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Message #00044
Re: invMass + invInetia
It was actually my suggestion, but Janek agreed wholeheartedly. For the
spherical clumps, I had to recalculate mass and inertia when
construction InteractingGeometry from GeometricalModel (Mold from Shape
:-) ) and it is obnoxious to have to look into sources to find out that
these two values are not used in Newton's laws (mass is used for
gravitation, though). This change eliminates a possible inconsistency
when the user-code does something that was not originally expected.
Vaclav
> Well, I just checked my code, and perhaps your last commit didn't break
> anything in fact. (I've not tried to compile and run though... already
> too many different version on my pc :-/)
> I think i used them in a previous version of my time-stepper but i don't
> use them now.
> This is why the commit-mail have ring a bell in my head first. :)
>
> However, I still don't see the need of removing them...
>
> quote :
> "Those big changes will allow to - automatically build simulation loop
> (fill engines / actors), no longer this bothersome createActors() in
> each filegenertor - make parallel computations with multiple processors.
> I think that you want that, even if it will involve modifying your
> current code :) "
>
> Sure thing :).
>
> Bruno
>
>
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