The Vish Visualization Shell 0.3
Vish
Todo List
Member Eagle::BoundingBall::expandBall (const BoundingBall &B)
Check whether there is a faster way to implement void BoundingBall::expandBall(const BoundingBall&B)
Member Eagle::BoundingBox::operator!= (const BoundingBox &Other) const
: implement this function (also in AABB.hpp) return union of two bboxes
Member Eagle::Christoffel< Dims, Value >::operator() (const TVector_t &v, const TVector_t &w) const
Make use of symmetry $\Gamma^a_{bc} = \Gamma^a_{cb} $, add special case v==w.
Struct Eagle::DerivationTrait< VectorWedgeVector >
Use class LeibnitzRule here
Class Eagle::KDTree< N, T >
Implement Back to Front order traversal http://www.flipcode.com/archives/Thoughts_On_Visibility_Determination-In_Dynamic_Semi-Static_and_Static_Scenes.shtml
Member Eagle::Matrix< R, C, Value >::Matrix (const Matrix< R, M, Value > &A, const Matrix< C, M, Value > &B, const Mult &, const TransposeOperation &)
This code is UNTESTED! Verify before usage!
Member Eagle::Matrix< R, C, Value >::Matrix (const Matrix< M, R, Value > &A, const Matrix< M, C, Value > &B, const TransposeOperation &, const Mult &)
This code is UNTESTED! Verify before usage!
Member Eagle::PhysicalSpace::operator- (const point &P, const vector &v)
Use computational constructor for '-'
Class Eagle::PhysicalSpace::rotor
Need to implement optimization for unit rotors, such that the norm2() function always returns 1.0 without computation.
Member Eagle::PhysicalSpace::rotor::operator() (const vector &v) const
Hmm, isn't there a sign error in the 2 s vU part? Plz verify!!
Class Eagle::rgba_float_t
: note that this should better be a vector, but one would not like to duplicate all the operators already defined in PhysicalSpace vector instead of just doing typdef Coordinates<RGBA,float> rgba_float_t is due to a then missing default construct. for now just have it as a point to finish FiberIO layer.
Member Eagle::TernaryOperatorNode< TernaryFunctor >::derive (const ScalarVariableNode &Variable) const override
Ternary derivation not yet implemented
Member Eagle::Torsion< Dims, Value >::operator() (const TVector_t &v, const TVector_t &w) const
Make use of symmetry $\Gamma^a_{bc} = \Gamma^a_{cb} $, add special case v==w.
Class GeoCameraLens

Introduce a base class for all camera lenses to be put into the camlib.

Move all OpenGL calls into the Anemonia API and its GLVish implementation

Page The VISH iterator concept
Validate that all Iterator classes actually conform to this specification. If not, adjust.
Class Traum::Euler< DiffEquation >
: more testing more comments about structure
Class Traum::Rk4< DiffEquation >
: more testing more comments about structure
Class Wizt::BufferArray
Need to specify the skeleton in the Anemone to which this attribute refers to.
Member Wizt::BufferArray::load_untyped (const void *ptr, memsize_t MemorySize, size_t nElements, usage usage_hint=STATIC_DRAW)
Call does unbind() internally. Think if that is a problem and/or should be optimized.
Member Wizt::BufferID::~BufferID () noexcept
Need to investigate when OpenGL buffers may be deleted. Might need an explicit cleanup function.
Member Wizt::GLFontManagerCreator::CreateFontManager ()=0
Pass VCreationPreferences
Class Wizt::Programmable
As of now, there is no path searching implemented. Shader code will be used from the current directory, whatever this might be.
Member Wizt::StringSelection::tryselect (const string &what)
A future version might actually select the string which is most similar to those existing in the list, or accept a regular expression here for maximum match.
Class Wizt::TextureCreator
should be derived from Creator<> template?
Member Wizt::Touchable::pickAction (TouchIndex_t localIndex) const
Maybe pass Context/ValuePool as parameter here
Member Wizt::TouchList::pickAction (int D=0) const
Maybe pass Context/ValuePool as parameter here
Member Wizt::VActionNotifier::Warning (const string &name)
Use data structure "WarnInfo" here instead.
Struct Wizt::VCamera
MOVE this class into eagle/Camera.hpp and merge this functionality with the current class defined there.
Class Wizt::VCameraSet
Generalize this class to a generic parameter set, with the Camera just being one of them.
Class Wizt::VComponentValue< Type, ComponentType >
Think hard whether tha VComponentValue shouldn't rather refer to VValueType<> instead of an VValue<Type>, because then we can described structures recursively as components of each other
Class Wizt::VCotask
Make this a VSkale
Member Wizt::VFrameBuffer::Grab::MovieManager::skipFrame (const MetaInfo &)
Consider providing more parameters from the movie maker to allow a founded decision here.
Member Wizt::VFrameBuffer::Grab::setUrl (const string &prefixurl, const string &formatid, const RefPtr< MovieManager > &M, const MetaInfo &=MetaInfo())=0
Make more cooperative with the MovieManager
Class Wizt::VLogger
Provide a std::ostream interface . But should be in a separate header file.
Member Wizt::VObjectInputIterator
Replace VObjectInputIterator --> VSlotIterator
Member Wizt::VParameter::setValue (const Type &Variable, const RefPtr< ValuePool > &Context, const string &member, bool forceLocalCreation, const WeakPtr< ValueNotifier > &issuer, const ValueNotifierList *Exclude=0, const ValueMap *vParam=0) const
Add shadow parameterization!!
Member Wizt::VSlot::forceSetProperty (const string &theName, const T &value) const
Think about clustering of parameter property notifications. Won't be too hard, since the VParameter::setValueParameter() code is the one sending the notification. Just need to conceive a safe and convenient API.
Member Wizt::VSlotContainer< ExpertLevel >::attachParameter (const RefPtr< VParameter > &theProvidedParam, const WeakPtr< VSlot > &theDestSlot, const string &theMember={})
Need to verify whether the Member parameter is necessary...
Member Wizt::VThreadCreator::CreateThreadManager ()=0
Pass VCreationPreferences
Class Wizt::VThreadManager
Add cache-like management, probably using the MemCore::Cache class
Class Wizt::VTraceRequestID
Can only trace one request group, not many. Since requests are not supposed to be issueable reentrant, this is not supposed to be an issue, but think about it more.
Class Wizt::VTypedValueBase< Type >
Consider whether this shouldn't better be an interface. Then, a certain type may implement multiple type conversions, e.g. from float to int.
Struct Wizt::VValueTrait< VStringList >
Note on VStringList I/O: The currently implemented text methods make use of two special characters, "@" and "|". If these occur as part of the string list itself, then things will become messed up. An improved version would need to encode these separation characters in the text itself, and during writing determine the best way of doing so.