> I'd be a little careful with adding duplicate virtual classes, > though. A flag in the InteractingGeometry might do as well. > Yes, this design seems more appropriate than adding parallel class hierarchy... Occam's razor principle...
> Oh, BTW, if your body doesn't have bounding box, it will not interact > also. (in python, yade.utils.{sphere,facet,wall} assigns AABB, and there > is no way to assign no BoundingVolume in python at all... we will figure > that out somehow, though) Hm... I used this approach with previous desing: I don't assing InteractingGeometry with virtual facets (utils.facet have a noInteractingGeometry flag so far). But, seems, the collider would to give a errors if body have not a bounding volume... or not? So, can I to add isVirtualBody flag to InteractionGeometry and to modify accordingly InteractionGeometryMetaEngine? Best regards, Sergei D. _______________________________________________ Mailing list: https://launchpad.net/~yade-dev Post to : yade-dev@lists.launchpad.net Unsubscribe : https://launchpad.net/~yade-dev More help : https://help.launchpad.net/ListHelp