v3.0
Resets the Selection to contain any objects that are constrained to the specified or selected object.
SelectConstrainedObjects( [ConstrainingObj] ); |
Parameter | Type | Description |
---|---|---|
ConstrainingObj | String or X3DObject | Object which is constraining other objects
Default Value: Current selection |
/* This example demonstrates the SelectConstrainingObjects and SelectConstrainedObjects commands. */ NewScene( null, false ) ; var oRoot0 = Create2DSkeleton( 0, -0.2, 3.0, 0, 2, 0.2, 0, 90, 0, 4 ); var oRoot1 = Create2DSkeleton( 0, -1, 2.0, 0, 4, 0.1, 0, 90, 0, 4 ) ; var oCube = ActiveSceneRoot.AddGeometry( "Cube", "MeshSurface" ) ; // Constrain both skeletons to the cube ApplyCns( "Position",oRoot0.Effector, oCube ) ; ApplyCns( "Position",oRoot1.Effector, oCube ) ; // Give the constrained object, select its constrainer SelectConstrainingObjects( oRoot1.Effector ) // Expect "cube" Logmessage( Selection.GetAsText() ) ; // Give the Constrainer select the constrained objects SelectConstrainedObjects( oCube ) ; // Expect "eff1,eff" LogMessage( Selection.GetAsText() ) ; |