Extract names, before destructing this object. This method can be used only right before calling the destructor. It copies the prototype and exported names list (names visible from the outside), and sets them to Nil (to avoid releasing them at destruction).
This is a list without duplicates with all currently known node names. Objects[] of this list point to actual TX3DNode instances. If many instances had the same NodeName, only the last instance will be referenced here, following VRML spec (last DEF takes precedence).
Internal notes: ParseNode doesn't modify this, only TX3DNode.Parse can do this.
The nodes on this list are "bound" to their aliases, as this is the name under which they are visible in the current namespace. Alias is the identifier after the "AS" keyword in the "IMPORT" declaration (or, if no "AS xxx" clause was present, then alias is just the name under which node was exported).
The nodes on this list are "bound" to their aliases, as this is the name under which they are visible for the outside VRML scenes (that can import these nodes). Alias is the identifier after the "AS" keyword in "EXPORT" declaration (or, if no "AS xxx" clause, then alias is just normal node name).
The mechanism is that when you load an Inline node, the resulting "Exported" nodes (from the namespace within the Inline) get added to this "Importable" list. Then the "IMPORT" clause in this namespace can make "Importable" nodes into actually "Imported".
This is a list with strings representing Inline node names (there's no way to IMPORT from unnamed Inline nodes). Objects[] of this list are instances of TX3DNodeNames corresponding to exported names within the inline.