Castle Game Engine: X3DNodes: Class TSwitchNode

# Class TSwitchNode
Description | Hierarchy | Fields | Methods | Properties
## Unit X3DNodes ## Declaration `type TSwitchNode = class(TAbstractX3DGroupingNode)` ## Description Switch node. Compatibility node: this class is used for both VRML 97 and X3D. Although field name changed for X3D (in VRML 97, "children" was called "choice"), this is handled seamlessly using our TX3DFieldOrEvent.AddAlternativeField mechanism. In other words, programmer simply works with FdChildren field, and when reading/writing VRML file we take care to actually use either "children" or "choice" name, depending on used VRML version. ## Hierarchy TPersistent TNonRefCountedInterfacedPersistent TX3DFileItem TX3DNode TAbstractNode TAbstractChildNode TAbstractGroupingNode TAbstractX3DGroupingNode TSwitchNode ## Overview ### Methods
| `procedure DirectEnumerateActive( Func: TEnumerateChildrenFunction); override;`
| `procedure CreateNode; override;`
| `class function ClassNodeTypeName: string; override;`
| `class function ForVRMLVersion(const Version: TX3DVersion): boolean; override;`
| `class function URNMatching(const URN: string): boolean; override;`
| `function TransformationChange: TNodeTransformationChange; override;`
### Properties
| `property FdWhichChoice: TSFInt32 read FFdWhichChoice;`
## Description ### Methods
| `procedure DirectEnumerateActive( Func: TEnumerateChildrenFunction); override;`
| `procedure CreateNode; override;`
| `class function ClassNodeTypeName: string; override;`
| `class function ForVRMLVersion(const Version: TX3DVersion): boolean; override;`
| `class function URNMatching(const URN: string): boolean; override;`
| `function TransformationChange: TNodeTransformationChange; override;`
### Properties
| `property FdWhichChoice: TSFInt32 read FFdWhichChoice;`
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