From: Hedayat V. <hed...@ai...> - 2010-02-02 11:35:39
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Hi Andreas, On ۱۰/۰۲/۰۲ 02:46, ah...@un... wrote: > Hi, > > > Just a few things... > > 1) Joschka and I have reflected on the design and decided that we want to > employ the physicsserver and use it as the (exclusive) interface between > the physics classes and the rest of simspark. Right now, the RSGImporter > creates physics objects by itself and adds them to the scene graph, and we > want to move this functionality to the physicsserver. The physicsserver > will also be in charge of creating implementation objects, so the > ImpFactory will be completely removed over the course of this. > That's very nice! > 2) Thanks to Hedayat's input, I was able to get rid of the > staticphysicsmethods class completely. :-) I'm actually very happy about > this, since this was the workaround I felt the most uncomfortable about. > :) > 3) It turned out that deriving engine-specific classes from the > engine-unspecific version of their superclass does not help me fix the > Joint problem. I'm now contemplating undoing this change - it doesn't harm > the functionality or the performance, but it "feels" weird and it causes > engine-specific classes to be derivied from BaseNode, which is something > we said we wanted to avoin in the beginning. > :P Yes I figured it out myself last night that I was thinking a little more about it. Sorry! I have another solution in mind but I prefer to say it after a little more thinking and checking with the code to make sure that I don't do a similar mistake again. :( > --- > And now for two completely new things: > --- > > 4) Right now, all header files in the /int and /ode directories are > completely undocumented. Doing this would be redundant, as the methods > that the calls are delegated to usually have the same name and the same > functionality as the documented method which calls them. I.e. I would just > be copy-pasting most comments. I assume I'll have to do this anyway, > though, because it's good sport, right? ;-) > :) About the classes in the int/ directory, yes I think it is needed as they are interfaces which should be implemented for each engine and the one who is implementing them should have a reference in a reasonable place. And these interface classes might have functions which differ a little from the abstract classes who use them. But about the ode/ classes, I'm neutral at this point! > 5) In the standard text that precedes each source file, I find a line like: > > "$Id: boxcollider.h 155 2010-02-01 05:08:06Z a-held $" > > I observed that SVN updates this line automatically when the file is > changed in a commit. However, no matter what I do, this does not work for > new files. So what do I do with them? > You should add "Id" keyword to "svn:keywords" property of the new files. Thanks, Hedayat > > > thanks, > > Andreas > > > ------------------------------------------------------------------------------ > The Planet: dedicated and managed hosting, cloud storage, colocation > Stay online with enterprise data centers and the best network in the business > Choose flexible plans and management services without long-term contracts > Personal 24x7 support from experience hosting pros just a phone call away. > http://p.sf.net/sfu/theplanet-com > _______________________________________________ > Simspark Generic Physical MAS Simulator > simspark-devel mailing list > sim...@li... > https://lists.sourceforge.net/lists/listinfo/simspark-devel > |