Re: [Yade-users] [Question #293669]: shear Force in a cohesive contact

2016-05-13 Thread behzad
Question #293669 on Yade changed:
https://answers.launchpad.net/yade/+question/293669

behzad gave more information on the question:

second update:

the complete normal situation is when I use both:

geom->rotate(shearForce)

and

geom->rotate(normalForce)

Is this normal?

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Re: [Yade-users] [Question #293669]: shear Force in a cohesive contact

2016-05-13 Thread behzad
Question #293669 on Yade changed:
https://answers.launchpad.net/yade/+question/293669

Status: Answered => Open

behzad is still having a problem:
one update:

if I remove the following piece of the code, it behaves as expected.

  const Real maxFs = phys.normalForce.squaredNorm() * 
std::pow(phys.tangensOfFrictionAngle,2);
  if( phys.shearForce.squaredNorm() > maxFs ) {
  
const Real ratio = sqrt(maxFs) / phys.shearForce.norm();
phys.shearForce *= ratio;
  }


AFAIK, this piece controls the shear force. Do I need this is this type of 
contact? 
By applying the force as explained in #1, the contact cohesion is not being 
broken, the force only moves the upper sphere and so contact point is moving.

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Re: [Yade-users] [Question #293669]: shear Force in a cohesive contact

2016-05-13 Thread behzad
Question #293669 on Yade changed:
https://answers.launchpad.net/yade/+question/293669

behzad posted a new comment:
I included

phys.shearForce=geom.rotate(phys.shearForce);  in the Law2 but it
doesn't change anything!


  phys.shearForce=geom.rotate(phys.shearForce); 
  const Vector3r shearForceT = -1.0*(shearVelocity * dt + phys.uks * (1.0 - 
Bs / As) - phys.shearForce * Ds) / Cs;
  phys.uks = (phys.uks * Bs + (shearForceT + phys.shearForce) * dt / (2.0 * 
phys.cks)) / As;
  phys.shearForce = shearForceT;

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Re: [Yade-users] [Question #293669]: shear Force in a cohesive contact

2016-05-13 Thread Jan Stránský
Question #293669 on Yade changed:
https://answers.launchpad.net/yade/+question/293669

Jan Stránský proposed the following answer:
Sorry, precompute is matter of geom itself, so it should not be used in
Law2, but rotate is definitely missing.
Jan


2016-05-13 17:07 GMT+02:00 Jan Stránský <
question293...@answers.launchpad.net>:

