> the bottleneck is SpheresFactory which is working with new version > incorrectly and > cannot find places for new bodies. I think I see the problem. Since you are using bounding boxes for finding places, you have problems with the default Verlet distance (0.7 * mean_radius). Your algorithm is searching place for bodies larger than what they actually are. Setting a small verlet distance should fix the problem, but then you will get less speedup from the new algorithm. This is actually a problem on the sphere factory side. Using the collider for placement is not very consistent because the role of the collider is to tell what is "in the neighborhood of", not "what body is overlapping with" (it was the same in the previous logic, but since verletDist was smaller, the difference was less sensible). Checking real overlaps between bodies is the role of Ig2 functors. It is maybe possible to give a modified version of the "probe" function that would account for the verletDist, let me think.
Bruno _______________________________________________ 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