[Bf-python] Modularizing scene
Campbell Barton
cbarton at metavr.com
Wed Aug 30 07:03:13 CEST 2006
Hi Folks,
Ebjects refactor opens up a wider issue with scene,
Should we make it more modular?.
at the moment you can do,,
scn.addScriptLink()
scn.remopeScriptLink()
With more data being added to the scenes (tool options) and for general
API nice-ness
I think we should devide Scene into parts... this has alredy been
started with renderdata and radiosity
# At the moment we have
scn.addScriptLinks()
||| <cid:part1.07090903.02060509 at metavr.com>|scn.getScriptLinks()
scn.clearScriptLinks()
# scriptlinks could be an iterator with add/remove functons
scn.scriptlinks.add()
scn.scriptlinks.remove()
scn.scriptlinks.clear() # or = []
# We could allow access to tool settings (they are stored in the scene too)
scn.tools.color= someColor
scn.tools.threshold= 1.0
The question- we we want to move functionality into their own namespace..
scn.addMesh(...) is very conventient for new users but kinda pollutes
the namespace IMHO..
NMesh was an example of how this was messy-
me= ob.data
you could do
me.faces.append(...)
or
me.addFace(...)
Currently we have
ob= scn.getActiveObject()
it could be
ob= scn.obejcts.active
Why support both modes?
maybe we need a wiki for this discussion also.
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