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enhancementNew feature or requestNew feature or request
Description
- try to get rid of strings everywhere, starting from command-state that could use typed representation instead
- gom slots that take
AnyandArgListas arguments -
NL::Vectorimprovements:- make
NL::Vectorcloser to numpy arrays - support for non-contiguous arrays in
NL::Vector - array protocol ? buffer protocol ?
- make
- equality and inequality tests for GOM object wrappers
- make metaclass wrapper inherit python object so that
issubclassworks with GOM objects -
xxx = XXX(args)instead ofxxx = XXX.create(args)(done in Python, not yet in Lua) - JAX interop
- split python_interpreter.cpp, separate vec/mat interop
- iterators
- make gom interpreter inherit python module so that we can import gom.xxx from gom (in fact did it differently, by overriding gompy's
__getattr__and declaring sub-stuff that i wanted to make inportable in global module table) - a GOM mechanism for graphic object attributes, or set_color, set_mesh_color, set_mesh_width etc... slots in shader
- How it works now: there is no special mechanism, uses conversions from string and to string.
- What we would like it to do:
- write:
mesh.shader.mesh_style.width = 5
mesh.shader.mesh_style = '0.5 0.5 0.5 1.0;5' --backward compat
mesh.shader.mesh_style = { {0.5,0.5,0.5,1.0}, 5 } --from tableNot yet, we shall see later... - read:
x = mesh.shader.mesh_style.width
print(mesh.shader.mesh_style) - implement
MetaBuiltinStructandMetaStruct - register meta information for
PointStyle,MeshStyle,SurfaceStyle,ColormapStyle - implement generic serializer
- implement
StructPropertyRef
- write:
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