="X3DNodes.TX3DNode.html#CDataField">CDataField</a></b>: <a href="X3DFields.TMFString.html">TMFString</a> read FCDataField write FCDataField;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="X3DNodes.TX3DNode.html#Fields">Fields</a></b>: <a href="X3DFields.TX3DFieldList.html">TX3DFieldList</a> read FFields;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="X3DNodes.TX3DNode.html#Events">Events</a></b>: <a href="X3DFields.TX3DEventList.html">TX3DEventList</a> read FEvents;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="X3DNodes.TX3DNode.html#VRML1Children">VRML1Children</a></b> [i:integer]: <a href="X3DNodes.TX3DNode.html">TX3DNode</a> read GetVRML1Child write SetVRML1Child;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="X3DNodes.TX3DNode.html#VRML1Parents">VRML1Parents</a></b> [i:integer]: <a href="X3DNodes.TX3DNode.html">TX3DNode</a> read GetVRML1Parent;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="X3DNodes.TX3DNode.html#ParentFields">ParentFields</a></b>[Index:Integer]: <a href="X3DFields.TX3DField.html">TX3DField</a> read GetParentFieldsItem;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="X3DNodes.TX3DNode.html#ParentFieldsNode">ParentFieldsNode</a></b>[Index:Integer]: <a href="X3DNodes.TX3DNode.html">TX3DNode</a>
read GetParentFieldsNodeItem;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="X3DNodes.TX3DNode.html#KeepExisting">KeepExisting</a></b>: Cardinal read FKeepExisting write FKeepExisting;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="X3DNodes.TX3DNode.html#NodeName">NodeName</a></b>: string read fNodeName write FNodeName;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="X3DNodes.TX3DNode.html#BaseUrl">BaseUrl</a></b>: string read FBaseUrl write FBaseUrl;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="X3DNodes.TX3DNode.html#WWWBasePath">WWWBasePath</a></b>: string read FBaseUrl write FBaseUrl; deprecated;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="X3DNodes.TX3DNode.html#Prototypes">Prototypes</a></b>: <a href="X3DNodes.TX3DPrototypeBaseList.html">TX3DPrototypeBaseList</a> read FPrototypes;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="X3DNodes.TX3DNode.html#Routes">Routes</a></b>: <a href="X3DNodes.TX3DRouteList.html">TX3DRouteList</a> read FRoutes;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="X3DNodes.TX3DNode.html#ImportsList">ImportsList</a></b>: <a href="X3DFields.TX3DFileItemList.html">TX3DFileItemList</a> read FImportsList;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="X3DNodes.TX3DNode.html#ExportsList">ExportsList</a></b>: <a href="X3DFields.TX3DFileItemList.html">TX3DFileItemList</a> read FExportsList;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="X3DNodes.TX3DNode.html#PrototypeInstance">PrototypeInstance</a></b>: boolean read FPrototypeInstance;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="X3DNodes.TX3DNode.html#PrototypeInstanceSourceNode">PrototypeInstanceSourceNode</a></b>: <a href="X3DNodes.TX3DPrototypeNode.html">TX3DPrototypeNode</a>
read FPrototypeInstanceSourceNode;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="X3DNodes.TX3DNode.html#PrototypeInstanceHelpers">PrototypeInstanceHelpers</a></b>: <a href="X3DNodes.TX3DNode.html">TX3DNode</a> read FPrototypeInstanceHelpers;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="X3DNodes.TX3DNode.html#DefaultContainerField">DefaultContainerField</a></b>: string
read FDefaultContainerField write FDefaultContainerField;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="X3DNodes.TX3DNode.html#HasInterfaceDeclarations">HasInterfaceDeclarations</a></b>: <a href="X3DNodes.html#TX3DAccessTypes">TX3DAccessTypes</a>
read FHasInterfaceDeclarations
write SetHasInterfaceDeclarations default [];</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="X3DNodes.TX3DNode.html#InterfaceDeclarations">InterfaceDeclarations</a></b>: <a href="X3DNodes.TX3DInterfaceDeclarationList.html">TX3DInterfaceDeclarationList</a>
read FInterfaceDeclarations;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="X3DNodes.TX3DNode.html#DestructionNotifications">DestructionNotifications</a></b>: <a href="X3DNodes.TNodeDestructionNotificationList.html">TNodeDestructionNotificationList</a>
read FDestructionNotifications;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="X3DNodes.TX3DNode.html#Scene">Scene</a></b>: <a href="X3DNodes.TX3DEventsEngine.html">TX3DEventsEngine</a> read FScene write FScene;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="X3DNodes.TX3DNode.html#ShapeTrees">ShapeTrees</a></b>: TObject read FShapeTrees write FShapeTrees;</code></td>
</tr>
</table>
<h2 class="description">Description</h2>
<h3 class="detail">Fields</h3>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><a name="VRML1ChildrenAllowed"></a><code><b>VRML1ChildrenAllowed</b>: boolean;</code></td>
</tr>
<tr><td colspan="2">
<p>
Are VRML 1.0 children allowed. This condition is checked in <a class="normal" href="X3DNodes.TX3DNode.html#VRML1ChildAdd">VRML1ChildAdd</a>, so it's strictly impossible to add a node that is not allowed.
<p>Note that in some special cases <code>VRML1ChildrenAllowed</code> and <a class="normal" href="X3DNodes.TX3DNode.html#VRML1ChildrenParsingAllowed">VRML1ChildrenParsingAllowed</a> values may be changed during object lifetime. Currently, this may concern <a class="normal" href="X3DNodes.TX3DUnknownNode.html">TX3DUnknownNode</a>.
<p>Default <code>False</code>.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><a name="VRML1ChildrenParsingAllowed"></a><code><b>VRML1ChildrenParsingAllowed</b>: boolean;</code></td>
</tr>
<tr><td colspan="2">
<p>
VRML 1.0 children allowed to be added during parsing. This is used only by *Inline nodes for now, that do not allow reading children during parsing but may get new children in memory. So their <code>VRML1ChildrenParsingAllowed</code> must be empty, but <a class="normal" href="X3DNodes.TX3DNode.html#VRML1ChildrenAllowed">VRML1ChildrenAllowed</a> must allow all.
<p>When <a class="normal" href="X3DNodes.TX3DNode.html#VRML1ChildrenAllowed">VRML1ChildrenAllowed</a> is <code>False</code> then <code>VRML1ChildrenParsingAllowed</code> should also be <code>False</code>.
<p>Default <code>False</code>.</p>
</td></tr>
</table>
<h3 class="detail">Methods</h3>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><a name="DeepCopyCore"></a><code>function <b>DeepCopyCore</b>(CopyState: <a href="X3DNodes.TX3DNodeDeepCopyState.html">TX3DNodeDeepCopyState</a>): <a href="X3DNodes.TX3DNode.html">TX3DNode</a>; virtual;</code></td>
</tr>
<tr><td colspan="2">
<p>
Does actual <a class="normal" href="X3DNodes.TX3DNode.html#DeepCopy">DeepCopy</a> work. You can override this to copy some more properties for descendants.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><a name="DeepCopyCreate"></a><code>function <b>DeepCopyCreate</b>(CopyState: <a href="X3DNodes.TX3DNodeDeepCopyState.html">TX3DNodeDeepCopyState</a>): <a href="X3DNodes.TX3DNode.html">TX3DNode</a>; virtual;</code></td>
</tr>
<tr><td colspan="2">
<p>
This should be a mere call to constructor of your own class.
<p>In <a class="normal" href="X3DNodes.TX3DNode.html">TX3DNode</a>, this simply calls default virtual constructor, which is Ok for all normal nodes. But we have some special nodes, like <a class="normal" href="X3DNodes.TX3DPrototypeNode.html">TX3DPrototypeNode</a> or <a class="normal" href="X3DNodes.TX3DUnknownNode.html">TX3DUnknownNode</a>, that simply cannot be created by default constructor. They need to override this.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><a name="VRML1ChildrenSaveToStream"></a><code>class function <b>VRML1ChildrenSaveToStream</b>: boolean; virtual;</code></td>
</tr>
<tr><td colspan="2">
<p>
Should <a class="normal" href="X3DNodes.TX3DNode.html#SaveToStream">SaveToStream</a> save our <a class="normal" href="X3DNodes.TX3DNode.html#VRML1Children">VRML1Children</a>. In this class default implementation returns <code>True</code>, this is what you will want in 99% of cases. It's useful to set this to false if you use <a class="normal" href="X3DNodes.TX3DNode.html#VRML1Children">VRML1Children</a> internally, e.g. *Inline nodes.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><a name="DirectEnumerateActive"></a><code>procedure <b>DirectEnumerateActive</b>( Func: <a href="X3DNodes.html#TEnumerateChildrenFunction">TEnumerateChildrenFunction</a>); virtual;</code></td>
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Enumerate all active child nodes of given node.
