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Message #08192
Re: : Avoid new contact detection between group of particle
Hi Anton,
thanks for your suggestion. Actually I had already a look at the "groupMask"
option. It works fine if you have groups of particle which should interact or
not, as you explain in your example. However, in my case I have three groups
of particle and I want avoid contact detection between the particles of one
group, the mesh.
So basically I want avoid new contact detection of particles belonging to one
group, or better contact between WireMat particles.
I think one option could be to put all particles of this group on different
groupMasks. But I have 1000s of particles in this group.
Any other ideas?
Thanks, Klaus
On Wed, 11 Jan 2012 05:47:30 PM Anton Gladky wrote:
> Hi Klaus,
>
> one of possible solutions is to use "groupMask', which is bitmask.
> For example, you have 3 groups of particles. 1 and 2, 2 and 3 should
> interact, otherwise
> 1 and 3 should not. In this case bitmask can be so written:
>
> 16 8 4 2 1
> 1) 1 0 0 1 0 = 17
> 2) 0 1 0 1 1 = 11
> 3) 0 0 1 0 1 = 5
>
> When interaction is detected, the collider (I guess) uses bitwise
> AND-operation for bitmasks of 2 interacting particles.
> And if the sum is more than 0, then interaction is created, otherwise
> not. So, if you see an example, the group 1 and 2, 2 and 3
> will give the sum 1 and interaction will be created, 1 and 3 gives 0,
> so particles will not interact.
>
> Hope that helps.
> Anton
>
> On Wed, Jan 11, 2012 at 6:45 AM, Klaus Thoeni <klaus.thoeni@xxxxxxxxx>
wrote:
> > Hi guys,
> >
> > I have a tricky question. How can I avoid new contact detection between a
> > group of particles?
> >
> > For my WireMP a first create particles which represent the net. Second, I
> > create a link between particle since particle interact remotely (there is
> > no physical contact between these particles). However, once the link is
> > created I want to avoid new contact detection between those particles. I
> > still need contact detection between the net and some other particles
> > (e.g. rock block).
> >
> > Any idea how to implement this? I think it must be done somewhere in the
> > collider, or not?
> >
> > Thanks,
> >
> > Klaus
> >
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