RE: Context menus and deleting objects
"Marcin Pilat" <[email protected]>
| Newsgroups | gmane.comp.breve |
|---|---|
| Message-ID | <000001c3b5f9$fdcfe410$6601a8c0@dabear> |
Thanks for your replies. How can I add the toggle (*) capability to my own menu items (which exists for the menu items in the default app menu). Thanks, Marcin > -----Original Message----- > From: [email protected] [mailto:[email protected]] > On Behalf Of jon klein > Sent: November 28, 2003 2:32 PM > To: [email protected] > Subject: Re: [breve] Context menus and deleting objects > > On Nov 27, 2003, at 1:56 AM, Marcin Pilat wrote: > > > 1) Ive tried to create a context menu for an object using > > add-menu. When I right click on the object, I get the main > > application menu instead. Am I doing something wrong or object > > context menus are not supported in the windows version? I do succeed > > in adding onto the main context menu by calling add-menu through the > > controller. > > I'll have to test this out myself, as I haven't noticed any problem > with contextual menus on Windows earlier. > > > 2) Is it safe to call free self or does that create any problems? I > > run into a problem with freeing an object that had scheduled a > > function call (using the schedule method). How can I > > disable/unscheduled this method call? Right now, when the method gets > > called, the application crashes with error method <name> being called > > with freed object. > > This is a bug--the methods should be automatically removed if the > object is freed. I'll fix this for the next release. > > > 3) This is a tricky question. Would it be possible to set the > > parameters of the physics engine so that a linear arrangement of > > object (lets say spheres) becomes a multi-layered arrangement > > (basically 2d->3d) due to a force applied to the objects? Im doing a > > simulation where I would like to push spherical objects up (stocking > > them) by applying forces to an array of objects in a plane. Any help > > would be greatly appreciated. > > I'm not sure I understand your question exactly, but it does sound like > you're trying to do something that the physics engine is not intended > for. There is a section of the documentation that deal with this type > of question: > http://www.spiderland.org/breve/docs/docs/physics.html#PHYSICS_VS_PSEUDO > > It sounds like you would NOT want to use the physics engine in this > case, and instead implement your own "physics-like" rules. > > - jon klein > > _______________________________________________ > breve mailing list > [email protected] > http://www.spiderland.org/mailman/listinfo/breve _______________________________________________ breve mailing list [email protected] http://www.spiderland.org/mailman/listinfo/breve