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Message #08212
Re: : Avoid new contact detection between group of particle
I think, Bruno is right.
There will unlikely be a speedup. But you can try anyway.
Anton
On Tue, Jan 17, 2012 at 7:23 AM, Klaus Thoeni <klaus.thoeni@xxxxxxxxx> wrote:
> Hi Bruno,
>
> On Mon, 16 Jan 2012 11:20:57 PM Bruno Chareyre wrote:
>> >> It would work but it would be ugly to include WireMat.hpp in the
>> >> collider's code.
>> >
>> > I agree but I would need a quick solution.
>>
>> The the sort of quick solution that you will never commit? Then try it.
>> My bet is that, unfortunately, it will not give a very big speedup.
>> The big task of the collider is to sort bounds, and it has to be done
>> for all your elements anyway, since they can interact with other bodies.
>
> Quick and dirty ;-) But I prefer you solution anyway.
>
>> >> I'm thinking we could have a global "selfInteractionMask", so that if
>> >> mask1==mask2 && !(mask1 & selfInteractionMask), we skip.
>> >
>> > Please, can you give some more details? And how and where would this
>> > "selfInteractionMask" be implemented?
>>
>> Collider.cpp:13, this is where masks are compared in bool maycollide().
>> You could test bodies masks with a self-interaction mask there, the new
>> mask could be a member of the collider.
>> Maybe try the first method before deciding if it's worth the additional
>> test.
>
> I will try to implement it in the next couple of days. So you think there will
> be no speed-up? Any other suggestion how I can get some speed-up?
>
> Thanks
>
>
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