Re: Blackboard

Andreas Zehender <[email protected]>
Newsgroups gmane.comp.kde.devel.kpovmodeler
Message-ID <[email protected]>
Hi!

On Monday 15 July 2002 18:55, CARVALHO Luis Passos wrote:
> > -----Original Message-----
> > From: Greg Copeland [mailto:[email protected]]
> > Sent: segunda-feira, 15 de Julho de 2002 16:18
> > To: [email protected]
> > Subject: Re: Blackboard
> >
> > Animation types
> > 	Path translation (function, spline, ...)
> > 		Does the function mean user supplied function
> > or a static list of
> > internal functions.  In an ideal world, scripts would have
> > full control
> > over pathing as well
>
> I'm not sure how Andreas sees this, but i see them as special
> translate/rotate and scale objects, which contain specialized objects.
>
> For instance:
>
>    camera
> 	movie translate
> 		1  - 10s - spline
> 		10 - 11s - line

Or create a spline as path and translate and rotate an object with
translate somePath.pos( s ) where s is in [0 1]
lookTo somePath.direction( s )

> We need to filter which objects are available for that povray version,
> inside the objects what parameters are accepted, what validations are
> valid, as they change from time to time, etc. Although pushing for the most
> recent version might not be a problem as povray is free, supporting
> different versions of official povray is just part of the problem. What
> about megapov and other unofficial patches?

Don't you think that's too much overhead?
Then we have to move almost everything from the dialog views to some 
description file and create, display and validate the edit widgets 
dynamically.

> Now consider this:
> 	PMPrototypeManager will implement a set of rules for canInsert. This
> set of rules is softcoded on a file. That means we can easily provide
> several different rule sets, one for each version/application.
> 	PMIOManager manages import/export plugins for whatever format you
> choose.
>
> The only problem that is left is the validation code for each object. One
> solution is to only validate according to the most recent version. The
> export plugin could then notify the user of wrong constructs when it does
> the export.
> This has the downside of deferring validation to the export of the scene,
> which might be too late.

Yes, I think this is a good solution.

Andreas
-- 
--------------------------------------------------
 Andreas Zehender, Dipl. Ing. (BA)
 Student, 10th semester computer science
 http://www.azweb.de
 [email protected] | [email protected]      
--------------------------------------------------


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