Castle Game Engine: X3DNodes: Class TX3DPrototype

# Class TX3DPrototype
Description | Hierarchy | Fields | Methods | Properties
## Unit X3DNodes ## Declaration `type TX3DPrototype = class(TX3DPrototypeBase)` ## Description no description available, TX3DPrototypeBase description follows 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 TX3DPrototype ## Overview ### Methods
| `destructor Destroy; override;`
| `procedure Parse(Lexer: TX3DLexer; Reader: TX3DReaderNames); override;`
| `procedure ParseXML(Element: TDOMElement; Reader: TX3DReaderNames); override;`
| `procedure SaveToStream(Writer: TX3DWriter); override;`
### Properties
| `property Node: TX3DRootNode read FNode;`
## Description ### Methods
| `destructor Destroy; override;`
| `procedure Parse(Lexer: TX3DLexer; Reader: TX3DReaderNames); override;`
| `procedure ParseXML(Element: TDOMElement; Reader: TX3DReaderNames); override;`
| `procedure SaveToStream(Writer: TX3DWriter); override;`
### Properties
| `property Node: TX3DRootNode read FNode;`
Prototype contents: all nodes, prototypes, routes defined inside.
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