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Message #01488
Re: Material and body State
>
>As written, cf. http://yade.wikia.com/wiki/SharedMaterialProperties, it
>is enhanced in such way that Bruno can be happy (material can be either
>shared or per-body).
Yeah, when I say nothing it means I'm happy. All this is perfect
usage of pointers. One question I have in mind is if many bodies
with the same material pointer would slow down the parallel runs,
but whatever the answer we can use per-body props, so everything
is ok.
>
>All this should lead to shared interaction properties (if desired). You
>can always have fancy InteractionPhysics functor, that will assign
>interaction properties based on phase of the moon or GroupRelationData,
>this will not prevent you from being flexible.
I still don't understand the point of shared InteractionPhysics.
So many efforts just to avoid duplicating values of the friction?!
Come on guys, just give up. (and what about parallel access to props,
which will be a lot more frequent than access to bodies props?)
Bruno
>
>Vaclav
>
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