v5.0
Adds members to a group.
You can add objects in branch mode, so that properties assigned to
the group are inherited by the objects and their children. For
example, if you have a hierarchy A->B->C and you add object A
to a group in branch mode, then any material assigned to the group
applies not only to A but also to B and C.
You can use Group.IsMember to
check if an object is a branch member of a group. To change the
branch setting of a group member, you have to remove the object and
then add it back to the group.
Note: Use AddToPartition to add members
to a Partition Group.
Boolean Group.AddMember( Object in_member, Boolean in_bBranchMember ); |
oBoolean = Group.AddMember( NewMember, [BranchMember] ); |
Boolean
True if the members were added successfully, and False
otherwise.
| Parameter | Type | Description |
|---|---|---|
| NewMember | XSICollection or SceneItem | Members to add. |
| BranchMember | Boolean | True to add objects in branch mode.
Default Value: False |
NewScene(null, false );
var a = ActiveSceneRoot.AddGeometry( "Cube", "MeshSurface", "A");
a.length.value = 2;
var b = a.AddGeometry("Cube", "MeshSurface", "B");
b.length.value = 2;
Translate( b, 5 );
var c = b.AddGeometry("Cube", "MeshSurface", "C");
c.length.value = 2;
Translate( c, 5 );
// create group
var group = ActiveSceneRoot.AddGroup();
// add members to group
group.AddMember( a, true );
group.AddMember( b, false );
logmessage( "number of members : " + group.members.Count );
// determine which members were added in branch
for ( var i = 0; i < group.members.count; i++ )
{
var member = group.members(i);
var bBranchMember = group.members(i).BranchFlag ? "true" : "false";
logmessage( member + " branch member " + bBranchMember );
}
logmessage( "Extended group members = " + group.expandedmembers.getastext() );
//INFO : number of members : 2
//INFO : A branch member true
//INFO : B branch member false
//INFO : Extended group members = A,B,C
|