<p>"Active nodes" are the ones affecting current VRML graph look or collisions, e.g. from Switch node only one child will be enumerated. See <a class="normal" href="X3DNodes.TX3DNode.html#Traverse">Traverse</a> for more precise definition.
<p>"Direct" means that this enumerates only direct descendants, i.e. this is not recursive. See methods like Traverse or <a class="normal" href="X3DNodes.TX3DNode.html#EnumerateNodes">EnumerateNodes</a> if you want recursive behavior.
<p>This can enumerate both <a class="normal" href="X3DNodes.TX3DNode.html#VRML1Children">VRML1Children</a> nodes nodes within <a class="normal" href="X3DNodes.TSFNode.html">TSFNode</a> and <a class="normal" href="X3DNodes.TMFNode.html">TMFNode</a> fields.
<p>Default implementation in this class returns all Children nodes of VRML 1.0. If you need to remove some children for VRML 1.0 (e.g. for Switch or LOD nodes) or add some children for VRML 2.0 you have to override this. You're not required to call inherited when overriding this.</p>
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<td class="itemcode"><a name="DirectEnumerateActiveForTraverse"></a><code>procedure <b>DirectEnumerateActiveForTraverse</b>( Func: <a href="X3DNodes.html#TEnumerateChildrenFunction">TEnumerateChildrenFunction</a>; StateStack: <a href="X3DNodes.TX3DGraphTraverseStateStack.html">TX3DGraphTraverseStateStack</a>); virtual;</code></td>
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Enumerate all active child nodes of given node, and may additionally modify StateStack. It's used by Traverse.
<p>Default implementation in this class simply calls <a class="normal" href="X3DNodes.TX3DNode.html#DirectEnumerateActive">DirectEnumerateActive</a>, ignoring StateStack, and this is suitable for 99% of nodes. However, for some special nodes (only Collision node for now), they have to modify state during traversing into various children, and then they can override this.</p>
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<td class="itemcode"><a name="DirectEnumerateAll"></a><code>procedure <b>DirectEnumerateAll</b>( Func: <a href="X3DNodes.html#TEnumerateChildrenFunction">TEnumerateChildrenFunction</a>);</code></td>
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Simply enumerate all direct descendant nodes. That is, all children in VRML 1.0 style and all nodes in SFNode and MFNode fields. This includes prototype stuff, if this node is expanded from prototype: <a class="normal" href="X3DNodes.TX3DNode.html#PrototypeInstanceSourceNode">PrototypeInstanceSourceNode</a> and <a class="normal" href="X3DNodes.TX3DNode.html#PrototypeInstanceHelpers">PrototypeInstanceHelpers</a>.</p>
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<td class="itemcode"><a name="DirectEnumerate"></a><code>procedure <b>DirectEnumerate</b>( Func: <a href="X3DNodes.html#TEnumerateChildrenFunction">TEnumerateChildrenFunction</a>; OnlyActive: boolean);</code></td>
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This enumerates direct descendant nodes of this node. This is equivalent to <a class="normal" href="X3DNodes.TX3DNode.html#DirectEnumerateActive">DirectEnumerateActive</a> or <a class="normal" href="X3DNodes.TX3DNode.html#DirectEnumerateAll">DirectEnumerateAll</a>, depending on value of OnlyActive param.</p>
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<td class="itemcode"><a name="BeforeTraverse"></a><code>procedure <b>BeforeTraverse</b>(StateStack: <a href="X3DNodes.TX3DGraphTraverseStateStack.html">TX3DGraphTraverseStateStack</a>); virtual;</code></td>
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Override these methods to determine what happens when given node is traversed during Traverse call. The main use of this is to operate on <a class="normal" href="X3DNodes.TX3DGraphTraverseStateStack.html">TX3DGraphTraverseStateStack</a>.
<p>Remember to always call inherited when overriding. In <code>BeforeTraverse</code> and <a class="normal" href="X3DNodes.TX3DNode.html#MiddleTraverse">MiddleTraverse</a> you should call inherited at the beginning, in <a class="normal" href="X3DNodes.TX3DNode.html#AfterTraverse">AfterTraverse</a> inherited should be called at the end.
<p>Besides changing StateStack.Top fields, you can do push/pop on the stack. Remember that if you do StateStack.Push in <code>BeforeTraverse</code>, and then you <i>must call StateStack.Pop in <a class="normal" href="X3DNodes.TX3DNode.html#AfterTraverse">AfterTraverse</a></i>.
<p></p>
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<td class="itemcode"><a name="MiddleTraverse"></a><code>procedure <b>MiddleTraverse</b>(StateStack: <a href="X3DNodes.TX3DGraphTraverseStateStack.html">TX3DGraphTraverseStateStack</a>); virtual;</code></td>
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<td class="itemcode"><a name="AfterTraverse"></a><code>procedure <b>AfterTraverse</b>(StateStack: <a href="X3DNodes.TX3DGraphTraverseStateStack.html">TX3DGraphTraverseStateStack</a>); virtual;</code></td>
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<td class="itemcode"><a name="ParseNodeBodyElement"></a><code>function <b>ParseNodeBodyElement</b>(Lexer: <a href="X3DLexer.TX3DLexer.html">TX3DLexer</a>; Reader: <a href="X3DNodes.TX3DReaderNames.html">TX3DReaderNames</a>; const APositionInParent: Integer): boolean; virtual;</code></td>
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Parse VRML node body element. Usually, this is a field. May also be VRML 1.0 style child node. May also be VRML 2.0 Script node interface declaration, etc. — see VRML 2.0 grammar spec.
<p>This should be overriden to parse special features within particular nodes. While generally VRML is very clean and there's no need to override this, there's one use for this currently:
<p></p>
<ol class="paragraph_spacing">
<li value="1"><p>Since we handle a couple of VRML flavors (at least Inventor, VRML 1.0 and VRML 97), sometimes the same node has different fields to express the same things in various VRML flavors. So it may be useful to parse a field and copy it's value into other fields.
<p>Example: <a class="normal" href="X3DNodes.TShapeHintsNode_1.html">TShapeHintsNode_1</a> in Inventor parses "hints" field, and copies it's value to other fields as appropriate. "hints" field is not exposed in <a class="normal" href="X3DNodes.TShapeHintsNode_1.html">TShapeHintsNode_1</a> interface, so everything is clean in the interface, and under the hood <a class="normal" href="X3DNodes.TShapeHintsNode_1.html">TShapeHintsNode_1</a> can "magically" handle "hints" field for Inventor.</p></li>
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<p>When overriding, always check inherited result first, and exit if inherited handled successfully. Otherwise either read your stuff and return <code>True</code> (Lexer should advance to the position of next "nodeBodyElement"). Or return <code>False</code> without changing Lexer position.</p>
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<td class="itemcode"><a name="ParseAfter"></a><code>procedure <b>ParseAfter</b>(Reader: <a href="X3DNodes.TX3DReaderNames.html">TX3DReaderNames</a>); virtual;</code></td>
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Called at the end of parsing (in both classic and XML encoding).</p>
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<td class="itemcode"><a name="CreateNode"></a><code>procedure <b>CreateNode</b>; virtual;</code></td>
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<td class="itemcode"><a name="FieldOrEvent"></a><code>function <b>FieldOrEvent</b>(const Name: string): <a href="X3DFields.TX3DFieldOrEvent.html">TX3DFieldOrEvent</a>;</code></td>
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Search by name for given field or event (exposed by some field or not).
<p><code>Nil</code> if not found.</p>
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<td class="itemcode"><a name="AnyEvent"></a><code>function <b>AnyEvent</b>(const Name: string): <a href="X3DFields.TX3DEvent.html">TX3DEvent</a>;</code></td>
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Search by name for given event (exposed by some field or not).
