class Lighthouse : public Scene { public: Lighthouse(const char* name) : Scene(name) {} virtual void Initialize() { float radius = 0.15f; float restDistance = radius*0.6f; NvFlexDistanceFieldId sdf = CreateSDF(GetFilePathByPlatform("../../data/lighthouse.ply").c_str(), 128); AddSDF(sdf, Vec3(4.0f, 0.0f, 0.0f), Quat(), 10.f); CreateParticleGrid(Vec3(0.0f, 0.3f, 0.0f), 48, 48, 128, restDistance, Vec3(0.0f), 1.0f, false, 0.0f, NvFlexMakePhase(0, eNvFlexPhaseSelfCollide | eNvFlexPhaseFluid), 0.005f); g_sceneLower = 0.0f; g_sceneUpper = Vec3(12, 0.0f, 0.0f); g_numSubsteps = 2; g_params.radius = radius; g_params.dynamicFriction = 0.f; g_params.viscosity = 0.01f; g_params.numIterations = 3; g_params.vorticityConfinement = 50.0f; g_params.fluidRestDistance = restDistance; g_params.gravity[1] *= 0.5f; g_params.cohesion *= 0.5f; g_fluidColor = Vec4(0.413f, 0.725f, 0.85f, 0.7f); g_maxDiffuseParticles = 1024 * 1024; g_diffuseScale = 0.3f; g_diffuseShadow = true; g_diffuseColor = 1.0f; g_diffuseMotionScale = 1.0f; g_params.diffuseThreshold *= 10.f; g_params.diffuseBallistic = 4; g_params.diffuseBuoyancy = 2.0f; g_params.diffuseDrag = 1.0f; g_params.numPlanes = 5; g_waveFrequency = 1.2f; g_waveAmplitude = 2.2f; g_waveFloorTilt = 0.1f; // draw options g_drawPoints = false; g_drawEllipsoids = true; g_drawDiffuse = true; } };