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Re: velgrad

 

> Hehe, yes I know. I just didn't want to modify your engine before your 
> review.
Would be much better, I think, because like this I can't do a diff
against the old code to see what changed. I really don't like code being
copied&pasted, it is much better to fix it where it is. Quite often, two
copies will be kept around and neither will work properly.


> The main differences are in the commit log.
> Other differences are :
> - strain is not used except for postprocessing and goals checks
> - size and refSize are not used
> - no stifness 
> - it is shorter :)
Strain is not used in the original engine either, since over a week when
they set velGrad diagonal directly. For the rest, that is not very
convincing, you could have just changed code that was already there? I
have the feeling that we are doing one thing in parallel and that is not
very good. 

What't the advantage of not using stiffness. I don't know why you think
it will not work; it did work for me.
> PeriController can simply replace PeriTriaxController if you agree (I'll 
> do it).

> I still have a few TODO's, like isotropic deformation, and some code 
> cleaning.
For isotropic deformation, I have already something in mind, and I
almost wrote it a few days back.

v




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