Object Hierarchy | Related C++ Class: Operator
SIObject ProjectItem Operator
The Operator object represents an operator in the scene graph. Objects or Parameters are connected to the operator via InputPorts or OutputPorts, which may be organized into PortGroups. SDK users can create their own operators, which are represented in the Object Model as CustomOperators.
The responsibility of an operator is to change the output object (or objects) with the result of some algorithm. The only data the operator can read from the scene is via its input ports and parameters. For example, a typical operator might change the position of one object (the output) based on the position of several other objects (the inputs). The same object may act as both the input and the output of an operator, for example a typical deformation operator will read a geometry and output a modified version of the point positions of that same geometry. Selecting an operator in the "SDK Explorer" view is a good way to learn more about its ports and parameters.
To access individual ports from within the evaluation of a Self-Installed Custom Operator use the OperatorContext object. From outside the evaluation callback use the Operator.PortAt method.
Almost all Operators expose one or more Parameters which control the behavior of the operator. For example, the "subdivu" and "subdivv" parameters on a polygon mesh geometry operator control the number of polygons that a polygon mesh is generated with.
The most common way to create and connect a built-in operator is by calling the ApplyOp command. However, there are many specialized commands for creating operators, for example ApplyTopoOp, ApplyHairOp and ApplyGenOp. Operators are also often created indirectly, for example calling X3DObject.AddGeometry creates an operator that generates the geometry.
• See Operator.1.js
Autodesk Softimage 2011