New question #197438 on Yade:
https://answers.launchpad.net/yade/+question/197438

Hi all,

I've got a fairly simple script to build some ballistic aggregates which I will 
use in later simulations. I basically started with a seed particle at the 
origin, which has dynamic=False and then create particles and fire them 
randomly towards the aggregate. When contact is detected 
(O.interactions.countReal() increases in my collision checking callback) I 
freeze that particle (setting dynamic = False) and create a new one.

This basically works OK. But I have to check for particles that miss the 
aggregate. So in my collision checking callback, if there has been no increase 
in interactions, and if I am far from the seed particle, I erase the particle 
with O.bodies.erase.

This is where things seem to behave unexpectedly. I erase the particle, and a 
few timesteps later create a new one. This takes the same ID as the deleted 
one. But now, no interactions are ever detected - even when the particles pass 
through each other! Does O.bodies.erase not do what I think it does? 

Any suggestions welcome!

Thanks, Mark

-- 
You received this question notification because you are a member of
yade-users, which is an answer contact for Yade.

_______________________________________________
Mailing list: https://launchpad.net/~yade-users
Post to     : [email protected]
Unsubscribe : https://launchpad.net/~yade-users
More help   : https://help.launchpad.net/ListHelp

Reply via email to