class Adhesion : public Scene { public: Adhesion(const char* name) : Scene(name) {} virtual void Initialize() { float radius = 0.1f; g_params.radius = radius; g_params.numIterations = 3; g_params.vorticityConfinement = 0.0f; g_params.fluidRestDistance = g_params.radius*0.55f; g_params.smoothing = 0.5f; g_params.relaxationFactor = 1.f; g_params.restitution = 0.0f; g_params.collisionDistance = 0.01f; g_fluidColor = Vec4(0.0f, 0.8f, 0.2f, 1.0f); //g_fluidColor = Vec4(0.7f, 0.6f, 0.6f, 0.2f); g_params.dynamicFriction = 0.5f; g_params.viscosity = 50.0f; g_params.adhesion = 0.5f; g_params.cohesion = 0.08f; g_params.surfaceTension = 0.0f; g_numExtraParticles = 64 * 1024; AddBox(Vec3(1.0f, 1.5f, 0.1f), Vec3(0.0f, 1.5f, 0.0f)); AddBox(Vec3(1.0f, 0.1f, 6.0f), Vec3(-1.0f, 3.0f, 0.0f)); g_emitters[0].mEnabled = true; g_emitters[0].mSpeed = (g_params.fluidRestDistance*2.f / g_dt); g_params.numPlanes = 3; // draw options g_drawEllipsoids = true; g_pause = false; } bool mViscous; };