Castle Game Engine: X3DNodes: Class TX3DUnknownNode

# Class TX3DUnknownNode
Description | Hierarchy | Fields | Methods | Properties
## Unit X3DNodes ## Declaration `type TX3DUnknownNode = class(TX3DNode)` ## Description Not recognized VRML/X3D node type. Used for nodes found when parsing VRML/X3D file that are not implemented. `TX3DUnknownNode` is parsed (in classic VRML encoding) in a special way, to be able to omit it gracefully. While such "unknown" node doesn't really do match in our graph, it works correctly with VRML/X3D DEF/USE mechanism. Never instantiate this class by a standard constructor. Always use CreateUnknown constructor, this way we can safely assume that NodeTypeName is always correctly set. ## Hierarchy TPersistent TNonRefCountedInterfacedPersistent TX3DFileItem TX3DNode TX3DUnknownNode ## Overview ### Methods
| `function DeepCopyCreate(CopyState: TX3DNodeDeepCopyState): TX3DNode; override;`
| `function NodeTypeName: string; override;`
| `procedure Parse(Lexer: TX3DLexer; Reader: TX3DReaderNames); override;`
| `constructor Create(const ANodeName: string; const ABaseUrl: string); override;`
| `constructor CreateUnknown(const ANodeName, ABaseUrl: string; const ANodeTypeName :string);`
## Description ### Methods
| `function DeepCopyCreate(CopyState: TX3DNodeDeepCopyState): TX3DNode; override;`
| `function NodeTypeName: string; override;`
| `procedure Parse(Lexer: TX3DLexer; Reader: TX3DReaderNames); override;`
| `constructor Create(const ANodeName: string; const ABaseUrl: string); override;`
base Create will throw exception. Always use CreateUnknown*
| `constructor CreateUnknown(const ANodeName, ABaseUrl: string; const ANodeTypeName :string);`
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