Castle Game Engine: X3DNodes: Class TX3DPrototypeBase

# Class TX3DPrototypeBase
Description | Hierarchy | Fields | Methods | Properties
## Unit X3DNodes ## Declaration `type TX3DPrototypeBase = class(TX3DFileItem)` ## Description no description available, TX3DFileItem description follows Base class for any item within VRML/X3D file: a node, a field, a route, a prototype etc. We need a common base class for all such things to store PositionInParent. About ancestry: TX3DFieldOrEvent make use of Assign mechanism and so need to descend from TPersistent. TX3DNode make use of interfaces and so must descend from something like TNonRefCountedInterfacedXxx. These are the only reasons, for now, why this descends from TNonRefCountedInterfacedPersistent. ## Hierarchy TPersistent TNonRefCountedInterfacedPersistent TX3DFileItem TX3DPrototypeBase ## Overview ### Methods
| `constructor Create;`
| `destructor Destroy; override;`
| `procedure Parse(Lexer: TX3DLexer; Reader: TX3DReaderNames); virtual; abstract;`
| `procedure ParseXML(Element: TDOMElement; Reader: TX3DReaderNames); virtual; abstract;`
### Properties
| `property Name: string read FName write FName;`
| `property InterfaceDeclarations: TX3DInterfaceDeclarationList read FInterfaceDeclarations;`
| `property BaseUrl: string read FBaseUrl write FBaseUrl;`
## Description ### Methods
| `constructor Create;`
| `destructor Destroy; override;`
| `procedure Parse(Lexer: TX3DLexer; Reader: TX3DReaderNames); virtual; abstract;`
Parse prototype, and add it to Names.Prototypes. Adds to `Names` by `Names.Prototypes.Bind(Self)`.
| `procedure ParseXML(Element: TDOMElement; Reader: TX3DReaderNames); virtual; abstract;`
### Properties
| `property Name: string read FName write FName;`
| `property InterfaceDeclarations: TX3DInterfaceDeclarationList read FInterfaceDeclarations;`
| `property BaseUrl: string read FBaseUrl write FBaseUrl;`
The base URL path used to resolve urls inside. For now, used by EXTERNPROTO urls. See TX3DNode.BaseUrl for more comments.
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