> Question #293669 on Yade changed:
> https://answers.launchpad.net/yade/+question/293669
>
> Status: Open => Answered
>
> Jan Stránský proposed the following answer:
> Hi Behzad,
> have a look to other Law2::go, you should have something like
> geom->rotate(shearForce) and/or geom->rotate(uks) and probably also
> geom->precompute there..
> cheers
> Jan
>
>
> 2016-05-13 16:52 GMT+02:00 behzad :
>
> > New question #293669 on Yade:
> > https://answers.launchpad.net/yade/+question/293669
> >
> > Hi folks,
> >
> > I've got a problem in shear force calculation in a cohesive contact.
> >
> > That's the case:
> >
> > Imagine two spheres are in contact like this:
> >
> > O.bodies.append(sphere([0.0,0.0,0.0],0.01,fixed=True,material=Mat))
> > O.bodies.append(sphere([0.0,0.0,2.0e-2],0.01,fixed=False,material=Mat))
> >
> > so the contact normal is in Z direction.
> >
> > Now imagine the material is cohFrictMat and the contact is cohesive. If a
> > force in Y direction is applied to the upper sphere;
> >
> > O.forces.addF(1,(0,-1000,0),permanent=True)
> >
> > the sphere is going to move to left and the contact normal is now
> parallel
> > to Y axis.
> >
> > That's what happens with CohFrictMat and it's normal.
> >
> >
> > However, in a new contact model that I have developed, it seems that
> > there's a problem in calculating the shear force that the above mentioned
> > scenario causes the upper sphere to rotate around the lower sphere by an
> > ever increasing speed and the shear force is always increasing. I copy
> the
> > force calculation code here and I appreciate if one can have a look to
> see
> > what's the problem.
> >
> > Thank you.
> >
> >
> >
> >
> >
> > bool Law2_ScGeom6D_CohBurgersPhys_CohesiveBurgers::go(shared_ptr&
> > _geom, shared_ptr& _phys, Interaction* I)
> > {
> >   Vector3r force = Vector3r::Zero();
> >   Vector3r torque1 = Vector3r::Zero();
> >   Vector3r torque2 = Vector3r::Zero();
> >
> >   if (computeForceTorqueCohBurgers(_geom, _phys, I, force, torque1,
> > torque2) and (I->isActive)){
> > const int id1 = I->getId1();
> > const int id2 = I->getId2();
> >
> > addForce (id1,-force,scene);
> > addForce (id2, force,scene);
> > addTorque(id1, torque1,scene);
> > addTorque(id2, torque2,scene);
> > return true;
> >} else return false;
> > }
> >
> >
> >
> > bool computeForceTorqueCohBurgers(shared_ptr& _geom,
> > shared_ptr& _phys, Interaction* I, Vector3r & force, Vector3r &
> > torque1, Vector3r & torque2) {
> >
> >
> >
> >   const ScGeom6D& geom=*YADE_CAST(_geom.get());
> >   CohBurgersPhys& phys=*YADE_CAST(_phys.get());
> >
> >   Scene* scene=Omega::instance().getScene().get();
> >
> >   const int id1 = I->getId1();
> >   const int id2 = I->getId2();
> >
> >   const BodyContainer& bodies = *scene->bodies;
> >
> >   const State& de1 = *YADE_CAST(bodies[id1]->state.get());
> >   const State& de2 = *YADE_CAST(bodies[id2]->state.get());
> >
> >   const Real& dt = scene->dt;
> >
> >   if (geom.penetrationDepth <0 && phys.fragile && phys.normalAdhesion > 0
> > && phys.normalForce.norm() > phys.normalAdhesion) {
> > phys.cohesionBroken= true;
> > return false;
> >   }
> >
> >if (phys.fragile && phys.shearAdhesion > 0 && phys.shearForce.norm() >
> > phys.shearAdhesion) {
> > phys.cohesionBroken= true;
> > return false;
> >   }
> >
> >   if (I->isFresh(scene)) {
> >   phys.ukn = Vector3r(0,0,0);
> >   phys.uks = Vector3r(0,0,0);
> >   phys.shearForce = Vector3r(0,0,0);
> >   phys.normalForce = phys.kmn * geom.penetrationDepth * geom.normal;
> >   return true;
> > } else {
> >
> >   Real An = 1.0 + phys.kkn * dt / (2.0 * phys.ckn);
> >   Real Bn = 1.0 - phys.kkn * dt / (2.0 * phys.ckn);
> >   Real Cn = dt / (2.0 * phys.ckn * An) + 1.0 / phys.kmn + dt / (2.0 *
> > phys.cmn);
> >   Real Dn = dt / (2.0 * phys.ckn * An) - 1.0 / phys.kmn + dt / (2.0 *
> > phys.cmn);
> >
> >   Real As = 1.0 + phys.kks * dt / (2.0 * phys.cks);
> >   Real Bs = 1.0 -  phys.kks * dt / (2.0 * phys.cks);
> >   Real Cs = dt / (2.0 * phys.cks * As) + 1.0 / phys.kms + dt / (2.0 *
> > phys.cms);
> >   Real Ds = dt / (2.0 * phys.cks * As) - 1.0 / phys.kms + dt / (2.0 *
> > phys.cms);
> >
> >   const Vector3r shift2 = scene->isPeriodic ?
> > scene->cell->intrShiftPos(I->cellDist): Vector3r::Zero();
> >   const Vector3r shiftVel = scene->isPeriodic ?
> > scene->cell->intrShiftVel(I->cellDist): Vector3r::Zero();
> >
> >   const Vector3r c1x = (geom.contactPoint - 

