Package openalea :: Package plantgl :: Package scenegraph :: Module _pglsg :: Class Scene
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Class Scene

 object --+    
          |    
??.instance --+
              |
             Scene

A 3D Scene defined as a list of objects of type of Shape.

Nested Classes
  Pool
The scene pool.
Instance Methods
 
__add__(...)
__add__( (Scene)arg1, (Scene)arg2) -> Scene :
 
__delitem__(...)
__delitem__( (Scene)arg1, (int)arg2) -> None :
 
__getitem__(...)
__getitem__( (Scene)arg1, (int)arg2) -> Shape3D :
 
__iadd__(...)
__iadd__( (Scene)arg1, (Shape3D)arg2) -> Scene :
 
__init__(...)
__init__( (object)arg1, (str)arg2) -> None : Read a scene from file.
 
__len__(...)
__len__( (Scene)arg1) -> int :
 
__reduce__(...)
helper for pickle
 
__setitem__(...)
__setitem__( (Scene)arg1, (int)arg2, (Shape3D)arg3) -> None :
 
add(...)
add( (Scene)arg1, (Shape)arg2) -> None :
 
apply(...)
apply( (Scene)arg1, (Action)arg2) -> bool :
 
applyAppearanceFirst(...)
applyAppearanceFirst( (Scene)arg1, (Action)arg2) -> bool :
 
applyAppearanceOnly(...)
applyAppearanceOnly( (Scene)arg1, (Action)arg2) -> bool :
 
applyGeometryFirst(...)
applyGeometryFirst( (Scene)arg1, (Action)arg2) -> bool :
 
applyGeometryOnly(...)
applyGeometryOnly( (Scene)arg1, (Action)arg2) -> bool :
 
clear(...)
clear( (Scene)arg1) -> None :
 
copy(...)
copy( (Scene)arg1) -> Scene :
 
find(...)
find( (Scene)arg1, (int)arg2) -> Shape :
 
findSceneObject(...)
findSceneObject( (Scene)arg1, (int)arg2) -> Shape3D :
 
getId(...)
getId( (Scene)arg1) -> int :
 
index(...)
index( (Scene)arg1, (Shape3D)arg2) -> int :
 
isValid(...)
isValid( (Scene)arg1) -> bool :
 
merge(...)
merge( (Scene)arg1, (Scene)arg2) -> None :
 
read(...)
read( (Scene)arg1, (str)arg2) -> None :
 
remove(...)
remove( (Scene)arg1, (Shape3D)arg2) -> None :
 
save(...)
save( (Scene)arg1, (str)arg2) -> None :
 
sort(...)
sort( (Scene)arg1) -> None :

Inherited from unreachable.instance: __new__

Inherited from object: __delattr__, __getattribute__, __hash__, __reduce_ex__, __repr__, __setattr__, __str__

Static Methods
Pool :

pool()
Scene pool singleton access
Class Variables
  __instance_size__ = 12
  __safe_for_unpickling__ = True
Properties

Inherited from object: __class__

Method Details

__add__(...)
(Addition operator)

 

__add__( (Scene)arg1, (Scene)arg2) -> Scene :

    C++ signature :
        class TOOLS::RefCountPtr<class PGL::Scene> __add__(class PGL::Scene *,class PGL::Scene *)

__delitem__(...)
(Index deletion operator)

 

__delitem__( (Scene)arg1, (int)arg2) -> None :

    C++ signature :
        void __delitem__(class PGL::Scene *,unsigned int)

__getitem__(...)
(Indexing operator)

 

__getitem__( (Scene)arg1, (int)arg2) -> Shape3D :

    C++ signature :
        class TOOLS::RefCountPtr<class PGL::Shape3D> __getitem__(class PGL::Scene *,unsigned int)

__iadd__(...)

 

__iadd__( (Scene)arg1, (Shape3D)arg2) -> Scene :

    C++ signature :
        class TOOLS::RefCountPtr<class PGL::Scene> __iadd__(class PGL::Scene *,class TOOLS::RefCountPtr<class PGL::Shape3D>)

__iadd__( (Scene)arg1, (Scene)arg2) -> Scene :

    C++ signature :
        class TOOLS::RefCountPtr<class PGL::Scene> __iadd__(class PGL::Scene *,class PGL::Scene *)

__iadd__( (Scene)arg1, (Geometry)arg2) -> Scene :

    C++ signature :
        class TOOLS::RefCountPtr<class PGL::Scene> __iadd__(class PGL::Scene *,class TOOLS::RefCountPtr<class PGL::Geometry>)

__init__(...)
(Constructor)

 

__init__( (object)arg1, (str)arg2) -> None :
    Read a scene from file.

    C++ signature :
        void __init__(struct _object *,class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> >)

__init__( (object)arg1 [, (int)arg2]) -> None :
    Create a scene with n empty elements.

    C++ signature :
        void __init__(struct _object * [,unsigned int])

__init__( (object)arg1, (Scene)arg2) -> None :
    Create an empty scene.

    C++ signature :
        void __init__(struct _object *,class PGL::Scene)

__init__( (object)arg1, (list)arg2) -> object :

    C++ signature :
        void * __init__(class boost::python::api::object,class boost::python::list)

Overrides: object.__init__

__len__(...)
(Length operator)

 

__len__( (Scene)arg1) -> int :

    C++ signature :
        unsigned int __len__(class PGL::Scene {lvalue})

__reduce__(...)

 
helper for pickle

Overrides: object.__reduce__
(inherited documentation)

__setitem__(...)
(Index assignment operator)

 

__setitem__( (Scene)arg1, (int)arg2, (Shape3D)arg3) -> None :

    C++ signature :
        void __setitem__(class PGL::Scene *,unsigned int,class TOOLS::RefCountPtr<class PGL::Shape3D>)

add(...)