<p><code>Nil</code> if not found.</p>
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<td class="itemcode"><a name="VRML1ChildrenCount"></a><code>function <b>VRML1ChildrenCount</b>: integer;</code></td>
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<td class="itemcode"><a name="VRML1ChildAdd"></a><code>procedure <b>VRML1ChildAdd</b>(Index: Integer; child: <a href="X3DNodes.TX3DNode.html">TX3DNode</a>); overload;</code></td>
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Add a VRML 1.0 child node at given position. Index (position) must be in [0..VRML1ChildrenCount]. Items at and above Index position are moved to the right, to insert new child at Index position.</p>
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<td class="itemcode"><a name="VRML1ChildAdd"></a><code>procedure <b>VRML1ChildAdd</b>(child: <a href="X3DNodes.TX3DNode.html">TX3DNode</a>); overload;</code></td>
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Add a VRML 1.0 child node at the end of <a class="normal" href="X3DNodes.TX3DNode.html#VRML1Children">VRML1Children</a> list.</p>
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<td class="itemcode"><a name="VRML1ChildRemove"></a><code>procedure <b>VRML1ChildRemove</b>(i: integer);</code></td>
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<td class="itemcode"><a name="VRML1ChildrenClear"></a><code>procedure <b>VRML1ChildrenClear</b>;</code></td>
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<td class="itemcode"><a name="VRML1ChildExtract"></a><code>function <b>VRML1ChildExtract</b>(I: Integer): <a href="X3DNodes.TX3DNode.html">TX3DNode</a>;</code></td>
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<p>
Remove a VRML 1.0 children at index I and return it (do not free it). Compare this with VRML1Remove, that removes children I and frees it if it's no longer used by anything.
<p>This removes children I, appropriately adjusting all parent / children links, but even if a node is unused after removing, it is not freed. It's always returned.</p>
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<td class="itemcode"><a name="VRML1ParentsCount"></a><code>function <b>VRML1ParentsCount</b>: integer;</code></td>
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<td class="itemcode"><a name="ParentFieldsCount"></a><code>function <b>ParentFieldsCount</b>: Integer;</code></td>
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<td class="itemcode"><a name="FreeRemovingFromAllParents"></a><code>procedure <b>FreeRemovingFromAllParents</b>;</code></td>
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<p>
Free this object (if it's not <code>Nil</code>) <i>also removing it from <b>all</b> parent nodes and fields</i>.
<p>By design, normal destructor (Destroy called by Free) doesn't care about removing references to this object from it's parents. That's because it's the parents that usually initialize freeing of their children, and they free child when it's reference count is 0. So this freeing method is special in this regard.
<p>Use this if you really want to remove all node occurrences from the middle of VRML hierarchy.</p>
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<td class="itemcode"><a name="FreeIfUnused"></a><code>procedure <b>FreeIfUnused</b>;</code></td>
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<p>
Free this node if it is not referenced by any parent fields or nodes. Takes into account that node may have VRML 1.0 parent nodes and VRML 2.0 / X3D parent fields (SFNode or MFNode). This is a safe way of removing a node that may, but doesn't have to, be part of some VRML/X3D graph. The idea is that if a node is a part of some graph, we don't need to do anything (since you should have a reference to the entine graph somewhere anyway), otherwise node is considered unused and freed.
<p>Analogous to standard TObject.Free, this also works when called on a <code>Nil</code> value (does nothing in this case).
<p>For safety, it's advised to set reference to <code>Nil</code> after calling <code>FreeIfUnused</code>. You can use <a class="normal" href="X3DNodes.html#FreeIfUnusedAndNil">FreeIfUnusedAndNil</a> utility for this (that employs a trick to <code>Nil</code> the visible reference even before freeing, which is even safer). This is analogous to standard FreeAndNil.</p>
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<td class="itemcode"><a name="KeepExistingBegin"></a><code>procedure <b>KeepExistingBegin</b>;</code></td>
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<td class="itemcode"><a name="KeepExistingEnd"></a><code>procedure <b>KeepExistingEnd</b>;</code></td>
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<td class="itemcode"><a name="PathFromBaseUrl"></a><code>function <b>PathFromBaseUrl</b>(const RelativePath: string): string;</code></td>
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Returns an absolute path, assuming that RelativePath is relative path from <a class="normal" href="X3DNodes.TX3DNode.html#BaseUrl">BaseUrl</a> or that RelativePath is already absolute.</p>
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<td class="itemcode"><a name="Parse"></a><code>procedure <b>Parse</b>(Lexer: <a href="X3DLexer.TX3DLexer.html">TX3DLexer</a>; Reader: <a href="X3DNodes.TX3DReaderNames.html">TX3DReaderNames</a>); virtual;</code></td>
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<p>
Parse node. This should set values of your fields, VRML 1.0 Children list, <a class="normal" href="X3DNodes.TX3DNode.html#BaseUrl">BaseUrl</a>.
<p>In special cases like <a class="normal" href="X3DNodes.TX3DUnknownNode.html">TX3DUnknownNode</a> this may actually initialize whole Fields list (by VRML 1.0 "fields" extensibility feature).</p>
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<td class="itemcode"><a name="ParseXML"></a><code>procedure <b>ParseXML</b>(Element: TDOMElement; Reader: <a href="X3DNodes.TX3DReaderNames.html">TX3DReaderNames</a>);</code></td>
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<p>
Parse node body, i.e. mainly node's fields.</p>
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<td class="itemcode"><a name="Create"></a><code>constructor <b>Create</b>(const ANodeName: string = ''; const ABaseUrl: string = ''); virtual;</code></td>
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Constructor. Initializes various properties:
<p></p>
<ul class="paragraph_spacing">
<li><p><a class="normal" href="X3DNodes.TX3DNode.html#NodeName">NodeName</a>, <a class="normal" href="X3DNodes.TX3DNode.html#BaseUrl">BaseUrl</a> are initialized directly from given parameters.</p></li>
<li><p>The <a class="normal" href="X3DNodes.TX3DNode.html#Fields">Fields</a>, <a class="normal" href="X3DNodes.TX3DNode.html#Events">Events</a> lists are filled in every descendant, to have all the fields/events defined by the specification.</p></li>
<li><p><a class="normal" href="X3DNodes.TX3DNode.html#DefaultContainerField">DefaultContainerField</a>, and other node-specific stuff, is filled in descendants. This is actually implemented in <a class="normal" href="X3DNodes.TX3DNode.html#CreateNode">CreateNode</a>, that is called at the end of this constructor.</p></li>
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<td class="itemcode"><a name="Destroy"></a><code>destructor <b>Destroy</b>; override;</code></td>
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<td class="itemcode"><a name="NodeTypeName"></a><code>function <b>NodeTypeName</b>: string; virtual;</code></td>
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Node type name in VRML/X3D. Never empty. Constant for the class lifetime (even for special <a class="normal" href="X3DNodes.TX3DUnknownNode.html">TX3DUnknownNode</a> and <a class="normal" href="X3DNodes.TX3DPrototypeNode.html">TX3DPrototypeNode</a>, where this is calculated at runtime).
<p>Note that VRML/X3D is generally case-sensitive, so this property is too.
<p>In <a class="normal" href="X3DNodes.TX3DNode.html">TX3DNode</a>, this returns <a class="normal" href="X3DNodes.TX3DNode.html#ClassNodeTypeName">ClassNodeTypeName</a>, which is suitable for most nodes. See <a class="normal" href="X3DNodes.TX3DNode.html#ClassNodeTypeName">ClassNodeTypeName</a>.</p>
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<td class="itemcode"><a name="ClassNodeTypeName"></a><code>class function <b>ClassNodeTypeName</b>: string; virtual;</code></td>
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Node type name in VRML/X3D, for this class. Normal VRML/X3D node classes should override this to return something non-empty, and then <a class="normal" href="X3DNodes.TX3DNode.html#NodeTypeName">NodeTypeName</a> automatically will return the same value.
<p>Empty for classes that don't have a hardcoded VRML/X3D node name, like a special <a class="normal" href="X3DNodes.TX3DUnknownNode.html">TX3DUnknownNode</a>. Such special classes should override then <a class="normal" href="X3DNodes.TX3DNode.html#NodeTypeName">NodeTypeName</a> to return actual non-empty name there.