Re: [Yade-users] [Question #293669]: shear Force in a cohesive contact

2016-05-13 Thread Jan Stránský
Question #293669 on Yade changed:
https://answers.launchpad.net/yade/+question/293669

Status: Open => Answered

Jan Stránský proposed the following answer:
Hi Behzad,
have a look to other Law2::go, you should have something like
geom->rotate(shearForce) and/or geom->rotate(uks) and probably also
geom->precompute there..
cheers
Jan


2016-05-13 16:52 GMT+02:00 behzad :

> New question #293669 on Yade:
> https://answers.launchpad.net/yade/+question/293669
>
> Hi folks,
>
> I've got a problem in shear force calculation in a cohesive contact.
>
> That's the case:
>
> Imagine two spheres are in contact like this:
>
> O.bodies.append(sphere([0.0,0.0,0.0],0.01,fixed=True,material=Mat))
> O.bodies.append(sphere([0.0,0.0,2.0e-2],0.01,fixed=False,material=Mat))
>
> so the contact normal is in Z direction.
>
> Now imagine the material is cohFrictMat and the contact is cohesive. If a
> force in Y direction is applied to the upper sphere;
>
> O.forces.addF(1,(0,-1000,0),permanent=True)
>
> the sphere is going to move to left and the contact normal is now parallel
> to Y axis.
>
> That's what happens with CohFrictMat and it's normal.
>
>
> However, in a new contact model that I have developed, it seems that
> there's a problem in calculating the shear force that the above mentioned
> scenario causes the upper sphere to rotate around the lower sphere by an
> ever increasing speed and the shear force is always increasing. I copy the
> force calculation code here and I appreciate if one can have a look to see
> what's the problem.
>
> Thank you.
>
>
>
>
>
> bool Law2_ScGeom6D_CohBurgersPhys_CohesiveBurgers::go(shared_ptr&
> _geom, shared_ptr& _phys, Interaction* I)
> {
>   Vector3r force = Vector3r::Zero();
>   Vector3r torque1 = Vector3r::Zero();
>   Vector3r torque2 = Vector3r::Zero();
>
>   if (computeForceTorqueCohBurgers(_geom, _phys, I, force, torque1,
> torque2) and (I->isActive)){
> const int id1 = I->getId1();
> const int id2 = I->getId2();
>
> addForce (id1,-force,scene);
> addForce (id2, force,scene);
> addTorque(id1, torque1,scene);
> addTorque(id2, torque2,scene);
> return true;
>} else return false;
> }
>
>
>
> bool computeForceTorqueCohBurgers(shared_ptr& _geom,
> shared_ptr& _phys, Interaction* I, Vector3r & force, Vector3r &
> torque1, Vector3r & torque2) {
>
>
>
>   const ScGeom6D& geom=*YADE_CAST(_geom.get());
>   CohBurgersPhys& phys=*YADE_CAST(_phys.get());
>
>   Scene* scene=Omega::instance().getScene().get();
>
>   const int id1 = I->getId1();
>   const int id2 = I->getId2();
>
>   const BodyContainer& bodies = *scene->bodies;
>
>   const State& de1 = *YADE_CAST(bodies[id1]->state.get());
>   const State& de2 = *YADE_CAST(bodies[id2]->state.get());
>
>   const Real& dt = scene->dt;
>
>   if (geom.penetrationDepth <0 && phys.fragile && phys.normalAdhesion > 0
> && phys.normalForce.norm() > phys.normalAdhesion) {
> phys.cohesionBroken= true;
> return false;
>   }
>
>if (phys.fragile && phys.shearAdhesion > 0 && phys.shearForce.norm() >
> phys.shearAdhesion) {
> phys.cohesionBroken= true;
> return false;
>   }
>
>   if (I->isFresh(scene)) {
>   phys.ukn = Vector3r(0,0,0);
>   phys.uks = Vector3r(0,0,0);
>   phys.shearForce = Vector3r(0,0,0);
>   phys.normalForce = phys.kmn * geom.penetrationDepth * geom.normal;
>   return true;
> } else {
>
>   Real An = 1.0 + phys.kkn * dt / (2.0 * phys.ckn);
>   Real Bn = 1.0 - phys.kkn * dt / (2.0 * phys.ckn);
>   Real Cn = dt / (2.0 * phys.ckn * An) + 1.0 / phys.kmn + dt / (2.0 *
> phys.cmn);
>   Real Dn = dt / (2.0 * phys.ckn * An) - 1.0 / phys.kmn + dt / (2.0 *
> phys.cmn);
>
>   Real As = 1.0 + phys.kks * dt / (2.0 * phys.cks);
>   Real Bs = 1.0 -  phys.kks * dt / (2.0 * phys.cks);
>   Real Cs = dt / (2.0 * phys.cks * As) + 1.0 / phys.kms + dt / (2.0 *
> phys.cms);
>   Real Ds = dt / (2.0 * phys.cks * As) - 1.0 / phys.kms + dt / (2.0 *
> phys.cms);
>
>   const Vector3r shift2 = scene->isPeriodic ?
> scene->cell->intrShiftPos(I->cellDist): Vector3r::Zero();
>   const Vector3r shiftVel = scene->isPeriodic ?
> scene->cell->intrShiftVel(I->cellDist): Vector3r::Zero();
>
>   const Vector3r c1x = (geom.contactPoint - de1.pos);
>   const Vector3r c2x = (geom.contactPoint - de2.pos - shift2);
>
>   const Vector3r relativeVelocity = (de1.vel+de1.angVel.cross(c1x)) -
> (de2.vel+de2.angVel.cross(c2x)) + shiftVel;
>   const Vector3r normalVelocity = geom.normal.dot(relativeVelocity)*
> geom.normal ;
>   const Vector3r shearVelocity = relativeVelocity-normalVelocity;
>
>
>   const Vector3r normalForceT = (normalVelocity * dt + phys.ukn * (1.0
> - Bn / An) - phys.normalForce * Dn) / Cn;
>   phys.ukn = (phys.ukn * Bn + (normalForceT + phys.normalForce) * dt /
> (2.0 * phys.ckn)) / An;
>   

