Castle Game Engine: X3DNodes: Class TX3DExport

# Class TX3DExport
Description | Hierarchy | Fields | Methods | Properties
## Unit X3DNodes ## Declaration `type TX3DExport = 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 TX3DExport ## Overview ### Fields
| `ExportedNodeName: string;`
| `ExportedNodeAlias: string;`
### Methods
| `procedure Parse(Lexer: TX3DLexer; Reader: TX3DReaderNames);`
| `procedure ParseXML(Element: TDOMElement; Reader: TX3DReaderNames);`
| `procedure SaveToStream(Writer: TX3DWriter); override;`
| `function DeepCopy(CopyState: TX3DNodeDeepCopyState): TX3DExport;`
## Description ### Fields
| `ExportedNodeName: string;`
| `ExportedNodeAlias: string;`
### Methods
| `procedure Parse(Lexer: TX3DLexer; Reader: TX3DReaderNames);`
| `procedure ParseXML(Element: TDOMElement; Reader: TX3DReaderNames);`
Parse the EXPORT declaration (XML encoding). Given Element here must have TagName = 'EXPORT'.
| `procedure SaveToStream(Writer: TX3DWriter); override;`
| `function DeepCopy(CopyState: TX3DNodeDeepCopyState): TX3DExport;`
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