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Todo List

Class Interaction
Define Interaction Graph, Connected Components/Partitions, etc...

Class Interpolator
ALLOW the use of externam memory for the samples and the sample times, to avoid unnecessary replication in data stored originally in the correct format. => Maybe putting the time in the first position of the vector of T would help to make it easier (i T is float)

Extend it to handle periodic functions/cyclic animations

The class can be templarized, allowing for interpolation of vectors of T class elements if T is "additive". (no quaternions or rotation matrices here! But works for vectors or euler angles)

Shifting could be avoided using a "circular vector" of samples.

Class InterpolatorQuadratic
It's a direct implementation of the formula, it CAN be optimized!

Class Model
HERETA de ReferenceSystem??

Com es manegen els diferents tipus de coordenades?

Member Object::CreateParticle (Real mass=1.0, const P3D &pos=P3D(0, 0, 0), const V3D &vel=V3D(0, 0, 0))
DO WE REALLY need to initialize it here??

Member Object::CreateParticle (Real mass=1.0, const P3D &pos=P3D(0, 0, 0), const V3D &vel=V3D(0, 0, 0))
NOTIFICAR ERROR (Debug, exception, assert???)

Member Object::CreateRigid (Real mass=1.0, const M3D &Ib=M3D(true), const P3D &pos=P3D(0, 0, 0), const V3D &vel=V3D(0, 0, 0), const Quat &ori=Quat(0, 0, 0, 1), const V3D &velrot=V3D(0, 0, 0))
DO WE REALLY need to initialize it here??

Member Object::CreateRigid (Real mass=1.0, const M3D &Ib=M3D(true), const P3D &pos=P3D(0, 0, 0), const V3D &vel=V3D(0, 0, 0), const Quat &ori=Quat(0, 0, 0, 1), const V3D &velrot=V3D(0, 0, 0))
NOTIFICAR ERROR (Debug, exception, assert???)

Member Object::m_vecModels [S2_NUM_MODEL_TYPES]
Fer vec models =

Class ReferenceSystem
Potser les variables "const &" ha retornar no han d'estar com a membres de cada objecte concret sinó que podrien ser vars globals de classe (però això pot produir interferències si es criden ops que retornen dades en la mateixa var global en una mateixa expressió, no??

Mirar si és més eficient suposar que les transformacions es fan amb QUATERNIONS i no amb M3D, de manera que no calgui definir forçosament GetRotation i GetInvRotation per usar-les!

Member Rigid::GetDOF () const
CHUNGO... 6 DOF però 7 configuration... quaternio i angles... ja vorem com ho soluciono.

Class System
FER QUE CONTINGUI MODELS directament i no OBJECTS??? Te sentit, pq System representa un cjt d'objectes físics que es simulen d'una mateixa forma, i aquesta forma depen del Model, no de l'Object!

Potser tindria sentit tenir un grup d'objectes lliures (no restringits ni en contacte amb res) per eficiència, per evitar crear una partició per cadascun d'ells i tota la parafernàlia quan lo únic que cal fer és integrar-los en el temps...

Member Universe::DestroySystem (System *p_sys)
What happens with the objects/models inside the system ?

Member Universe::CreateObject (Model::ModelType natural_model_type, System *natural_sys=NULL)
How do we create app-defined-models?? it should be something like:

Member Universe::DestroyObject (Object *p_obj)
What happens with the attached Shape, Controllers, Interactions, etc... ?

Member Universe::DestroyObject (Object *p_obj)
Notify the System in which it's being simulated

Member V3D::ModulAndNormalize ()
ERROR!!!

Member V3D::Normalize ()
ERROR!!!

Member V3D::Unitary () const
ERROR!!!

Member Real
Cal anar MOLT amb compte amb les crides a OpenGL que depenen del tipus,

Member S2_NUM_MODEL_TYPES
TEMPORAL!!!!

Page Saphyre2 Design
Enumerar en quins casos te sentit que un Model canvii de System (Systems amb limits espaials, per exemple, per simular habitacions autònomes, etc...)

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