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Message #00706
calling EngineUnit::go to create persistent interaction?
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To:
Yade Development Group <yade-dev@xxxxxxxxxxxxxxxxxxx>
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From:
Václav Šmilauer <eudoxos@xxxxxxxx>
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Date:
Mon, 06 Oct 2008 19:55:23 +0200
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User-agent:
Mozilla/5.0 (X11; U; Linux x86_64; en-US; rv:1.8.1.17) Gecko/20080925 Lightning/0.8 Thunderbird/2.0.0.17 Mnenhy/0.7.5.666
Hi, do we have some plan how to use existing EngineUnits to create
"persistent interactions", i.e. transient but requested explicitly, not
using the collider? We need to disable proximity checks (see IS2IS4SCG)
so that the interaction can be created even if the spheres are too far away.
I thought of setting Interaction::isReal==true &&
Interaction::isNew==true, then calling some
InteractionGeometryEngineUnit (e.g. IS2IS4SCG) and then
InteractionPhysicsEngineUnit. Would that be OK? We should have some
clear policy on this, since persistentInteractions will all be created
in this way at some point.
Secondly, I would like to use dispatcher for this: take b1, b2 and say
something like
InteractionGeometryMetaEngine::oneAction(b1,b2,interaction) that would
in turn call
InteractionGeometryMetaEngine::operator()(b1->interactingGeometry ,
b2->interactingGeometry, b1->physicalParameters->se3,
b2->physicalParameters->se3, interaction); sounds OK to you, Janek?
Vaclav
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