x_ite 4.7.5 → 4.7.6
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/.vscode/launch.json +15 -0
- package/.vscode/settings.json +1 -3
- package/README.md +1 -1
- package/dist/example.html +2 -2
- package/dist/x_ite.css +2 -2
- package/dist/x_ite.js +66 -18
- package/dist/x_ite.min.js +13 -13
- package/dist/x_ite.zip +0 -0
- package/docs/Custom-Shaders.md +165 -174
- package/docs/What's-New.md +38 -6
- package/docs/_config.yml +1 -1
- package/docs/index.md +3 -3
- package/package.json +9 -4
- package/src/tests.js +1 -0
- package/src/x_ite/Browser/VERSION.js +1 -1
- package/src/x_ite/Components/Grouping/Switch.js +1 -1
- package/src/x_ite/Components/Lighting/DirectionalLight.js +1 -1
- package/src/x_ite/Components/Navigation/Collision.js +1 -1
- package/src/x_ite/Components/Navigation/LOD.js +1 -1
- package/src/x_ite/Components/Rendering/X3DGeometryNode.js +25 -11
- package/src/x_ite/Components/Rendering/X3DLineGeometryNode.js +35 -1
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@@ -0,0 +1,15 @@
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{
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// Verwendet IntelliSense zum Ermitteln möglicher Attribute.
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// Zeigen Sie auf vorhandene Attribute, um die zugehörigen Beschreibungen anzuzeigen.
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// Weitere Informationen finden Sie unter https://go.microsoft.com/fwlink/?linkid=830387
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"version": "0.2.0",
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"configurations": [
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{
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"type": "pwa-chrome",
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"request": "launch",
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"name": "Launch Chrome against localhost",
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"url": "http://localhost/src/x_ite.html",
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"webRoot": "${workspaceFolder}"
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}
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]
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}
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package/.vscode/settings.json
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package/README.md
CHANGED
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@@ -9,7 +9,7 @@
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9
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Introduction
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--------------------------------------
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X_ITE is an X3D JavaScript WebGL Browser. It is a full standard X3D WebGL browser for all major web browsers.
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X_ITE is an X3D JavaScript WebGL Browser. It is a full standard X3D WebGL browser for all major web browsers, which also can be used as a VRML viewer.
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For more information and live preview please have a look at the [Home Page](https://create3000.github.io/x_ite/).
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package/dist/example.html
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@@ -2,8 +2,8 @@
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<html>
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<head>
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<meta charset="utf-8"/>
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<link rel="stylesheet" type="text/css" href="https://create3000.github.io/code/x_ite/4.7.
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<script type="text/javascript" src="https://create3000.github.io/code/x_ite/4.7.
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<link rel="stylesheet" type="text/css" href="https://create3000.github.io/code/x_ite/4.7.6/dist/x_ite.css"/>
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<script type="text/javascript" src="https://create3000.github.io/code/x_ite/4.7.6/dist/x_ite.min.js"></script>
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<style>
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X3DCanvas {
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width: 1000px;
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package/dist/x_ite.css
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@@ -1,4 +1,4 @@
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/* X_ITE v4.7.
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/* X_ITE v4.7.6-1127 */
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@charset "utf-8";
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@import url(https://fonts.googleapis.com/css?family=PT+Sans:400,400italic,700,700italic);
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X3DCanvas .x_ite-private-splash-screen {
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@@ -315,7 +315,7 @@ X3DCanvas #context-menu-layer {
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z-index: 0 !important;
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}
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.x_ite-private-menu.x_ite-private-menu-title:before {
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content: "X_ITE Browser v4.7.
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content: "X_ITE Browser v4.7.6";
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display: block;
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padding: 4px 32px 4px 8px;
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font-weight: bold;
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package/dist/x_ite.js
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/* X_ITE v4.7.
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/* X_ITE v4.7.6-1127 */
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(function () {
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@@ -24858,7 +24858,7 @@ function (SFBool,
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define ('x_ite/Browser/VERSION',[],function ()
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{
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return "4.7.
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return "4.7.6";
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});
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/* -*- Mode: JavaScript; coding: utf-8; tab-width: 3; indent-tabs-mode: tab; c-basic-offset: 3 -*-
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@@ -70351,7 +70351,7 @@ function (Fields,
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backMaterialNode = appearanceNode .backMaterialNode,
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frontShaderNode = appearanceNode .shaderNode || materialNode .getShader (context .browser, context .shadow);
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if (this .solid || !backMaterialNode ||
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if (this .solid || !backMaterialNode || frontShaderNode .wireframe)
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{
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this .displayGeometry (gl, context, appearanceNode, frontShaderNode, true, true);
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}
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// Draw depending on wireframe, solid and transparent.