 

add( (Scene)arg1, (Shape)arg2) -> None :

    C++ signature :
        void add(class PGL::Scene {lvalue},class TOOLS::RefCountPtr<class PGL::Shape>)

add( (Scene)arg1, (Shape3D)arg2) -> None :

    C++ signature :
        void add(class PGL::Scene {lvalue},class TOOLS::RefCountPtr<class PGL::Shape3D>)

add( (Scene)arg1, (Scene)arg2) -> None :

    C++ signature :
        void add(class PGL::Scene {lvalue},class TOOLS::RefCountPtr<class PGL::Scene>)

apply(...)

 

apply( (Scene)arg1, (Action)arg2) -> bool :

    C++ signature :
        bool apply(class PGL::Scene {lvalue},class PGL::Action {lvalue})

applyAppearanceFirst(...)

 

applyAppearanceFirst( (Scene)arg1, (Action)arg2) -> bool :

    C++ signature :
        bool applyAppearanceFirst(class PGL::Scene {lvalue},class PGL::Action {lvalue})

applyAppearanceOnly(...)

 

applyAppearanceOnly( (Scene)arg1, (Action)arg2) -> bool :

    C++ signature :
        bool applyAppearanceOnly(class PGL::Scene {lvalue},class PGL::Action {lvalue})

applyGeometryFirst(...)

 

applyGeometryFirst( (Scene)arg1, (Action)arg2) -> bool :

    C++ signature :
        bool applyGeometryFirst(class PGL::Scene {lvalue},class PGL::Action {lvalue})

applyGeometryOnly(...)

 

applyGeometryOnly( (Scene)arg1, (Action)arg2) -> bool :

    C++ signature :
        bool applyGeometryOnly(class PGL::Scene {lvalue},class PGL::Action {lvalue})

clear(...)

 

clear( (Scene)arg1) -> None :

    C++ signature :
        void clear(class PGL::Scene {lvalue})

copy(...)

 

copy( (Scene)arg1) -> Scene :

    C++ signature :
        class TOOLS::RefCountPtr<class PGL::Scene> copy(class PGL::Scene {lvalue})

find(...)

 

find( (Scene)arg1, (int)arg2) -> Shape :

    C++ signature :
        class TOOLS::RefCountPtr<class PGL::Shape> find(class PGL::Scene *,unsigned int)

findSceneObject(...)

 

findSceneObject( (Scene)arg1, (int)arg2) -> Shape3D :

    C++ signature :
        class TOOLS::RefCountPtr<class PGL::Shape3D> findSceneObject(class PGL::Scene *,unsigned int)

getId(...)

 

getId( (Scene)arg1) -> int :

    C++ signature :
        unsigned int getId(class PGL::Scene *)

index(...)

 

index( (Scene)arg1, (Shape3D)arg2) -> int :

    C++ signature :
        unsigned int index(class PGL::Scene *,class TOOLS::RefCountPtr<class PGL::Shape3D>)

isValid(...)

 

isValid( (Scene)arg1) -> bool :

    C++ signature :
        bool isValid(class PGL::Scene {lvalue})

merge(...)

 

merge( (Scene)arg1, (Scene)arg2) -> None :

    C++ signature :
        void merge(class PGL::Scene {lvalue},class TOOLS::RefCountPtr<class PGL::Scene>)

merge( (Scene)arg1, (Scene)arg2) -> None :

    C++ signature :
        void merge(class PGL::Scene {lvalue},class TOOLS::RefCountPtr<class PGL::Scene>)

pool()
Static Method

 
    Scene pool singleton access

    C++ signature :
        class PGL::Scene::Pool {lvalue} pool()

Returns:
Pool :

read(...)

 

read( (Scene)arg1, (str)arg2) -> None :

    C++ signature :
        void read(class PGL::Scene *,class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> >)

read( (Scene)arg1, (str)arg2, (str)arg3) -> None :

    C++ signature :
        void read(class PGL::Scene *,class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> >,class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> >)

remove(...)

 

remove( (Scene)arg1, (Shape3D)arg2) -> None :

    C++ signature :
        void remove(class PGL::Scene *,class TOOLS::RefCountPtr<class PGL::Shape3D>)

save(...)

 

save( (Scene)arg1, (str)arg2) -> None :

    C++ signature :
        void save(class PGL::Scene *,class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> >)

save( (Scene)arg1, (str)arg2, (str)arg3) -> None :

    C++ signature :
        void save(class PGL::Scene *,class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> >,class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> >)

sort(...)

 

sort( (Scene)arg1) -> None :

    C++ signature :
        void sort(class PGL::Scene {lvalue})