> > inertia and mass : no. > > The rest should be in "state" since it changes with time. > > > Oh wait! > > Reading this in the blueprint description rings a bell for me : > "Refactor PhysicalParameters into constant part (Material) and variable > part (BodyState)" > > 1/ Mass is usually constant but it is not a material parameter. > 2/ What will happen if one needs to modify the mass of some body during > a simulation?
> > There is in fact no strict equivalence between "constant" and > "material", or between "body" and "variable". That is right and I apologize for not being very precise on that. The distinction should run (what I think at least) between what is per-body and what is common. If material is to be shared amongst bodies (which is the plan), then perhaps _density_ could be part of it, but not mass, which depends on body's geometry and is part of "State" in that sense (for lack of better words, I called it State). If I understand correctly, all of use seem to agree that having positional things and rotational things in the same bag is the way to go, right?: * Positional: 3 vars (position, velocity, accel), 1 constant (mass) * Orientational: 3 vars (orientation, ang. vel, ang. accel), 1 constant (intertia vector). BTW should we keep the somewhat obscure Se3r class or separate that in Vector3r + Quaternionr? Thanks, v. _______________________________________________ Mailing list: https://launchpad.net/~yade-dev Post to : [email protected] Unsubscribe : https://launchpad.net/~yade-dev More help : https://help.launchpad.net/ListHelp

