Le 04/06/2010 11:05, Václav Šmilauer a écrit :
-                       vector<shared_ptr<Engine>  >::iterator itFirst = 
scene->engines.begin();
-                       vector<shared_ptr<Engine>  >::iterator itLast = 
scene->engines.end();
-                       for ( ;itFirst!=itLast; ++itFirst )
-                       {
Use

        FOREACH(const shared_ptr<Engine>&  e, scene->engines){...}

that will make your code a lot more readable.

Thanks for this remark. But in fact these lines will probably disappear because their goal was to identify which contact law is used. And now it is a functor, it can not anymore be done by looping over engines. I have to focus on interactions now, but I'll have to think what's the best (loop over all interactions ? pick one ?)

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