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addChild

Usage

-- Lingo syntax

member(whichCastmember).node(whichParentNode).addChild(member\

(whichCastmember).node(whichChildNode) {,#preserveWorld})

// JavaScript syntax

member(whichCastmember).node(whichParentNode).addChild(member\

(whichCastmember).node(whichChildNode) {,symbol(preserveWorld)})

Description

3D command; adds a node to the list of children of another node, and removes it from the list of

children of its former parent.

An equivalent to this method would be to set the parent property of the child node to the

parent node.

Parameters

addMemberRef Required. A reference to the cast member that contains the node to add.

addNodeRef Required. A reference to the node to add. This node can be a model, group, camera,

or light.

symPreserveParentOrWorld Optional. A reference to the camera to add to the list of cameras

for the sprite. Valid values are #preserveWorld or #preserveParent. When the child is added

with #preserveParent specified, the parent-relative transform of the child remains unchanged

and the child jumps to that transform in the space of its new parent. The child’s world transform

is recalculated. When the child is added with #preserveWorld specified, the world transform of

the child remains unchanged and the child does not jump to its transform in the space of its new

parent. Its parent-relative transform is recalculated.

234 Chapter 12: Methods

Example

This statement adds the model named Tire to the list of children of the model named Car.

-- Lingo syntax

member("3D").model("Car").addChild(member("3D").model("Tire"))

// JavaScript syntax

member("3D").model("Car").addChild(member("3D").model("Tire"));

This statement adds the model named Bird to the list of children of the camera named

MyCamera and uses the #preserveWorld argument to maintain Bird’s world position.

-- Lingo syntax

member("3D").camera("MyCamera").addChild(member("3D").model

("Bird"), #preserveWorld)

// JavaScript syntax

member("3D").camera("MyCamera").addChild(member("3D").model

("Bird"), symbol("preserveWorld"));

 

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