<p>You usually should call <a class="normal" href="X3DNodes.TX3DNode.html#NodeTypeName">NodeTypeName</a>. The only use of this method is that it works on classes (it's "class function"), without needing at actual instance.</p>
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<td class="itemcode"><a name="Traverse"></a><code>procedure <b>Traverse</b>( NodeClass: <a href="X3DNodes.html#TX3DNodeClass">TX3DNodeClass</a>; TraversingFunc: <a href="X3DNodes.html#TTraversingFunc">TTraversingFunc</a>);</code></td>
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Traverse all the nodes of VRML graph that are active.
<p>An "active" part of the VRML graph are the nodes that actually change what the VRML file represents, in terms of geometry, collision detection etc. For example, the Switch node has only one child usually active. Nodes that merely influence the active graph by some events and routes do not have to be active (these nodes may change what the VRML file actually represents, but only by changing other nodes).
<p>For all nodes of NodeClass TraversingFunc will be called.
<p>Traverse not only enumerates these nodes, it also collects all state (transformation, etc — see <a class="normal" href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a>) that affects how given node should be presented.
<p>Also, TraversingInfo is passed to each TraversingFunc call. This allows you to investigate, during TraversingFunc call, the parents hierarchy (you can't use <a class="normal" href="X3DNodes.TX3DNode.html#VRML1Parents">VRML1Parents</a> / <a class="normal" href="X3DNodes.TX3DNode.html#ParentFields">ParentFields</a> of the current node, since a node may have many parents). Traverse calls are naturally recursive, and so the stack of TraversingInfo structures is naturally build and destroyed by recursive calls. For the root node (the one where you called Traverse without specifying initial TraversingInfo), ParentInfo is simply <code>Nil</code>.
<p>The scheme of how Traverse works:
<p></p>
<pre class="preformatted">
BeforeTraverse;
TraverseIntoChildren := true;
if Self is NodeClass then TraversingFunc (Self, State, TraverseIntoChildren);
MiddleTraverse;
if TraverseIntoChildren is still true then
for all children returned by DirectEnumerateActive
call their Traverse(State);
AfterTraverse;
Add Self to State.LastNodes (for VRML 1.0 state nodes, see
TraverseStateLastNodesClasses);
</pre>
<p>
<p>Note: setting <a class="normal" href="X3DNodes.TX3DNode.html#TraverseIntoChildren">TraverseIntoChildren</a> to false means that some part of the tree is explicitly omitted from traversing. Use this only if you know what you're doing, as for some nodes they actually affect their parents too (for example, chilren within VRML 1.0 Group affect other nodes too; global lights within VRML >= 2.0 affect all nodes; and so on...). Usually, you will use this only for separator-like nodes (for VRML >= 2.0, all Group, Transform, Switch etc. act like separators), and only when you will somehow traverse into these nodes anyway.
<p>We guarantee that <a class="normal" href="X3DNodes.TX3DNode.html#AfterTraverse">AfterTraverse</a> will be called if <a class="normal" href="X3DNodes.TX3DNode.html#BeforeTraverse">BeforeTraverse</a> was called and finished (that is, <a class="normal" href="X3DNodes.TX3DNode.html#AfterTraverse">AfterTraverse</a> is called in the <code>finally..end</code>).
<p>During traversing, you can only modify the children (direct or not) nodes of the current node.</p>
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<td class="itemcode"><a name="TraverseInternal"></a><code>procedure <b>TraverseInternal</b>(StateStack: <a href="X3DNodes.TX3DGraphTraverseStateStack.html">TX3DGraphTraverseStateStack</a>; NodeClass: <a href="X3DNodes.html#TX3DNodeClass">TX3DNodeClass</a>; TraversingFunc: <a href="X3DNodes.html#TTraversingFunc">TTraversingFunc</a>; ParentInfo: <a href="X3DNodes.html#PTraversingInfo">PTraversingInfo</a>);</code></td>
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Like <a class="normal" href="X3DNodes.TX3DNode.html#Traverse">Traverse</a>, but it takes explicit starting state stack and starting ParentInfo. Not generally useful, use only for special purposes.</p>
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<td class="itemcode"><a name="TraverseIntoChildren"></a><code>procedure <b>TraverseIntoChildren</b>(StateStack: <a href="X3DNodes.TX3DGraphTraverseStateStack.html">TX3DGraphTraverseStateStack</a>; NodeClass: <a href="X3DNodes.html#TX3DNodeClass">TX3DNodeClass</a>; TraversingFunc: <a href="X3DNodes.html#TTraversingFunc">TTraversingFunc</a>; ParentInfo: <a href="X3DNodes.html#PTraversingInfo">PTraversingInfo</a>);</code></td>
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Like <a class="normal" href="X3DNodes.TX3DNode.html#Traverse">Traverse</a>, but only enters children. This does the job of Traverse normally omitted if your <a class="normal" href="X3DNodes.TX3DNode.html#Traverse">Traverse</a> callback returns <code>TraverseIntoChildren</code> = <code>False</code>. Using this method, you can traverse into children explicitly from your callback.</p>
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<td class="itemcode"><a name="EnumerateNodes"></a><code>procedure <b>EnumerateNodes</b>( proc: <a href="X3DNodes.html#TX3DNodeProc">TX3DNodeProc</a>; OnlyActive: boolean); overload;</code></td>
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<p>
Enumerate all our children of some class. Recursively. Enumerates also this instance (Self), if it satisfies the NodeClass and SeekNodeName conditions.
<p>This enumerates both VRML 1.0 children (<a class="normal" href="X3DNodes.TX3DNode.html#VRML1Children">VRML1Children</a>) as well as VRML >= 2.0 (including X3D) children (nodes in <a class="normal" href="X3DNodes.TSFNode.html">TSFNode</a> and <a class="normal" href="X3DNodes.TMFNode.html">TMFNode</a> fields).
<p>If OnlyActive then it will enumerate only active parts of the graph ("active" as defined by <a class="normal" href="X3DNodes.TX3DNode.html#Traverse">Traverse</a>), so it will work as a simpler version of Traverse (simpler, because it doesn't track any state).
<p>If not OnlyActive then it will simply enumerate all nodes. This will include then also prototype helpers, if this node was expanded from prototype: see <a class="normal" href="X3DNodes.TX3DNode.html#PrototypeInstanceSourceNode">PrototypeInstanceSourceNode</a> and <a class="normal" href="X3DNodes.TX3DNode.html#PrototypeInstanceHelpers">PrototypeInstanceHelpers</a>.
<p>If you give SeekNodeName parameter, we'll only look for nodes with <a class="normal" href="X3DNodes.TX3DNode.html#NodeName">NodeName</a> = SeekNodeName. When SeekNodeName = '' it, consistently, looks for unnamed nodes (where <a class="normal" href="X3DNodes.TX3DNode.html#NodeName">NodeName</a> = '').
<p>Enumerates children only after enumerating Self. So you can modify children before enumerating them in the Proc callback. You can only modify your children in the Proc callback.
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<td class="itemcode"><a name="EnumerateNodes"></a><code>procedure <b>EnumerateNodes</b>(nodeClass: <a href="X3DNodes.html#TX3DNodeClass">TX3DNodeClass</a>; proc: <a href="X3DNodes.html#TX3DNodeProc">TX3DNodeProc</a>; OnlyActive: boolean); overload;</code></td>
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<td class="itemcode"><a name="EnumerateNodes"></a><code>procedure <b>EnumerateNodes</b>(nodeClass: <a href="X3DNodes.html#TX3DNodeClass">TX3DNodeClass</a>; const SeekNodeName: string; proc: <a href="X3DNodes.html#TX3DNodeProc">TX3DNodeProc</a>; OnlyActive: boolean); overload;</code></td>
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<td class="itemcode"><a name="TryFindNodeByName"></a><code>function <b>TryFindNodeByName</b>(FindClass: <a href="X3DNodes.html#TX3DNodeClass">TX3DNodeClass</a>; const FindName: string; OnlyActive: boolean): <a href="X3DNodes.TX3DNode.html">TX3DNode</a>;</code></td>
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<code>TryFindNodeByName</code> and <a class="normal" href="X3DNodes.TX3DNode.html#TryFindNode">TryFindNode</a> seek for a node with given class (and node name, in case of <code>TryFindNodeByName</code>). If OnlyActive then they seek among only active nodes ("active" as defined by <a class="normal" href="X3DNodes.TX3DNode.html#Traverse">Traverse</a>), otherwise all nodes.
