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-rw-r--r--demo/scenes/clothlayers.h81
1 files changed, 81 insertions, 0 deletions
diff --git a/demo/scenes/clothlayers.h b/demo/scenes/clothlayers.h
new file mode 100644
index 0000000..eb1a01f
--- /dev/null
+++ b/demo/scenes/clothlayers.h
@@ -0,0 +1,81 @@
+
+
+class ClothLayers : public Scene
+{
+public:
+
+ ClothLayers(const char* name) :
+ Scene(name) {}
+
+ virtual void Initialize()
+ {
+
+ float stretchStiffness = 1.0f;
+ float bendStiffness = 0.8f;
+ float shearStiffness = 0.5f;
+
+ int dimx = 64;
+ int dimz = 64;
+ float radius = 0.05f;
+ int phase = NvFlexMakePhase(0, eNvFlexPhaseSelfCollide);
+
+#if 1
+ CreateSpringGrid(Vec3(-0.6f, 2.9f, -0.6f), dimx, dimz, 1, radius, phase, stretchStiffness, bendStiffness, shearStiffness, 0.0f, 1.0f);
+ CreateSpringGrid(Vec3(-0.6f, 2.6f, -0.6f), dimx, dimz, 1, radius, phase, stretchStiffness, bendStiffness, shearStiffness, 0.0f, 1.0f);
+ CreateSpringGrid(Vec3(-0.6f, 2.3f, -0.6f), dimx, dimz, 1, radius, phase, stretchStiffness, bendStiffness, shearStiffness, 0.0f, 1.0f);
+ CreateSpringGrid(Vec3(-0.6f, 2.0f, -0.6f), dimx, dimz, 1, radius, phase, stretchStiffness, bendStiffness, shearStiffness, 0.0f, 1.0f);
+
+ Vec3 lower, upper;
+ GetParticleBounds(lower, upper);
+
+ Mesh* sphere = ImportMesh(GetFilePathByPlatform("../../data/sphere.ply").c_str());
+ sphere->Normalize();
+
+ NvFlexTriangleMeshId mesh = CreateTriangleMesh(sphere);
+ AddTriangleMesh(mesh, Vec3(), Quat(), 2.0f);
+
+ delete sphere;
+#else
+ // This scene can cause the cloth to bounce
+ // Might need to run it a few times to repro
+ CreateSpringGrid(Vec3(-0.6f, 2.9f, -0.6f), dimx, dimz, 1, radius, phase, stretchStiffness, bendStiffness, shearStiffness, 0.0f, 1.0f);
+
+ Vec3 lower, upper;
+ GetParticleBounds(lower, upper);
+
+ Mesh* disc = CreateDiscMesh(2.0f, 300);
+ disc->m_positions[0].y -= 0.25f;
+ disc->CalculateNormals();
+ NvFlexTriangleMeshId mesh = CreateTriangleMesh(disc);
+ AddTriangleMesh(mesh, Vec3(0.0f, 2.88f, 1.0f), Quat(), 1.0f);
+ delete disc;
+
+ Mesh* disc1 = CreateDiscMesh(2.0f, 250);
+ disc1->m_positions[0].y -= 0.25f;
+ disc1->CalculateNormals();
+ NvFlexTriangleMeshId mesh1 = CreateTriangleMesh(disc1);
+ AddTriangleMesh(mesh1, Vec3(1.0f, 1.5f, 0.0f), Quat(), 1.0f);
+ delete disc1;
+#endif
+
+ g_params.radius = radius*1.0f;
+ g_params.dynamicFriction = 0.1625f;
+ g_params.dissipation = 0.0f;
+ g_params.numIterations = 8;
+ g_params.viscosity = 0.0f;
+ g_params.drag = 0.05f;
+ g_params.collisionDistance = radius;
+ g_params.shapeCollisionMargin = radius*0.1f;
+ g_params.relaxationFactor = 1.3f;
+
+ g_numSubsteps = 3;
+
+
+ g_windStrength = 0.0f;
+
+ // draw options
+ g_drawPoints = true;
+ g_drawSprings = false;
+ }
+};
+