Hi Anton, thanks for your suggestion. Actually I had already a look at the "groupMask" option. It works fine if you have groups of particle which should interact or not, as you explain in your example. However, in my case I have three groups of particle and I want avoid contact detection between the particles of one group, the mesh.
So basically I want avoid new contact detection of particles belonging to one group, or better contact between WireMat particles. I think one option could be to put all particles of this group on different groupMasks. But I have 1000s of particles in this group. Any other ideas? Thanks, Klaus On Wed, 11 Jan 2012 05:47:30 PM Anton Gladky wrote: > Hi Klaus, > > one of possible solutions is to use "groupMask', which is bitmask. > For example, you have 3 groups of particles. 1 and 2, 2 and 3 should > interact, otherwise > 1 and 3 should not. In this case bitmask can be so written: > > 16 8 4 2 1 > 1) 1 0 0 1 0 = 17 > 2) 0 1 0 1 1 = 11 > 3) 0 0 1 0 1 = 5 > > When interaction is detected, the collider (I guess) uses bitwise > AND-operation for bitmasks of 2 interacting particles. > And if the sum is more than 0, then interaction is created, otherwise > not. So, if you see an example, the group 1 and 2, 2 and 3 > will give the sum 1 and interaction will be created, 1 and 3 gives 0, > so particles will not interact. > > Hope that helps. > Anton > > On Wed, Jan 11, 2012 at 6:45 AM, Klaus Thoeni <klaus.tho...@gmail.com> wrote: > > Hi guys, > > > > I have a tricky question. How can I avoid new contact detection between a > > group of particles? > > > > For my WireMP a first create particles which represent the net. Second, I > > create a link between particle since particle interact remotely (there is > > no physical contact between these particles). However, once the link is > > created I want to avoid new contact detection between those particles. I > > still need contact detection between the net and some other particles > > (e.g. rock block). > > > > Any idea how to implement this? I think it must be done somewhere in the > > collider, or not? > > > > Thanks, > > > > Klaus > > > > _______________________________________________ > > Mailing list: https://launchpad.net/~yade-dev > > Post to : yade-dev@lists.launchpad.net > > Unsubscribe : https://launchpad.net/~yade-dev > > More help : https://help.launchpad.net/ListHelp > > _______________________________________________ > Mailing list: https://launchpad.net/~yade-dev > Post to : yade-dev@lists.launchpad.net > Unsubscribe : https://launchpad.net/~yade-dev > More help : https://help.launchpad.net/ListHelp _______________________________________________ Mailing list: https://launchpad.net/~yade-dev Post to : yade-dev@lists.launchpad.net Unsubscribe : https://launchpad.net/~yade-dev More help : https://help.launchpad.net/ListHelp