Hi, do we have some plan how to use existing EngineUnits to create "persistent interactions", i.e. transient but requested explicitly, not using the collider? We need to disable proximity checks (see IS2IS4SCG) so that the interaction can be created even if the spheres are too far away.
I thought of setting Interaction::isReal==true && Interaction::isNew==true, then calling some InteractionGeometryEngineUnit (e.g. IS2IS4SCG) and then InteractionPhysicsEngineUnit. Would that be OK? We should have some clear policy on this, since persistentInteractions will all be created in this way at some point. Secondly, I would like to use dispatcher for this: take b1, b2 and say something like InteractionGeometryMetaEngine::oneAction(b1,b2,interaction) that would in turn call InteractionGeometryMetaEngine::operator()(b1->interactingGeometry , b2->interactingGeometry, b1->physicalParameters->se3, b2->physicalParameters->se3, interaction); sounds OK to you, Janek? Vaclav _______________________________________________ Mailing list: https://launchpad.net/~yade-dev Post to : [email protected] Unsubscribe : https://launchpad.net/~yade-dev More help : https://help.launchpad.net/ListHelp