<p>These functions are quite like <a class="normal" href="X3DNodes.TX3DNode.html#EnumerateNodes">EnumerateNodes</a>, except they stop at the first occurrence and return it.
<p><code>TryFindNodeByName</code> and <a class="normal" href="X3DNodes.TX3DNode.html#TryFindNode">TryFindNode</a> return <code>Nil</code> if such node is not found. <a class="normal" href="X3DNodes.TX3DNode.html#FindNodeByName">FindNodeByName</a> and <a class="normal" href="X3DNodes.TX3DNode.html#FindNode">FindNode</a> raise exception <a class="normal" href="X3DFields.EX3DNotFound.html">EX3DNotFound</a> in this case. </p>
<h6 class="description_section">Exceptions raised</h6>
<dl class="exceptions_raised">
<dt><a class="normal" href="X3DFields.EX3DNotFound.html">EX3DNotFound</a></dt>
<dd><a class="normal" href="X3DNodes.TX3DNode.html#FindNodeByName">FindNodeByName</a> and <a class="normal" href="X3DNodes.TX3DNode.html#FindNode">FindNode</a> raise this exception when node is not found.</dd>
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<td class="itemcode"><a name="FindNodeByName"></a><code>function <b>FindNodeByName</b>(FindClass: <a href="X3DNodes.html#TX3DNodeClass">TX3DNodeClass</a>; const FindName: string; OnlyActive: boolean): <a href="X3DNodes.TX3DNode.html">TX3DNode</a>;</code></td>
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<td class="itemcode"><a name="TryFindNode"></a><code>function <b>TryFindNode</b>(FindClass: <a href="X3DNodes.html#TX3DNodeClass">TX3DNodeClass</a>; OnlyActive: boolean): <a href="X3DNodes.TX3DNode.html">TX3DNode</a>;</code></td>
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<td class="itemcode"><a name="FindNode"></a><code>function <b>FindNode</b>(FindClass: <a href="X3DNodes.html#TX3DNodeClass">TX3DNodeClass</a>; OnlyActive: boolean): <a href="X3DNodes.TX3DNode.html">TX3DNode</a>;</code></td>
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<td class="itemcode"><a name="TryFindNodeState"></a><code>function <b>TryFindNodeState</b>( NodeClass: <a href="X3DNodes.html#TX3DNodeClass">TX3DNodeClass</a>; out Node: <a href="X3DNodes.TX3DNode.html">TX3DNode</a>; out State: <a href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a>): boolean;</code></td>
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Find the first node with given class (NodeClass), return it's state or just transformation. Similar to <a class="normal" href="X3DNodes.TX3DNode.html#Traverse">Traverse</a>, but stops as soon as the given node is found.
<p>Returns <code>False</code> when not found ("out" parametrs Node, State and Transform are undefined then). </p>
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<td class="itemcode"><a name="TryFindNodeTransform"></a><code>function <b>TryFindNodeTransform</b>( NodeClass: <a href="X3DNodes.html#TX3DNodeClass">TX3DNodeClass</a>; out Node: <a href="X3DNodes.TX3DNode.html">TX3DNode</a>; out Transform: <a href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a>; out TransformScale: Single): boolean;</code></td>
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<td class="itemcode"><a name="TryFindParentByName"></a><code>function <b>TryFindParentByName</b>(const FindName: string): <a href="X3DNodes.TX3DNode.html">TX3DNode</a>;</code></td>
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<p>
Seeks Self and parent nodes (from <a class="normal" href="X3DNodes.TX3DNode.html#VRML1Parents">VRML1Parents</a> and <a class="normal" href="X3DNodes.TX3DNode.html#ParentFields">ParentFields</a>, recursively) for given node name.
<p>In other words, this is similar to TryNodeByName or NodeByName, but it goes "upward" in graph hierarchy. Note that this never restricts itself only to "active" graph part ("active" as defined by <a class="normal" href="X3DNodes.TX3DNode.html#Traverse">Traverse</a>) because you really can't detect what is the "active" part of the graph when going upward.
<p>
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<h6 class="description_section">Exceptions raised</h6>
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<dt><a class="normal" href="X3DFields.EX3DNotFound.html">EX3DNotFound</a></dt>
<dd><a class="normal" href="X3DNodes.TX3DNode.html#FindParentByName">FindParentByName</a> raises this exception when node is not found.</dd>
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<td class="itemcode"><a name="FindParentByName"></a><code>function <b>FindParentByName</b>(const FindName: string): <a href="X3DNodes.TX3DNode.html">TX3DNode</a>;</code></td>
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<td class="itemcode"><a name="HasParent"></a><code>function <b>HasParent</b>(Node: <a href="X3DNodes.TX3DNode.html">TX3DNode</a>): boolean;</code></td>
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Looks for a given Node in parents (and self), recursively. Similar to <a class="normal" href="X3DNodes.TX3DNode.html#TryFindParentByName">TryFindParentByName</a>. Returns <code>True</code> only if found.</p>
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<td class="itemcode"><a name="TryFindDirectParentByName"></a><code>function <b>TryFindDirectParentByName</b>(const FindName: string): <a href="X3DNodes.TX3DNode.html">TX3DNode</a>;</code></td>
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<p>
Search immediate parents of this node for a node with given FindName. Returns <code>Nil</code> if not found.</p>
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<td class="itemcode"><a name="IsNodePresent"></a><code>function <b>IsNodePresent</b>(Node: <a href="X3DNodes.TX3DNode.html">TX3DNode</a>; OnlyActive: boolean): boolean;</code></td>
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<p>
Looks for a given node in our children (direct and not, including self). If OnlyActive, then only active parts are searched ("active" as defined by <a class="normal" href="X3DNodes.TX3DNode.html#Traverse">Traverse</a>).</p>
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<td class="itemcode"><a name="NodesCount"></a><code>function <b>NodesCount</b>(NodeClass: <a href="X3DNodes.html#TX3DNodeClass">TX3DNodeClass</a>; CountOnlyActiveNodes: boolean): integer;</code></td>
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<p>
Count the occurrences of given node class in our children. For example, you can pass NodeClass = <a class="normal" href="X3DNodes.TAbstractLightNode.html">TAbstractLightNode</a> to count the light sources in the scene.
<p>If CountOnlyActiveNodes, then only active parts are searched ("active" as defined by <a class="normal" href="X3DNodes.TX3DNode.html#Traverse">Traverse</a>).
<p>This traverses both VRML 1.0 children nodes and VRML 2.0 nodes inside SFNode and MFNode fields.</p>
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<td class="itemcode"><a name="SaveToStream"></a><code>procedure <b>SaveToStream</b>(Writer: <a href="X3DFields.TX3DWriter.html">TX3DWriter</a>); override;</code></td>
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Save node to a stream. Saves everything, including node name, node type, and node contents.</p>
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<td class="itemcode"><a name="VRML1StateNode"></a><code>class function <b>VRML1StateNode</b>(out StateNode: <a href="X3DNodes.html#TVRML1StateNode">TVRML1StateNode</a>): boolean;</code></td>
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Do the nodes of (exactly) this class should be included in VRML 1.0 state (see <a class="normal" href="X3DNodes.TX3DGraphTraverseState.html#LastNodes">TX3DGraphTraverseState.LastNodes</a>).</p>
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<td class="itemcode"><a name="ForVRMLVersion"></a><code>class function <b>ForVRMLVersion</b>(const Version: <a href="X3DNodes.html#TX3DVersion">TX3DVersion</a>): boolean; virtual;</code></td>
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<p>
Some nodes are present only in specific VRML/X3D version. This functions decides it.
<p>For example some nodes can only work in VRML < 2.0, some others only in VRML >= 2.0. There are even some pairs of nodes: for example <a class="normal" href="X3DNodes.TConeNode_1.html">TConeNode_1</a> works with VRML < 2.0, <a class="normal" href="X3DNodes.TConeNode.html">TConeNode</a> works with VRML >= 2.0.
