Interface: action

The action Interface is exposed in all Particle Flow Action Classes.

   

Methods:

<bool>init <IObject>container <object>particleSystem <node>particleSystemNode <&object array>actions <&node array>actionNodes 	 

actions is In and Out parameter 	 
actionNodes is In and Out parameter   

Initializes the Action.

Lets you calls the Init method of an Action from inside a Script_Operator’s on Init... handler.

For an example, see Speed Operator in Script Operator Example

   

<bool>release <IObject>container 

Releases the specified particle container.

Lets you call the Release method of an Action from inside a Script_Operator’s on Release... handler.

For an example, see Speed Operator in Script Operator Example

   

<interval by value>activityInterval () 

Returns the activity interval.

   

<bool>isFertile() 

Returns True if the action is fertile (generates particles).

   

<bool>isNonExecutable() 

Returns True if the action is non executable.

   

<bool>supportRand() 

Returns True if the action supports randomization.

   

<integer>getRand() 

Returns the current random seed value.

   

<void>setRand <integer>randomSeed 

Sets the random seed to the supplied integer value.

   

<integer>newRand() 

Generates a new random seed and returns its value.

   

<bool>isMaterialHolder() 

Returns True if the action is a material holder.

   

<material>getMaterial() 

Returns the material if the action is a material holder.

This method is not supported by actions for which .isMaterialHolder() returns False.

   

<bool>setMaterial <material>material 

Sets the material, returns True when successful.

This method is not supported by actions for which .isMaterialHolder() returns False.

   

<bool>supportScriptWiring() 

Returns True if the action supports script wiring.

   

<void>setUseScriptWiring <bool>useState 

Sets the "Use Script Wiring" option exposed in the right-click menu of the action.

Usable only when .supportScriptWiring() returns True.

When set to True, additional controls will be displayed in the action's User Interface and can be set via MAXScript to control certain operations using scripted particle channels data.

When set to False, the additional controls will be hidden and scripted channels will not be used.

   

<void>makeUnique() 

Converts an instanced action to a copy that's unique to its event.

EXAMPLES AND RESULTS

--Create a Find_Target action
ft = find_target()
--> $Find_Target:Find Target 01 @ [0.000000,0.000000,0.000000]
--Create a Birth_Script action
bs = birth_script()
--> $Birth_Script:Birth Script 01 @ [0.000000,0.000000,0.000000]
--Create a Material_Dynamic action
md = material_dynamic()
--> $Material_Dynamic:Material Dynamic 01 @ [0.000000,0.000000,0.000000]
--Create a Force action
fc = force()
--> $Force:Force 01 @ [0.000000,0.000000,0.000000]
--Does it create particle?
--No, Find_Target doesn’t
ft.isFertile()
--> false
bs.isFertile()
--> true
--Are they non-executable?
ft.isNonExecutable()
--> false
bs.isNonExecutable()
--> false
--Do they support randomization?
ft.supportRand()
--> true
--Does this Action support Randomization? Yes!
bs.supportRand()
--> true
--Get the current random seed of the Find_Target
ft.getRand()
--> 12345
--Set a new random seed
ft.setRand 23456
--> OK
--Get the new random seed
ft.getRand()
--> 23456
--Generate new random seed
ft.newRand()
--> 30642
--Get the new random seed
ft.getRand()
--> 30642
--Check if the action is a material holder - This one isn’t...
ft.isMaterialHolder()
--> false
--...But this one is
md.isMaterialHolder()
--> true
--This one doesn’t have a material assigned yet &endash;
-- nothing to get yet.
md.getMaterial()
--> undefined
--Assign a new material
md.setMaterial (standard name:"PF")
--> true
--Now try to get the material again - It is there now!
md.getMaterial()
--> PF:Standard
--Does Find_Target support Wiring?
--No, it doesn’t.
ft.supportScriptWiring()
--> false
--Does Force support Wiring?
--Yes, it does!
fc.supportScriptWiring()
--> true

This Interface is available in:

See Also