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Re: : Avoid new contact detection between group of particle

 

Just tried it out and you are both right. There is almost no speedup.

Thanks,
Klaus

On Tue, 17 Jan 2012 05:55:43 PM Anton Gladky wrote:
> 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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