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 _______________________________________________ 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