Re: [Yade-users] [Question #293635]: Problem with visualization of boxes in ParaView 4.0.1

2016-05-13 Thread Jonathan Pergoli
Question #293635 on Yade changed:
https://answers.launchpad.net/yade/+question/293635

Status: Answered => Solved

Jonathan Pergoli confirmed that the question is solved:
Thanks Jan Stránský, that solved my question.

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[Yade-users] [Question #293669]: shear Force in a cohesive contact

2016-05-13 Thread behzad
New question #293669 on Yade:
https://answers.launchpad.net/yade/+question/293669

Hi folks,

I've got a problem in shear force calculation in a cohesive contact.

That's the case:

Imagine two spheres are in contact like this:

O.bodies.append(sphere([0.0,0.0,0.0],0.01,fixed=True,material=Mat))
O.bodies.append(sphere([0.0,0.0,2.0e-2],0.01,fixed=False,material=Mat))

so the contact normal is in Z direction.

Now imagine the material is cohFrictMat and the contact is cohesive. If a force 
in Y direction is applied to the upper sphere;

O.forces.addF(1,(0,-1000,0),permanent=True)

the sphere is going to move to left and the contact normal is now parallel to Y 
axis. 

That's what happens with CohFrictMat and it's normal. 


However, in a new contact model that I have developed, it seems that there's a 
problem in calculating the shear force that the above mentioned scenario causes 
the upper sphere to rotate around the lower sphere by an ever increasing speed 
and the shear force is always increasing. I copy the force calculation code 
here and I appreciate if one can have a look to see what's the problem.

