MoveOperator

Introduced

5.0

Description

Moves an operator up, down, or to the top of the specified object's operator stack.

Scripting Syntax

    MoveOperator( Object, OperatorToMove, MoveAction, [OperatorReference], [MoveDirection] )

Parameters

Parameter | Type | Description
Object | String | Specifies the object to be modified
OperatorToMove | String | Specifies the operator to be moved
MoveAction | Integer | Specifies where the operator will be moved: on top, or before/after the reference operator. Note: Operators writing to the object cannot be moved on top (top is read only). Default Value: 0 Possible Values: • 0: Move to the top of the operator stack, above all operators. • 1: Move just before the reference operator. • 2: Move just after the reference operator.
OperatorReference | String | Specifies the reference operator. This parameter is ignored if MoveTargetType=0.
MoveDirection | Integer | Specifies which direction the operator is allowed to move: up, down, or in any direction within the object's operator stack. Default Value: 0 Possible Values: • 0: Move the operator in any operator stack direction, up or down. • 1: Move the operator only upward in the operator stack. • 2: Move the operator only downward in the operator stack.

Examples

JScript Example

    /*
       This JScript example creates several operators and then moves
       them in the stack using the several options of MoveOperator.
    */
    NewScene(null, null);

    Sphere = CreatePrim("Sphere", "MeshSurface", null, null);

    //Generate a subdivided sphere from this one
    MeshSubdivideWithCenter(null, "sphere", null, siPersistentOperation, siKeepGenOpInputs);
    GeneratorOp = GetValue("polymsh.polymsh.MeshSubdivideWithCenter");

    //Create a twist operator in modeling construction mode
    TwistOp = ApplyOp("Twist", Sphere, 3, siPersistentOperation, null, 0);

    //Create a bend operator in animation construction mode
    BendOp = ApplyOp("Bend", Sphere, 3, siPersistentOperation, null, 2);

    SpherePrim = Sphere.ActivePrimitive;

    //Move the twist operator after the bend operator.
    //If we restrict the movement to "downward" only, it will do nothing,
    //since the bendop is over the twistop in the stack:
    MoveOperator(SpherePrim, TwistOp, 2 /*after*/, BendOp, 2/*downward only*/);

    //If we restrict the movement to "upward", however, it is fine:
    MoveOperator(SpherePrim, TwistOp, 2 /*after*/, BendOp, 1/*upward only*/);

    //Move the generator at the top of the stack, so the
    //generated object inherits from deforms that are in the
    //animation region of the input sphere:
    MoveOperator(SpherePrim, GeneratorOp, 0 /*on top*/, "", 0/*any direction*/);

See Also

MoveOperatorBefore | MoveOperatorAfter | ChangeGeneratorInputReadPosition

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