v4.0
Sets or returns the script code used by the runtime custom operator implementation as a
String.
Note: This can be used for either runtime (when the definition of the custom operator
is contained within the scene and not saved on file) or for SPDL-based scripted operators.
However, if you use this on a custom operator which is compiled, an empty string is returned.
This property is not meaningful for Self-installed Custom Operators.
You can read this property from within the update function of a custom operator but setting
this property is blocked.
// get accessor String rtn = CustomOperator.Code; // set accessor CustomOperator.Code = String; |
NewScene( null, false ); var null1 = GetPrim("null"); var sop = null1.posx.AddScriptedOp( MyExpr_Update.toString(), null1.posy, "MyExpr", "JScript" ); // Log the evaluated of posx val = GetValue(null1.posx,1); Application.LogMessage( "first evaluated value " + val ); var code = sop.code; // Change the code var re = /ctx.CurrentFrame/g; sop.Code = code.replace( re, "2" ); // Change the input value SetValue( null1.posy, 100 ); // Log the new evaluated of posx val = GetValue( "null.kine.local.posx" ); Application.LogMessage( "new evaluated value " + val ); function MyExpr_Update(ctx,out,in1) { Application.LogMessage( "MyExpr_Update: " + out.name ); out.Value = ctx.CurrentFrame; } |