Thank you.





bool Law2_ScGeom6D_CohBurgersPhys_CohesiveBurgers::go(shared_ptr& _geom, 
shared_ptr& _phys, Interaction* I) 
{
  Vector3r force = Vector3r::Zero();
  Vector3r torque1 = Vector3r::Zero();
  Vector3r torque2 = Vector3r::Zero();

  if (computeForceTorqueCohBurgers(_geom, _phys, I, force, torque1, torque2) 
and (I->isActive)){
const int id1 = I->getId1();
const int id2 = I->getId2();

addForce (id1,-force,scene);
addForce (id2, force,scene);
addTorque(id1, torque1,scene);
addTorque(id2, torque2,scene);
return true;
   } else return false;
}


 
bool computeForceTorqueCohBurgers(shared_ptr& _geom, shared_ptr& 
_phys, Interaction* I, Vector3r & force, Vector3r & torque1, Vector3r & 
torque2) {



  const ScGeom6D& geom=*YADE_CAST(_geom.get());
  CohBurgersPhys& phys=*YADE_CAST(_phys.get());

  Scene* scene=Omega::instance().getScene().get();

  const int id1 = I->getId1();
  const int id2 = I->getId2();

  const BodyContainer& bodies = *scene->bodies;

  const State& de1 = *YADE_CAST(bodies[id1]->state.get());
  const State& de2 = *YADE_CAST(bodies[id2]->state.get());

  const Real& dt = scene->dt;
  
  if (geom.penetrationDepth <0 && phys.fragile && phys.normalAdhesion > 0 && 
phys.normalForce.norm() > phys.normalAdhesion) {
phys.cohesionBroken= true;
return false;   
  }
  
   if (phys.fragile && phys.shearAdhesion > 0 && phys.shearForce.norm() > 
phys.shearAdhesion) {
phys.cohesionBroken= true;
return false;   
  }
  
  if (I->isFresh(scene)) {
  phys.ukn = Vector3r(0,0,0);
  phys.uks = Vector3r(0,0,0);
  phys.shearForce = Vector3r(0,0,0);
  phys.normalForce = phys.kmn * geom.penetrationDepth * geom.normal;
  return true;
} else {

  Real An = 1.0 + phys.kkn * dt / (2.0 * phys.ckn);
  Real Bn = 1.0 - phys.kkn * dt / (2.0 * phys.ckn);
  Real Cn = dt / (2.0 * phys.ckn * An) + 1.0 / phys.kmn + dt / (2.0 * 
phys.cmn);
  Real Dn = dt / (2.0 * phys.ckn * An) - 1.0 / phys.kmn + dt / (2.0 * 
phys.cmn);

  Real As = 1.0 + phys.kks * dt / (2.0 * phys.cks);
  Real Bs = 1.0 -  phys.kks * dt / (2.0 * phys.cks);
  Real Cs = dt / (2.0 * phys.cks * As) + 1.0 / phys.kms + dt / (2.0 * 
phys.cms);
  Real Ds = dt / (2.0 * phys.cks * As) - 1.0 / phys.kms + dt / (2.0 * 
phys.cms);

  const Vector3r shift2 = scene->isPeriodic ? 
scene->cell->intrShiftPos(I->cellDist): Vector3r::Zero(); 
  const Vector3r shiftVel = scene->isPeriodic ? 
scene->cell->intrShiftVel(I->cellDist): Vector3r::Zero(); 

  const Vector3r c1x = (geom.contactPoint - de1.pos);
  const Vector3r c2x = (geom.contactPoint - de2.pos - shift2);

  const Vector3r relativeVelocity = (de1.vel+de1.angVel.cross(c1x)) - 
(de2.vel+de2.angVel.cross(c2x)) + shiftVel;
  const Vector3r normalVelocity = geom.normal.dot(relativeVelocity)* 
geom.normal ;
  const Vector3r shearVelocity = relativeVelocity-normalVelocity;

  
  const Vector3r normalForceT = (normalVelocity * dt + phys.ukn * (1.0 - Bn 
/ An) - phys.normalForce * Dn) / Cn;
  phys.ukn = (phys.ukn * Bn + (normalForceT + phys.normalForce) * dt / (2.0 
* phys.ckn)) / An;
  phys.normalForce = normalForceT;


