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Re: periodic weighted voronoi tesselation library (c++, open-source)

 

In typical situations, TW and family will triangulate different scenes stored in memory (snapshots of the same simulation) to get incremental deformations between them. This is the reason of keeping a scene pointer as parameter, even if it looks useless in current code. Ok user can always switchScene(), but is there really no way to point directly to the good one?
Back to the point here; your approach is useless, since _sceneObj is pointer (well, counted reference) to the current scene -- even if you save it somewhere, the data inside will be modified as the simulation progresses. You would need to have some sort of frozen scene objects. For that, you would have to serialize&deserialize so that deep copy of data is made.

Cheers, v.



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