Talk:Nodal geometry

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Revision as of 23:26, 5 September 2006 by Nad (talk | contribs) (reintegrate polar later)
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old stuff to reintegrate later
  1. The polar geometry (3DSpace)

The polar implimentation of the geometry is being ported from space.as which already handles hierarchy, recursion and relativity of coordinates. Currently its coordinate system is actually rectangular (x,y,z), but this is actually not too important at this time.

In this system there is only one set of layers that all objects in the entire space reside in. The objects in the space form their own containment relationship independently of the layer-stack, and indeed have no direct knowledge themselves of the layers. The layer that any object resides on is handled by the polar geometry based on the object's 3D coordinates, not by the individual objects.

  • see Wikipedia:Octree - recursive subdivision used for collision detection in OpenGL.
    1. Polar parent methods & properties
(these are still in the process of being migrated to the nodal conceptual structure)
  • create
  • reduce
  • active
  • rotation
  • zbuff
  • zbLength
  • children
  • template
  • zSCREEN
  • zcmp
    1. Polar child properties
  • space
  • time
  • create
  • reduce
  • motion
  • die
  • x,y,z,scale
  • colour,alpha