> 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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