  const Vector3r shearForceT = -1.0*(shearVelocity * dt + phys.uks * (1.0 - 
Bs / As) - phys.shearForce * Ds) / Cs;
  phys.uks = (phys.uks * Bs + (shearForceT + phys.shearForce) * dt / (2.0 * 
phys.cks)) / As;
  phys.shearForce = shearForceT;


  const Real maxFs = phys.normalForce.squaredNorm() * 
std::pow(phys.tangensOfFrictionAngle,2);
  if( phys.shearForce.squaredNorm() > maxFs ) {
  
const Real ratio = sqrt(maxFs) / phys.shearForce.norm();
phys.shearForce *= ratio;
  }

  force = 

Re: [Yade-users] [Question #293635]: Problem with visualization of boxes in ParaView 4.0.1

2016-05-13 Thread Jonathan Pergoli
Question #293635 on Yade changed:
https://answers.launchpad.net/yade/+question/293635

Jonathan Pergoli posted a new comment:
ahahahah lol

# Ground
s=ymport.textExt('Prova3',format='x_y_z_r')
sphere=O.bodies.append(s)

# Container
c=geom.facetCylinder((0,0,.2),radius=.75,height=.4,segmentsNumber=100,wallMask=6,material="gravel")
O.bodies.append(c)

# Polyhedra
p=utils.polyhedron((v1,v2,v3,v4,v5,v6,v7,v8),fixed=False,color=(.6,.45,0),material="MLI",wire=False)
O.bodies.append(p)

O.engines=[
ForceResetter(),

InsertionSortCollider([Bo1_Sphere_Aabb(),Bo1_Facet_Aabb(),Bo1_Polyhedra_Aabb()]),
InteractionLoop(

[Ig2_Sphere_Sphere_ScGeom(),Ig2_Facet_Sphere_ScGeom(),Ig2_Sphere_Polyhedra_ScGeom()],

[Ip2_FrictMat_FrictMat_MindlinPhys(en=MatchMaker(matches=((gravel,MLI,.6),(gravel,gravel,.55))),es=MatchMaker(matches=((gravel,MLI,.6),(gravel,gravel,.55))),krot=3)],
[Law2_ScGeom_MindlinPhys_Mindlin(includeMoment=True)]
),
NewtonIntegrator(gravity=(0,0,-9.81),damping=.2),
PyRunner(command='vtkExporter.exportFacets()',iterPeriod=2500)
PyRunner(command='vtkExporter.exportPolyhedra()',iterPeriod=2500),
PyRunner(command='vtkExporter.exportSpheres()',iterPeriod=2500)
]

O.dt=.5*PWaveTimeStep()

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Re: [Yade-users] [Question #293635]: Problem with visualization of boxes in ParaView 4.0.1

2016-05-13 Thread Jan Stránský
Question #293635 on Yade changed:
https://answers.launchpad.net/yade/+question/293635

Jan Stránský proposed the following answer:
Hi Jonathan,

the fix should be available soon in yadedaily (the fix is already in the
trunk version).

could you please post the full example with export.VTKExporter? According
to the lines you provided it should not work :-D

cheers
Jan


2016-05-13 15:13 GMT+02:00 Jonathan Pergoli <
question293...@answers.launchpad.net>:

> Question #293635 on Yade changed:
> https://answers.launchpad.net/yade/+question/293635
>
> Jonathan Pergoli posted a new comment:
> Hi Jan!
>
> I have installed both yadedaily from package and yade-1.07.0 from
> source.
>
> Maybe I have solved the problem using VTKExport from the export module:
> - in the engine
> PyRunner(command='vtkExporter.exportPolyhedra()',iterPeriod=2500),
> PyRunner(command='vtkExporter.exportSpheres()',iterPeriod=2500),
> PyRunner(command='vtkExporter.exportFacets()',iterPeriod=2500),
> - out of the engine
> Prova="prova"
> vtkExporter = export.VTKExporter(Prova)
> vtkExporter.exportSpheres(ids="all",what=[('pos','b.state.pos')])
> vtkExporter.exportFacets(ids="all",what=[('pos','b.state.pos')])
> vtkExporter.exportPolyhedra(ids="all",what=[('orientation','b.state.se3')])
>
> Now it seems to work correcttly since it is the same in the View. But
> maybe you can confirm it to me and help to write it in a smarter way if
> what I have written above is incorrect.
>
> P.S.
> As you can notice I have to use polyhedra instead of box
>
> Cheers
>
> Jonathan
>
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Re: [Yade-users] [Question #293635]: Problem with visualization of boxes in ParaView 4.0.1

2016-05-13 Thread Jonathan Pergoli
Question #293635 on Yade changed:
https://answers.launchpad.net/yade/+question/293635

Jonathan Pergoli posted a new comment:
Hi Jan!

I have installed both yadedaily from package and yade-1.07.0 from
source.

Maybe I have solved the problem using VTKExport from the export module:
- in the engine
PyRunner(command='vtkExporter.exportPolyhedra()',iterPeriod=2500),
PyRunner(command='vtkExporter.exportSpheres()',iterPeriod=2500),
PyRunner(command='vtkExporter.exportFacets()',iterPeriod=2500),
- out of the engine
Prova="prova"
vtkExporter = export.VTKExporter(Prova)
vtkExporter.exportSpheres(ids="all",what=[('pos','b.state.pos')])
vtkExporter.exportFacets(ids="all",what=[('pos','b.state.pos')])
vtkExporter.exportPolyhedra(ids="all",what=[('orientation','b.state.se3')])

Now it seems to work correcttly since it is the same in the View. But
maybe you can confirm it to me and help to write it in a smarter way if
what I have written above is incorrect.

P.S. 
As you can notice I have to use polyhedra instead of box

Cheers

Jonathan

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Re: [Yade-users] [Question #293635]: Problem with visualization of boxes in ParaView 4.0.1

2016-05-13 Thread Jan Stránský
Question #293635 on Yade changed:
https://answers.launchpad.net/yade/+question/293635

Status: Open => Answered

Jan Stránský proposed the following answer:
Hi Jonathan,
watching the source code, rotations are missing for boxes. The fix is easy,
I will push it soon. How did you install yade (yadedaily, compiled from
source...)?
cheers
Jan


2016-05-12 23:37 GMT+02:00 Jonathan Pergoli <
question293...@answers.launchpad.net>:

> New question #293635 on Yade:
> https://answers.launchpad.net/yade/+question/293635
>
> Hi everybodi!
>
> I cannot see rotation of my box when I postprocess it with paraview. If I
> open the contreller I can see the box star rotating after bouncing on the
> ground, but when I open it with paraview I the box is always in horizontal
> position. The problem is that I cannot use SnapshotEngine because I have to
> run my simuations on vesion without the graphic interface.
>
> Can someone help me?
>
> Thanks
>
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Re: [Yade-users] [Question #292593]: Importing the skimage module into yade

2016-05-13 Thread Launchpad Janitor
Question #292593 on Yade changed:
https://answers.launchpad.net/yade/+question/292593

Status: Open => Expired

Launchpad Janitor expired the question:
This question was expired because it remained in the 'Open' state
without activity for the last 15 days.

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Re: [Yade-users] [Question #293576]: yade from source on Ubuntu 16.04

2016-05-13 Thread Raphaël Maurin
Question #293576 on Yade changed:
https://answers.launchpad.net/yade/+question/293576

Status: Answered => Solved

Raphaël Maurin confirmed that the question is solved:
Hi Anton,

Sorry I was not clear, I didn't recompile libqglviewer, I just installed
it.

For the installation of Yade, you were right, the problem was standing
in the fact I didn't have the package  pyqt5-dev-tools. I recompiled
Yade and everything is fine, it is running.

Thanks !


Raphael

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