<p><a class="normal" href="X3DNodes.html#NodesManager">NodesManager</a> will use this.
<p>Default implementation of this function returns always <code>True</code>. Generally, I don't try to set this too aggresively — in other words, for all cases when it's sensible, I allow nodes to be used in every VRML/X3D version, even when official specification doesn't. This means that when reading VRML 1.0 files actually a large part of VRML 2.0 is allowed too, and also while reading VRML 2.0 many constructs from VRML 1.0 (officially no longer present in VRML 2.0) are allowed too. I'm trying to support what I call a "sum of VRML 1.0 and 2.0".
<p>In practice I only use this function when various VRML/X3D versions specify the same node name but
<p></p>
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<li><p>With different fields.
<p>For example Cone and Cylinder have slightly different fields, due to the fact that VRML 2.0 resigned from using <a class="normal" href="X3DFields.TSFBitMask.html">TSFBitMask</a> fields.</p></li>
<li><p>With different behavior.
<p>For example definitions of Sphere for VRML 1.0 and 2.0 are practically equal. However, the behavior from where to take texture and material info is different — in VRML 1.0 we take last Texture2, Material etc. nodes, while in VRML 2.0 we look in parent Shape's "appearance" field. So once again two different Sphere classes are needed.</p></li>
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<td class="itemcode"><a name="EnumerateReplaceChildren"></a><code>function <b>EnumerateReplaceChildren</b>( Func: <a href="X3DNodes.html#TEnumerateReplaceNodesFunction">TEnumerateReplaceNodesFunction</a>): Cardinal;</code></td>
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<p>
Enumerates all children nodes (recursively), allowing you to decide for each node to replace or remove it.
<p>So this is something like <a class="normal" href="X3DNodes.TX3DNode.html#EnumerateNodes">EnumerateNodes</a>, except that it allows you to remove the nodes. It always enumerates all nodes, not only active (e.g. it enumerates all Switch node children, not only the chosen one).
<p>Note that (unlike regular <a class="normal" href="X3DNodes.TX3DNode.html#EnumerateNodes">EnumerateNodes</a>) <b>this doesn't report Self to Func !</b>. Which is natural, since this may remove nodes by normal <a class="normal" href="X3DNodes.TX3DNode.html#VRML1ChildRemove">VRML1ChildRemove</a> calls, so it needs to know ParentNode of the removed node.
<p>For each node Func will be called, with ParentNode and Node set. If you change the Node to something else, then the old node will be removed and new Node inserted in the same place. If new Node is <code>Nil</code>, then only the old node will be removed.
<p>Nodes are traversed in depth-first search. Node is first reported to Func, and then (if it's not replaced) we descend into this Node.
<p></p>
<h6 class="description_section">Returns</h6>
<p class="return">The number of removed (and possibly replaced) nodes.</p></td></tr>
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<td class="itemcode"><a name="RemoveChildrenWithMatchingName"></a><code>function <b>RemoveChildrenWithMatchingName</b>( const Wildcard: string; IgnoreCase: Boolean): Cardinal;</code></td>
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<p>
Removes all children (and their children, recursively) with node names matchig Wildcard. You can use * and ? special chars in the Wildcard. </p>
<h6 class="description_section">Returns</h6>
<p class="return">The number of removed nodes.</p></td></tr>
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<td class="itemcode"><a name="DeepCopy"></a><code>function <b>DeepCopy</b>: <a href="X3DNodes.TX3DNode.html">TX3DNode</a>;</code></td>
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<p>
Create a deep copy of this node and all it's children.
<p>New copy is completely independent from original, having all children nodes (in both VRML 1.0 sense (Children) and VRML >= 2.0 (inside SFNode and MFNode fields)) also duplicated. New copy has protypes, routes, interface declarations and generally everything established like in the original, using copied nodes.
<p>Doesn't copy things which are dependent on container hierarchy. (So copying them would be more dangerous than useful.) This means: <a class="normal" href="X3DNodes.TX3DNode.html#DestructionNotifications">DestructionNotifications</a>, Scene, <a class="normal" href="X3DNodes.TX3DNode.html#VRML1Parents">VRML1Parents</a>, <a class="normal" href="X3DNodes.TX3DNode.html#ParentFields">ParentFields</a>. <a class="normal" href="X3DNodes.TX3DNode.html#VRML1Parents">VRML1Parents</a> and <a class="normal" href="X3DNodes.TX3DNode.html#ParentFields">ParentFields</a> will be set for children anyway (to appropriate copies).
<p>Caller owns this newly created copy — as returned by this method, it's not linked anywhere.</p>
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<td class="itemcode"><a name="URNMatching"></a><code>class function <b>URNMatching</b>(const URN: string): boolean; virtual;</code></td>
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Should we use this node when URN is required by EXTERNPROTO ?
<p>Implementors note: in this class, this returns <code>False</code>. You can use constants like <a class="normal" href="X3DNodes.html#URNVRML97Nodes">URNVRML97Nodes</a> and <a class="normal" href="X3DNodes.html#URNKambiNodes">URNKambiNodes</a> to help implementing this.</p>
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<td class="itemcode"><a name="PostAddInterfaceDeclaration"></a><code>procedure <b>PostAddInterfaceDeclaration</b>(IDecl: <a href="X3DNodes.TX3DInterfaceDeclaration.html">TX3DInterfaceDeclaration</a>); virtual;</code></td>
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This will be always called by VRML parsers after adding new item to our <a class="normal" href="X3DNodes.TX3DNode.html#InterfaceDeclarations">InterfaceDeclarations</a>.
<p>In this class, this simply adds IDecl.FieldOrEvent to our normal fields/events by IDecl.AddFieldOrEvent. You may override this in subclasses to react in some special way to new fields/events, for example Script node may register here to receive notification when input event is received.</p>
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<td class="itemcode"><a name="AddCustomField"></a><code>procedure <b>AddCustomField</b>(Field: <a href="X3DFields.TX3DField.html">TX3DField</a>; const Exposed: boolean = false);</code></td>
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<p>
Add to node <a class="normal" href="X3DNodes.TX3DNode.html#InterfaceDeclarations">InterfaceDeclarations</a> given field. Sets the field's exposed to given Exposed parameter, for comfort. This should only be used with nodes having <a class="normal" href="X3DNodes.TX3DNode.html#HasInterfaceDeclarations">HasInterfaceDeclarations</a> = <code>True</code>, like Script or ComposedShader.</p>
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<td class="itemcode"><a name="NiceName"></a><code>function <b>NiceName</b>: string;</code></td>
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<p>
Nice and concise node description for user. Shows node type and name.</p>
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<h3 class="detail">Properties</h3>
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<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><a name="CDataField"></a><code>property <b>CDataField</b>: <a href="X3DFields.TMFString.html">TMFString</a> read FCDataField write FCDataField;</code></td>
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<p>
The field where CDATA section from XML is added. Used when loading X3D in XML encoding: XML elements may contain CDATA sections, that are added to "url" field. See X3D XML encoding specification about "Encapsulating Script node code" [<a href="http://www.web3d.org/x3d/specifications/ISO-IEC-19776-1.2-X3DEncodings-XML/Part01/concepts.html#EncapsulatingScriptNodeCode">http://www.web3d.org/x3d/specifications/ISO-IEC-19776-1.2-X3DEncodings-XML/Part01/concepts.html#EncapsulatingScriptNodeCode</a>]. We also allow this for shader nodes (sensible (follows the intention of the spec) and compatible with InstantReality).
<p>When not assigned, then CDATA section for this node is not allowed.
<p>This should be set in descendants constructor.</p>
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<td class="itemcode"><a name="Fields"></a><code>property <b>Fields</b>: <a href="X3DFields.TX3DFieldList.html">TX3DFieldList</a> read FFields;</code></td>
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<p>
Node fields.
<p>For normal nodes, all Fields are created and added to Fields list in constructor. Fields default values are set, and of course current field values are set to these defaults. Later, we only modify these fields current values (e.g. when parsing).
<p>However, there are special node classes that set their Fields differently. <a class="normal" href="X3DNodes.TX3DPrototypeNode.html">TX3DPrototypeNode</a> has their fields set according to it's VRML 2.0 prototype. <a class="normal" href="X3DNodes.TX3DUnknownNode.html">TX3DUnknownNode</a> may have it's fields set by VRML 1.0 "fields" feature (so it's Fields are initialized by parsing it).