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if (
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if (shaderNode .wireframe)
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{
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//
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// Points and Wireframes.
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-
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-
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if (shaderNode .primitiveMode === gl .POINTS)
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{
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gl .drawArrays (shaderNode .primitiveMode, 0, this .vertexCount);
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}
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else
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{
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for (let i = 0, length = this .vertexCount; i < length; i += 3)
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gl .drawArrays (shaderNode .primitiveMode, i, 3);
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}
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}
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else
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{
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// Render back.
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if (back)
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if (back && !this .solid)
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{
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gl .cullFace (gl .FRONT);
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gl .drawArrays (shaderNode .primitiveMode, 0, this .vertexCount);
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backMaterialNode = appearanceNode .backMaterialNode,
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frontShaderNode = appearanceNode .shaderNode || materialNode .getShader (context .browser, context .shadow);
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if (this .solid || !backMaterialNode ||
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if (this .solid || !backMaterialNode || frontShaderNode .wireframe)
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{
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this .displayParticlesGeometry (gl, context, appearanceNode, frontShaderNode, true, true, particles, numParticles);
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}
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if (shaderNode .wireframe)
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{
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//
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// Points and Wireframes.
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for (let p = 0; p < numParticles; ++ p)
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{
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shaderNode .setParticle (gl, particle, modelViewMatrix);
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if (shaderNode .primitiveMode === gl .POINTS)
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{
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gl .drawArrays (shaderNode .primitiveMode, 0, this .vertexCount);
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}
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else
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{
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for (let i = 0, length = this .vertexCount; i < length; i += 3)
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gl .drawArrays (shaderNode .primitiveMode, i, 3);
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}
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}
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}
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else
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gl .enable (gl .CULL_FACE);
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if (back)
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if (back && !this .solid)
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{
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gl .cullFace (gl .FRONT);
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gl .drawArrays (shaderNode .primitiveMode, 0, this .vertexCount);
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{
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return false;
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},
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transfer: function ()
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{
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// Line stipple support.
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if (this .getGeometryType () === 1)
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{
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const
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texCoords = this .getTexCoords (),
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vertices = this .getVertices ();
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this .getMultiTexCoords () .push (texCoords);
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for (let i = 0, length = vertices .length; i < length; i += 8)
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{
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texCoords .push (vertices [i],
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vertices [i + 1],
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vertices [i + 2],
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vertices [i + 3],
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vertices [i],
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vertices [i + 1],
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vertices [i + 2],
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vertices [i + 3]);
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}
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texCoords .shrinkToFit ();
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}
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X3DGeometryNode .prototype .transfer .call (this);
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},
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display: function (gl, context)
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{
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try
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if (this .colorMaterial)
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shaderNode .enableColorAttribute (gl, this .colorBuffer);
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if (this .getMultiTexCoords () .length)
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shaderNode .enableTexCoordAttribute (gl, this .texCoordBuffers, true);
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shaderNode .enableVertexAttribute (gl, this .vertexBuffer);
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// Wireframes are always solid so only one drawing call is needed.
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if (this .colorMaterial)
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shaderNode .disableColorAttribute (gl);
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if (this .getMultiTexCoords () .length)
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shaderNode .disableTexCoordAttribute (gl);
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shaderNode .disable (gl);
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if (blendModeNode)
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this .addType (X3DConstants .DirectionalLight);
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if (executionContext .getSpecificationVersion ()
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if (executionContext .getSpecificationVersion () === "2.0")
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this .global_ = true;
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}
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this .addType (X3DConstants .Switch);
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if (executionContext .getSpecificationVersion ()
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if (executionContext .getSpecificationVersion () === "2.0")
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this .addAlias ("choice", this .children_);
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this .childNode = null;
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this .addType (X3DConstants .Collision);
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if (executionContext .getSpecificationVersion ()
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if (executionContext .getSpecificationVersion () === "2.0")
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this .addAlias ("collide", this .enabled_); // VRML2
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}
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this .addType (X3DConstants .LOD);
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if (executionContext .getSpecificationVersion ()
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if (executionContext .getSpecificationVersion () === "2.0")
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this .addAlias ("level", this .children_); // VRML2
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this .center_ .setUnit ("length");
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