CustomOperator.Debug
 
 
 

CustomOperator.Debug operator

Introduced

v4.0

Description

Sets or returns the debug flags defined by the custom operator as a Long. When the value is not zero Softimage will log extra information about the operator's evaluation.

Note: You can read this property from within the update function of a custom operator but setting this property is blocked.

C# Syntax

// get accessor
Int32 rtn = CustomOperator.Debug;
// set accessor
CustomOperator.Debug = Int32;

Examples

JScript Example

/*
         This example illustrates how to use the debug property to 
         test an operator. The message Notify is sent to an operator
         to notify it that it's update ports are dirty. The RequestData
         and Evaluate messages are sent when the output is requested.
         The example below shows that the operator is only evaluated
         once even if the time is changed. This is because the inputs
         are not time dependent. Try setting a key on posy or
         enabling the CustomOperator.AlwaysEvaluate property, this
         forces the operator to re-evaluate on the second GetValue.
*/
NewScene( null, false );
var null1 = GetPrim( "null" );
var sop = null1.posx.AddScriptedOp( MyExpr_Update.toString(), null1.posy, "MyExpr","JScript" );
sop.Debug = 1;
// SetKey( null1.posy );
// sop.AlwaysEvaluate = true;
// Log the evaluated of posx
val = GetValue( null1.posx, 1 );
Application.LogMessage( "first evaluated value " +  val );
// Change the current frame
SetValue( "PlayControl.Current", 50 );
// Log the new evaluated of posx
val = GetValue( "null.kine.local.posx", 1 );
Application.LogMessage( "new evaluated value " +  val );
// Operator's update function.
function MyExpr_Update( ctx, out, in1 )
{
        Application.LogMessage( "MyExpr_Update: " + out.name );
        out.Value = ctx.CurrentFrame;
}