Hi! I'm the osgPython developer. The last time I try to compile osg and osgPython was before Producer separation. Now I am compiling osg CVS to check that osgPython continues compiling properly.
Nowadays, osgPython is a C++ project that uses the boost::python library. I'm not an expert in python-dev library, so I decided to use boost::python because it make more easy the job. I don't have the knowledge to change the boost::python dependency to use the python-dev library. If someone have experience in python-dev and want to help, please contact me. osgPython bindings uses internally osgIntrospection. osgIntrospection is a great tool to explore a scene and it permits you to create a osgEdit/osgDesigner in a pair of days, but have some limitations in order to create language bindings like osgPython/osgLua. osgIntrospection do not exports operators, you can create osg::Vec3 variables, but you can not add them, multiply, etc.... osgPython solves/hacks this by exporting manually basic types like osg::Vec3, osg::Vec2, osg::Matrix, osg::Quat, etc... (BasicTypes.cpp) osgIntrospection does not export global functions like osgDB::readNodefile. osgPython/osgLua solves/hacks this by manually export those functions. It would be great having the possibility of declare new classes inside the scripts, currently you can not create a new class that inherits form another using osgIntrospection, this can be simulated with osgIntrospection by adding a new callback system for virtual methods, then we can capture them from python/lua. With that mechanism, inheritance inside the scripts will be possible. For example to have a NodeCallback in osgLua it was necessary to export manually a new class, but it was an osgLua-dependent hack and for each new script language it will be necessary to do it each time. May be we can think in a common solution from osgIntrospection to avoid that kind of "hacks". Miguel Escriva
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