Returns the branch flag using one of the siBranchFlag enum values. The branch flag
indicates whether an object was added to a Group or to the Selection in branch mode.
Note: Four different hierarchical levels are actually recognized:
NODE, BRANCH, TREE, and MODEL (see Dealing with
Hierarchy). However, this property always returns the siBranch value when tested on
items that are selected or added to a group in BRANCH, TREE, or
MODEL mode.
// get accessor siBranchFlag rtn = ProjectItem.BranchFlag; // set accessor ProjectItem.BranchFlag = siBranchFlag; |
# # This example demonstrates how to test each selected item to see whether # it is selected in branch (BRANCH/TREE/MODEL) or not. # from win32com.client import constants as cns app = Application # Create a bunch of objects for selection tests app.NewScene("", 0) app.CreatePrim("Disc", "MeshSurface") app.CreatePrim("Torus", "MeshSurface") app.CreatePrim("Grid", "MeshSurface") app.CreatePrim("Sphere", "MeshSurface") app.CreatePrim("Cube", "MeshSurface") app.CreatePrim("Cone", "MeshSurface") # Select a number of objects with different hierarchical levels app.SelectObj("disc", "BRANCH") app.AddToSelection("torus", "TREE") app.AddToSelection("grid", "NODE") app.AddToSelection("sphere", "MODEL") app.AddToSelection("cube") for sel in app.Selection : strResults = "" if sel.BranchFlag == 0 : strResults = "siNode" elif sel.BranchFlag == 1 : strResults = "siBranch" elif sel.BranchFlag == 3 : strResults = "siUnspecified" else : strResults = "<unrecognized value>" app.LogMessage( sel.FullName + ".BranchFlag == " + strResults ) # Expected results: # INFO : disc.BranchFlag == siBranch # INFO : torus.BranchFlag == siBranch # INFO : grid.BranchFlag == siNode # INFO : sphere.BranchFlag == siBranch # INFO : cube.BranchFlag == siNode |
var xsi = Application; NewScene( null, false ); var a = xsi.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 = xsi.ActiveSceneRoot.AddGroup(); // Add members to group group.AddMember( a, true ); group.AddMember( b, false ); xsi.LogMessage( "Number of group members : " + group.members.Count ); // Determine which members were added in branch mode for ( var i=0; i<group.Members.Count; i++ ) { var member = group.Members(i); var bBranchMember = group.Members(i).BranchFlag ? "true" : "false"; xsi.LogMessage( member + " added in branch mode? " + bBranchMember ); } // Expected results: //INFO : Number of group members : 2 //INFO : A added in branch mode? true //INFO : B added in branch mode? false |