Václav S a écrit :
>> Well... there is no reason to avoid division by zero, and even less
>> reasons to return a null vector instead of (1,0,0) or something like
>> this.
>> If a division by zero makes the program crash, so should do the
>> normalization of a null vector. But this is still not the problem here
>> : vectors are not null at all, they are just "something small" with
>> respect to what the developper of wm3 considered "small", arbitrarily.
>> In my understanding of number representations (someone will correct me
>> perhaps), there is no less precision when computing the norm of
>> (2e-20, 1e-20, 0) compared to the norm of (2e+20, 1e+20, 0). That is
>> why this tolerance makes no sense.
>>
>> Think to it as a matter of units, like in previous Janek mail. If one
>> wants to define the simulation with lengths in gigakilometers, and get
>> coordinates in the range 10e-30 - 10e-32, no "tolerance" should
>> prevent it.
> That is true. On the other hand, you want to balance the inherent
> numerical imprecision from limited number of binary positions for the
> number representation. The proper way is to define a "characteristic
> length" for your simulation, by which you always scale some _relative_
> tolerance. (Obviously adds some multiplications, but not much.)
> 
> Wm3 was conceived for graphics and games, therefore it can rightfully
> suppose that 1e-8 (or 1e-20, which is value I changed it to about half
> year ago) is probably close enough to zero.
> 
> If we just remove any tolerance checks, we would get a few infinities,
> but that shouldn't hurt. In some cases, however, this is not desirable,
> like computing Quaternion from (0,0,1) to (0,0,-1), IIRC.
> 
> Vaclav
> 

Well, I understand that at the present time, for the DEM, if we use 
particles with a size not too small (for instance 1, 0.1, 0.01, 0.001) 
there should not be problem.



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-- 
Luc Sibille

Université de Nantes - Laboratoire GeM UMR CNRS

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