<p>Nodes with <a class="normal" href="X3DNodes.TX3DNode.html#HasInterfaceDeclarations">HasInterfaceDeclarations</a> have some Fields and Events added when reading node.
<p>All fields on this list are owned by this object.</p>
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<td class="itemcode"><a name="Events"></a><code>property <b>Events</b>: <a href="X3DFields.TX3DEventList.html">TX3DEventList</a> read FEvents;</code></td>
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<p>
Explicit events (that is, not exposed by some field) of this node. For exposed events, see each field's property ExposedEvents.</p>
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<td class="itemcode"><a name="VRML1Children"></a><code>property <b>VRML1Children</b> [i:integer]: <a href="X3DNodes.TX3DNode.html">TX3DNode</a> read GetVRML1Child write SetVRML1Child;</code></td>
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<p>
VRML 1.0 children nodes. These are nodes directly specified inside a VRML 1.0 node, they don't belong to any node field. (In VRML 1.0, there was no SFNode / MFNode fields.)
<p>In VRML 2.0, this is always empty.
<p>VRML 1.0 nodes may have any number of children. The children nodes refer back to it's parent nodes in <a class="normal" href="X3DNodes.TX3DNode.html#VRML1Parents">VRML1Parents</a> list. When travelling over VRML/X3D graph, remember that cycles are possible, because of DEF/USE. Obviously, they possible when travelling along the <a class="normal" href="X3DNodes.TX3DNode.html#VRML1Parents">VRML1Parents</a> list. We currently assume that there are no cycles when we treat the graph as directed, but it may change one day (some VRML/X3D models create real cycles).
<p>Adding/removing stuff from the <code>VRML1Children</code> list keeps track of how many times a node is used. If the child node has no parents, it will be freed. Actually, nodes can be children of both nodes (VRML 1.0 style, then <code>VRML1Children</code> and <a class="normal" href="X3DNodes.TX3DNode.html#VRML1Parents">VRML1Parents</a> is used) or fields (<a class="normal" href="X3DNodes.TMFNode.html">TMFNode</a> or <a class="normal" href="X3DNodes.TSFNode.html">TSFNode</a>, in VRML 2.0 style; then <a class="normal" href="X3DNodes.TX3DNode.html#ParentFields">ParentFields</a> is used). So the node is freed only when it's not referenced by any node and not referenced by any field. Generally, it's the parent that takes care of reference-counting and freeing the children, not the other way around.
<p>Note that given node instance may be a children of a single node multiple times, through DEF/USE mechanism. The order of children is important and preserved. (On the other hand, the order of <a class="normal" href="X3DNodes.TX3DNode.html#VRML1Parents">VRML1Parents</a> is not important, as that list is mostly for reference-counting.)
<p>You can replace one children with another like <code><code>VRML1Children</code>[I] := NewChildren;</code>. This works like a shortcut for <code><a class="normal" href="X3DNodes.TX3DNode.html#VRML1ChildRemove">VRML1ChildRemove</a>(I); <a class="normal" href="X3DNodes.TX3DNode.html#VRML1ChildAdd">VRML1ChildAdd</a>(I, NewChildren);</code>. But 1. it's more efficient; 2. it's safer — if Children[I] is already equal to NewChildren, it does nothing.
<p></p>
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<td class="itemcode"><a name="VRML1Parents"></a><code>property <b>VRML1Parents</b> [i:integer]: <a href="X3DNodes.TX3DNode.html">TX3DNode</a> read GetVRML1Parent;</code></td>
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<p>
VRML 1.0 parent nodes. <code>VRML1Parents</code> is a reverse of <a class="normal" href="X3DNodes.TX3DNode.html#VRML1Children">VRML1Children</a> — it lists all the nodes where we are on <a class="normal" href="X3DNodes.TX3DNode.html#VRML1Children">VRML1Children</a> list.
<p></p>
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<td class="itemcode"><a name="ParentFields"></a><code>property <b>ParentFields</b>[Index:Integer]: <a href="X3DFields.TX3DField.html">TX3DField</a> read GetParentFieldsItem;</code></td>
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<p>
This lists all SFNode and MFNode fields where this node is referenced. This is somewhat analogous for <a class="normal" href="X3DNodes.TX3DNode.html#VRML1Parents">VRML1Parents</a>, but for VRML 2.0.
<p><a class="normal" href="X3DNodes.TX3DNode.html#ParentFieldsNode">ParentFieldsNode</a> is just for your comfort, it returns always appropriate field's ParentNode property value (i.e. <code>(ParentField[Index] as <a class="normal" href="X3DNodes.TSFNode.html">TSFNode</a>).ParentNode</code> or <code>(ParentField[Index] as <a class="normal" href="X3DNodes.TMFNode.html">TMFNode</a>).ParentNode</code>).
<p></p>
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<td class="itemcode"><a name="ParentFieldsNode"></a><code>property <b>ParentFieldsNode</b>[Index:Integer]: <a href="X3DNodes.TX3DNode.html">TX3DNode</a>
read GetParentFieldsNodeItem;</code></td>
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<td class="itemcode"><a name="KeepExisting"></a><code>property <b>KeepExisting</b>: Cardinal read FKeepExisting write FKeepExisting;</code></td>
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<p>
Increase <code>KeepExisting</code> property value to disable automatic freeing of the node when unused. This may be useful in cases when you remove the node from VRML graph hierarchy, but you want to keep a valid reference to it anyway (for example, maybe you'll free it later by hand or add it somewhere else).
<p>Simple methods <a class="normal" href="X3DNodes.TX3DNode.html#KeepExistingBegin">KeepExistingBegin</a> and <a class="normal" href="X3DNodes.TX3DNode.html#KeepExistingEnd">KeepExistingEnd</a> simply increase / decrease <code>KeepExisting</code> value by 1. This is the most usual usage.
<p></p>
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<td class="itemcode"><a name="NodeName"></a><code>property <b>NodeName</b>: string read fNodeName write FNodeName;</code></td>
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<p>
Name of this node. When saving/loading, this comes from VRML/X3D "DEF" construct. Empty value means that the name is not defined.
<p>Do not change it during loading / saving or searching.</p>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="BaseUrl"></a><code>property <b>BaseUrl</b>: string read FBaseUrl write FBaseUrl;</code></td>
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<p>
Base URL for all URLs inside our fields. Used everywhere as a base for relative URLs, to handle fields that refer to external files like textures, other 3D models (ImageTexture, Inline nodes, many others).
<p>It must be an absolute URL. Currently, it doesn't have to contain a protocol, and is then interpreted as a path on local filesystem (just like it had <a href="file://">file://</a> prefix). Still, it must be an absolute path.
<p>This is set in constructor, and eventually adjusted by various parsing routines. This way we could, if only we would like to, resolve nodes like Inline or ImageTexture immediately after parsing them.</p>
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<td class="itemcode"><a name="WWWBasePath"></a><code>property <b>WWWBasePath</b>: string read FBaseUrl write FBaseUrl; deprecated;</code></td>
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<p class="hint_directive">Warning: this symbol is deprecated.</p><p>
Old deprecated name for <a class="normal" href="X3DNodes.TX3DNode.html#BaseUrl">BaseUrl</a>. </p>
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<td class="itemcode"><a name="Prototypes"></a><code>property <b>Prototypes</b>: <a href="X3DNodes.TX3DPrototypeBaseList.html">TX3DPrototypeBaseList</a> read FPrototypes;</code></td>
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<td class="itemcode"><a name="Routes"></a><code>property <b>Routes</b>: <a href="X3DNodes.TX3DRouteList.html">TX3DRouteList</a> read FRoutes;</code></td>
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<td class="itemcode"><a name="ImportsList"></a><code>property <b>ImportsList</b>: <a href="X3DFields.TX3DFileItemList.html">TX3DFileItemList</a> read FImportsList;</code></td>
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<td class="itemcode"><a name="ExportsList"></a><code>property <b>ExportsList</b>: <a href="X3DFields.TX3DFileItemList.html">TX3DFileItemList</a> read FExportsList;</code></td>
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<td class="itemcode"><a name="PrototypeInstance"></a><code>property <b>PrototypeInstance</b>: boolean read FPrototypeInstance;</code></td>
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<p>
<code>PrototypeInstance</code> = <code>True</code> indicates that this node was created from a non-external prototype instantiation.
