Castle Game Engine: X3DNodes: Class TX3DNodeClassesList

# Class TX3DNodeClassesList
Description | Hierarchy | Fields | Methods | Properties
## Unit X3DNodes ## Declaration `type TX3DNodeClassesList = class(TList)` ## Description ## Hierarchy TList TX3DNodeClassesList ## Overview ### Methods
| `procedure AssignArray( const AItemsArray: array of TX3DNodeClass);`
| `function IndexOf(NodeClass: TX3DNodeClass): Integer; overload;`
| `function IndexOf(Node: TX3DNode): Integer; overload;`
| `function IndexOfAnyAncestor(Node: TX3DNode): Integer;`
| `procedure Add(Value: TX3DNodeClass);`
| `procedure AddRegisteredImplementing(Interf: TGUID);`
### Properties
| `property Items[Index:Integer]: TX3DNodeClass read GetItems write SetItems;`
## Description ### Methods
| `procedure AssignArray( const AItemsArray: array of TX3DNodeClass);`
| `function IndexOf(NodeClass: TX3DNodeClass): Integer; overload;`
| `function IndexOf(Node: TX3DNode): Integer; overload;`
Equivalent to `IndexOf`(NodeClass.ClassType), taking care of necessary typecasts.
| `function IndexOfAnyAncestor(Node: TX3DNode): Integer;`
Looks for a node class that is ancestor of given Node, in other words that satisfies the `Node is Items[Result]` condition. Contrast this with IndexOf method, which looks only for an exact class match. Returns -1 if not found.
| `procedure Add(Value: TX3DNodeClass);`
| `procedure AddRegisteredImplementing(Interf: TGUID);`
Add all node classes registered in NodesManager that implement given interface Interf.
### Properties
| `property Items[Index:Integer]: TX3DNodeClass read GetItems write SetItems;`
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