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 |