<p>Then <a class="normal" href="X3DNodes.TX3DNode.html#PrototypeInstanceSourceNode">PrototypeInstanceSourceNode</a> is non-nil and indicates parsed prototype node (and PrototypeInstanceSourceNode.Prototype gives you even a link to the actual prototype specification).
<p><a class="normal" href="X3DNodes.TX3DNode.html#PrototypeInstanceSourceNode">PrototypeInstanceSourceNode</a> is used for events: any ROUTEs specified <i>outside</i> of prototype and leading to/from instantiated prototype should actually lead to <a class="normal" href="X3DNodes.TX3DNode.html#PrototypeInstanceSourceNode">PrototypeInstanceSourceNode</a> events (not to events of Self). Reason: prototype events may be different than actual expanded node events, and ROUTEs want to lead to prototype events. This is implemented when expanding prototype (<a class="normal" href="X3DNodes.TX3DPrototypeNode.html#Instantiate">TX3DPrototypeNode.Instantiate</a>) and when linking ROUTE (<a class="normal" href="X3DNodes.TX3DRoute.html#SetSource">TX3DRoute.SetSource</a>, <a class="normal" href="X3DNodes.TX3DRoute.html#SetDestination">TX3DRoute.SetDestination</a>).
<p><a class="normal" href="X3DNodes.TX3DNode.html#PrototypeInstanceHelpers">PrototypeInstanceHelpers</a> may be <code>Nil</code> if empty, or may contain a list of other nodes duplicated along with the main prototype node. From VRML spec:
<p></p>
<pre class="preformatted">
Any other nodes and accompanying scene graphs
are not part of the transformation hierarchy, but may be referenced
by ROUTE statements or Script nodes in the prototype definition.</pre>
<p>
<p>Note that for <a class="normal" href="X3DNodes.TX3DPrototypeNode.html">TX3DPrototypeNode</a> (within <a class="normal" href="X3DNodes.TX3DNode.html#PrototypeInstanceSourceNode">PrototypeInstanceSourceNode</a>) these have a little different meaning: they describe the <i>nested prototype</i>, if any, that was used to create this node. This may happen if the node was expanded from one prototype within another. (Usually, you shouldn't be concerned about this; see <a class="normal" href="X3DNodes.TX3DPrototypeNode.html#Instantiate">TX3DPrototypeNode.Instantiate</a> implementation comments for gory details about this.)
<p></p>
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<td class="itemcode"><a name="PrototypeInstanceSourceNode"></a><code>property <b>PrototypeInstanceSourceNode</b>: <a href="X3DNodes.TX3DPrototypeNode.html">TX3DPrototypeNode</a>
read FPrototypeInstanceSourceNode;</code></td>
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<td class="itemcode"><a name="PrototypeInstanceHelpers"></a><code>property <b>PrototypeInstanceHelpers</b>: <a href="X3DNodes.TX3DNode.html">TX3DNode</a> read FPrototypeInstanceHelpers;</code></td>
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<td class="itemcode"><a name="DefaultContainerField"></a><code>property <b>DefaultContainerField</b>: string
read FDefaultContainerField write FDefaultContainerField;</code></td>
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<p>
Default value of "containerField" attribute for this node in X3D XML encoding.</p>
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<td class="itemcode"><a name="HasInterfaceDeclarations"></a><code>property <b>HasInterfaceDeclarations</b>: <a href="X3DNodes.html#TX3DAccessTypes">TX3DAccessTypes</a>
read FHasInterfaceDeclarations
write SetHasInterfaceDeclarations default [];</code></td>
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<p>
For some special VRML / X3D nodes (like Script, ComposedShader) that allow the definition of additional fields/events within.
<p>In X3D specification this is marked like
<p></p>
<pre class="preformatted">
# And any number of:
fieldType [in] fieldName
fieldType [in,out] fieldName initialValue
fieldType [out] fieldName
fieldType [] fieldName initialValue
</pre>
<p>
<p>If <code>HasInterfaceDeclarations</code> is not [], then <a class="normal" href="X3DNodes.TX3DNode.html#InterfaceDeclarations">InterfaceDeclarations</a> will be non-nil and parser (classic VRML parser in this unit, X3D XML reader too) will read this from VRML files. Moreover, for each interface declaration, also appropriate field/event will be added to the list of <a class="normal" href="X3DNodes.TX3DNode.html#Fields">Fields</a> or <a class="normal" href="X3DNodes.TX3DNode.html#Events">Events</a>, so fields/events created by interface declarations will function just like other standard fields everywhere.
<p></p>
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<td class="itemcode"><a name="InterfaceDeclarations"></a><code>property <b>InterfaceDeclarations</b>: <a href="X3DNodes.TX3DInterfaceDeclarationList.html">TX3DInterfaceDeclarationList</a>
read FInterfaceDeclarations;</code></td>
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<td class="itemcode"><a name="DestructionNotifications"></a><code>property <b>DestructionNotifications</b>: <a href="X3DNodes.TNodeDestructionNotificationList.html">TNodeDestructionNotificationList</a>
read FDestructionNotifications;</code></td>
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<p>
Functions registered here will be called when this <a class="normal" href="X3DNodes.TX3DNode.html">TX3DNode</a> descendant will be destroyed.</p>
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<td class="itemcode"><a name="Scene"></a><code>property <b>Scene</b>: <a href="X3DNodes.TX3DEventsEngine.html">TX3DEventsEngine</a> read FScene write FScene;</code></td>
</tr>
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<p>
Scene that will be notified about changes to this node. This is necessary to allow the scene to properly process VRML/X3D events, and also to react properly to any other changes to the nodes (like when you change some field directly by ObjectPascal code, e.g. by <a class="normal" href="X3DFields.TX3DField.html#Send">TX3DField.Send</a>).
<p>May be <code>Nil</code> if none.
<p>A given <a class="normal" href="X3DNodes.TX3DNode.html">TX3DNode</a> may be renderable only by a single renderer. This means it can be placed only within one <a class="normal" href="CastleScene.TCastleScene.html">TCastleScene</a> or one <a class="normal" href="CastlePrecalculatedAnimation.TCastlePrecalculatedAnimation.html">TCastlePrecalculatedAnimation</a> (nothing else gives you a renderer).
<p>A given <a class="normal" href="X3DNodes.TX3DNode.html">TX3DNode</a> may be placed inside many <a class="normal" href="CastleSceneCore.TCastleSceneCore.html">TCastleSceneCore</a> instances (including <a class="normal" href="CastleScene.TCastleScene.html">TCastleScene</a>). But if more than one scene is used, then all the scenes must be static (<a class="normal" href="CastleSceneCore.TCastleSceneCore.html#ProcessEvents">TCastleSceneCore.ProcessEvents</a> = false and <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#Static">TCastleSceneCore.Static</a> = true). Static scenes are ones that never change, that is never have any <a class="normal" href="CastleSceneCore.TCastleSceneCore.html#ChangedField">TCastleSceneCore.ChangedField</a> called. This means that events processing is disabled, and also other dynamic scene changes from code are disallowed.
<p>These two rules are both at action when you think about a node inside many <a class="normal" href="CastleScene.TCastleScene.html">TCastleScene</a> instances. In this case, all such scene instances must be created with the same renderer (hence the need for <a class="normal" href="CastleScene.TCastleScene.html#CreateCustomRenderer">TCastleScene.CreateCustomRenderer</a>) and all must be static. This is actually exactly how <a class="normal" href="CastlePrecalculatedAnimation.TCastlePrecalculatedAnimation.html">TCastlePrecalculatedAnimation</a> works: it internally creates a single renderer and a series of <a class="normal" href="CastleScene.TCastleScene.html">TCastleScene</a> instances.</p>
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<td class="itemcode"><a name="ShapeTrees"></a><code>property <b>ShapeTrees</b>: TObject read FShapeTrees write FShapeTrees;</code></td>
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<p>
Managed and used by <a class="normal" href="CastleSceneCore.TCastleSceneCore.html">TCastleSceneCore</a> to keep TShapeTreesList for every <a class="normal" href="X3DNodes.ITransformNode.html">ITransformNode</a>.</p>
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