> Using interactionDetectionFactor=1 and computing geometry for real 
> interactions only is the way to compute only what is needed.
> Bruno.

> Distant links have (I think) no computation penalty unless you enable
> them: haveDistantTransient in PersistentSAPCollider (which only means it
> will not delete distant contacs) and by using
> InteractinSphere2*4DistantSpheresContactGeometry at the same time.
> Regards, Vaclav

So, 
1. There is SpheresContactGeometry. Is it supposed to be used _only for 
contact_ interactions?
2. There is DistantSpheresContactGeometry. Is it supposed to be used for 
_distant_ interactions?
3. InteractionDetectionFactor is supposed to be used only for _distant_ 
interactions. Is't it?

If it so, I think the condition for _SpheresContactGeometry_

>if (penetrationDepth>0 || c->isReal)

should be replaced by 

> if (penetrationDepth>0)

as I suggested. And more, InteractionDetectionFactor should be removed from 
SpheresContactGeometry.

About Interaction's flags: I think, isReal and isNew should be left unchanged, 
because their meaning is very clear.

I propose to add a flag "cycle" and anticipate its use as a _local_ variable in 
any Engine. I think such a flag would be useful in any case. Its value it not 
supposed to be transfer from one Engine to other or through iterations. I have 
used "cycle" instead of isReal for mark stale contacts, because isReal is also 
used in GLDrawInteraction * in another thread and when visualization obtained 
flashing.

Best regards, Sergei D.
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