> >If you do, is it be enough to use Body::groupMask in > > the functor to avoid those? > Hm, I have not thought about it until this moment. May be... > How do you use the groupMask in general?
Bitmasks are used in InteractionGeometryDispatcher; if (mask1 & mask2)==0 and the masks are not zero (IIRC), then the bodies will not enter interaction. (I will document it properly in the doc I am writing, but that will take some time). The same could be done here, one bitmask for the functor, another for the body. v. _______________________________________________ Mailing list: https://launchpad.net/~yade-dev Post to : [email protected] Unsubscribe : https://launchpad.net/~yade-dev More help : https://help.launchpad.net/ListHelp

