v3.0
Returns the connected object (KinematicState, Primitive, etc.) to which this port is
connected, this can be used to access the name or path of the
object. It is possible to access other output ports within the
context of the _Update function of a custom operator however, this
is not recommended and the results cannot be guaranteed. Within the
context of a custom operator's _Update function you should only
access the current OutputPort object
available via as an argument to the function and any InputPort object.
Port.Target2 replaces Port.Target
which returns a ProjectItem and
didn't allow you access to non-ProjectItem objects such as the
Parameter object.
// get accessor Object rtn = Port.Target2; |
' ' This example demonstrates how to find the object connected to the input port for a built-in Softimage operator ' ' Add a cube to the scene and apply the edge operator set oRoot = Application.ActiveProject.ActiveScene.Root set oObject = oRoot.AddGeometry( "Cube", "MeshSurface" ) AddEdge oObject.FullName & ".pnt[LAST];" & oObject.FullName & ".edge[1]", 21.019 ' Find the operator in the stack set oOperator = oObject.ActivePrimitive.ConstructionHistory.Find( "addedgeop" ) if TypeName(oOperator) <> "Nothing" then ' Find the input primitive for each oInputPort in oOperator.InputPorts set oTarget = oInputPort.Target2 if TypeName( oTarget ) = "Primitive" then Application.LogMessage "addedge operator is reading from the primitive" end if next else Application.LogMessage "cannot find operator" end if |