Todo List

Global sofa::component::forcefield::ConstantForceField::draw ()
put this in the parent class

Global sofa::core::componentmodel::behavior::Constraint::applyConstraint (unsigned int &contactId)
What is the difference with BaseConstraint::applyConstraint(unsigned int&, double&) ?

Global sofa::component::collision::DiscreteIntersection::computeIntersection (Cube &, Cube &, OutputVector *)

Global Ogre::DotSceneLoader::parseQuaternion (TiXmlElement *XMLNode)
Check order

Global Ogre::DotSceneLoader::processBillboardSet (TiXmlElement *XMLNode, SceneNode *pParent)
Implement this

Global Ogre::DotSceneLoader::processClipping (TiXmlElement *XMLNode, Camera *pCamera=0)
Implement this

Global Ogre::DotSceneLoader::processEnvironment (TiXmlElement *XMLNode)
Set the background colour of all viewports (RenderWindow has to be provided then)

Global Ogre::DotSceneLoader::processExternals (TiXmlElement *XMLNode)
Implement this

Global Ogre::DotSceneLoader::processLookTarget (TiXmlElement *XMLNode, Camera *pParent)
Is this correct? Cause I don't have a clue actually

Global Ogre::DotSceneLoader::processLookTarget (TiXmlElement *XMLNode, Camera *pParent)
Merge/factorize code with SceneNode version

Global Ogre::DotSceneLoader::processLookTarget (TiXmlElement *XMLNode, SceneNode *pParent)
Is this correct? Cause I don't have a clue actually

Global Ogre::DotSceneLoader::processOctree (TiXmlElement *XMLNode)
Implement this

Global Ogre::DotSceneLoader::processTerrain (TiXmlElement *XMLNode)
Implement this

Global Ogre::DotSceneLoader::processTrackTarget (TiXmlElement *XMLNode, Camera *pParent)
Merge/factorize code with SceneNode version

Global Ogre::DotSceneLoader::processUserDataReference (TiXmlElement *XMLNode, SceneNode *pParent=0)
Implement this

Global sofa::simulation::tree::ExportDotVisitor::getParentName (core::objectmodel::BaseObject *obj)
consider all solvers instead of the first one (FF)

Global sofa::core::componentmodel::behavior::InteractionConstraint::getMechModel1 ()=0
Rename to getMechState1()

Global sofa::core::componentmodel::behavior::InteractionConstraint::getMechModel1 ()=0
Replace with an accessor to a list of states, as an InteractionConstraint can be applied to more than two.

Global sofa::core::componentmodel::behavior::InteractionConstraint::getMechModel2 ()=0
Rename to getMechState2()

Global sofa::core::componentmodel::behavior::InteractionConstraint::getMechModel2 ()=0
Replace with an accessor to a list of states, as an InteractionConstraint can be applied to more than two.

Global sofa::core::componentmodel::behavior::InteractionForceField::getMechModel1 ()=0
Rename to getMechState1()

Global sofa::core::componentmodel::behavior::InteractionForceField::getMechModel1 ()=0
Replace with an accessor to a list of states, as an InteractionForceField can be applied to more than two.

Global sofa::core::componentmodel::behavior::InteractionForceField::getMechModel2 ()=0
Rename to getMechState2()

Global sofa::core::componentmodel::behavior::InteractionForceField::getMechModel2 ()=0
Replace with an accessor to a list of states, as an InteractionForceField can be applied to more than two.

Global sofa::core::componentmodel::behavior::LinearSolver::setSystemMBKMatrix (double mFact=0.0, double bFact=0.0, double kFact=0.0)=0
Should we put this method in a specialized class for mechanical systems, or express it using more general terms (i.e. coefficients of the second order ODE to solve)

Global sofa::component::collision::LocalMinDistance::computeIntersection (Cube &, Cube &, OutputVector *)

Class sofa::core::componentmodel::behavior::MappedModel< TDataTypes >
sofa::core::componentmodel::behavior::MappedModel is related to sofa::core::Mapping, and not to sofa::core::componentmodel::behavior::MechanicalMapping, so why is it in the same namespace ? Maybe we should put it in componentmodel namespace instead or directly in Core.

Global sofa::simulation::MatrixLinearSolver::setSystemMBKMatrix (double mFact=0.0, double bFact=0.0, double kFact=0.0)
Should we put this method in a specialized class for mechanical systems, or express it using more general terms (i.e. coefficients of the second order ODE to solve)

Global sofa::simulation::MechanicalAccFromFVisitor::fwdMechanicalState (simulation::Node *, core::componentmodel::behavior::BaseMechanicalState *mm)
Check presence of Mass

Global sofa::component::collision::MinProximityIntersection::computeIntersection (Cube &, Cube &, OutputVector *)

Global sofa::core::componentmodel::behavior::MixedInteractionConstraint::applyConstraint (unsigned int &contactId)
What is the difference with BaseConstraint::applyConstraint(unsigned int&, double&) ?

Global sofa::component::collision::NewProximityIntersection::computeIntersection (Cube &, Cube &, OutputVector *)

Global sofa::core::componentmodel::behavior::PairInteractionConstraint::applyConstraint (unsigned int &contactId)
What is the difference with BaseConstraint::applyConstraint(unsigned int&, double&) ?

Global sofa::simulation::tree::Simulation::initTextures (Node *root)
Separate this into another method?

Class sofa::core::componentmodel::behavior::State< TDataTypes >
sofa::core::componentmodel::behavior::State is related to sofa::core::Mapping, and not to sofa::core::componentmodel::behavior::MechanicalMapping, so why is it in the same namespace ? Maybe we should put it in componentmodel namespace instead or directly in Core.

Global sofa::core::componentmodel::behavior::inertiaForce< defaulttype::LaparoscopicRigid3Types::Coord, defaulttype::LaparoscopicRigid3Types::Deriv, defaulttype::Vector3, defaulttype::Rigid3Mass, objectmodel::BaseContext::SpatialVector > (const objectmodel::BaseContext::SpatialVector &vframe, const defaulttype::Vector3 &aframe, const defaulttype::Rigid3Mass &mass, const defaulttype::LaparoscopicRigid3Types::Coord &x, const defaulttype::LaparoscopicRigid3Types::Deriv &v)
replace zero by Jomega.cross(omega)

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