MoveOperator

Introduced

v5.0

Categories

operator

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:

Description:

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:

Description:

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