Hi Bruno,

On Mon, 16 Jan 2012 11:20:57 PM Bruno Chareyre wrote:
> >> It would work but it would be ugly to include WireMat.hpp in the
> >> collider's code.
> > 
> > I agree but I would need a quick solution.
> 
> The the sort of quick solution that you will never commit? Then try it.
> My bet is that, unfortunately, it will not give a very big speedup.
> The big task of the collider is to sort bounds, and it has to be done
> for all your elements anyway, since they can interact with other bodies.

Quick and dirty ;-) But I prefer you solution anyway.

> >> I'm thinking we could have a global "selfInteractionMask", so that if
> >> mask1==mask2 && !(mask1 & selfInteractionMask), we skip.
> > 
> > Please, can you give some more details? And how and where would this
> > "selfInteractionMask" be implemented?
> 
> Collider.cpp:13, this is where masks are compared in bool maycollide().
> You could test bodies masks with a self-interaction mask there, the new
> mask could be a member of the collider.
> Maybe try the first method before deciding if it's worth the additional
> test.

I will try to implement it in the next couple of days. So you think there will 
be no speed-up? Any other suggestion how I can get some speed-up?

Thanks


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