> 3. BoundFunctor is currently 2d, dispatching on Shape and Bound. It > however forces you to decide what collider you use by setting the bound > type beforehand. I would prefer that BoundFunctor would dispatch only > based on Shape, but there would have to be a way to specify regular > bodies (non-clumps), where no bound is required. It could be either a > Body::noBound or something like that flag, or we could use the > Body::groupMask in combination with mask of the dispatcher or functors > to prevent bound for a particular body (hm... what can be such body good > for? it really makes it as if it were absent from the scene, right?)
IIRC Sega was adding the noBound parametr for utils.facet, he probably had some use for that... Ping? _______________________________________________ Mailing list: https://launchpad.net/~yade-dev Post to : [email protected] Unsubscribe : https://launchpad.net/~yade-dev More help : https://help.launchpad.net/ListHelp

