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Hi, I am in the process of writing programmer's manual to yade and some idiosyncracies are showing up. 1. I will rename StandAloneEngine -> GlobalEngine (since it describeds what it really does, globally affecting the scene). But what about DeusExMachina? BodyEngine (since it usually operates on a set of bodies)? 2. Since Law is used for constitutive law, would it make sense to rename NewtonsDampedLaw to NewtonIntegrator or something similar? (Damping is clearly not the main feature of that class) 3. BoundFunctor is currently 2d, dispatching on Shape and Bound. It however forces you to decide what collider you use by setting the bound type beforehand. I would prefer that BoundFunctor would dispatch only based on Shape, but there would have to be a way to specify regular bodies (non-clumps), where no bound is required. It could be either a Body::noBound or something like that flag, or we could use the Body::groupMask in combination with mask of the dispatcher or functors to prevent bound for a particular body (hm... what can be such body good for? it really makes it as if it were absent from the scene, right?) 4. (already done) Scene* Dispatcher::scene is pointer to the current scene. It is updated by every dispatcher in all functors at every step. I think the overhead is rather small. It is really just meant for e.g. accessing scene->dt from inside the functors, instead of passing additional argument to them. v
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