class ArmadilloShower : public Scene { public: ArmadilloShower(const char* name, bool viscous) : Scene(name), mViscous(viscous) {} virtual void Initialize() { float minSize = 0.5f; float maxSize = 1.0f; float radius = 0.1f; for (int i=0; i < 5; i++) AddRandomConvex(10, Vec3(i*2.0f, 0.0f, Randf(0.0f, 2.0f)), minSize, maxSize, Vec3(0.0f, 1.0f, 0.0f), Randf(0.0f, k2Pi*10.0f)); g_params.radius = radius; g_params.numIterations = 3; g_params.vorticityConfinement = 0.0f; g_params.fluidRestDistance = g_params.radius*0.5f; if (mViscous) { g_fluidColor = Vec4(0.0f, 0.8f, 0.2f, 1.0f); g_params.dynamicFriction = 0.5f; g_params.viscosity = 10.85f; g_params.cohesion = 0.25f; } else { g_params.dynamicFriction = 0.025f; g_params.viscosity = 0.05f; } g_numExtraParticles = 64*1024; g_diffuseScale = 1.0f; NvFlexDistanceFieldId sdf = CreateSDF(GetFilePathByPlatform("../../data/armadillo.ply").c_str(), 128); AddSDF(sdf, Vec3(2.0f, 0.0f, -1.0f), Quat(), 2.0f); Vec3 meshLower, meshUpper; g_mesh->GetBounds(meshLower, meshUpper); Emitter e1; e1.mDir = Vec3(-1.0f, 0.0f, 0.0f); e1.mRight = Vec3(0.0f, 0.0f, 1.0f); e1.mPos = Vec3(-1.0f, 0.15f, 0.50f) + meshLower + Vec3(meshUpper.x, meshUpper.y*0.75f, meshUpper.z*0.5f); e1.mSpeed = (g_params.radius*0.5f/g_dt)*2.0f; // 2 particle layers per-frame e1.mEnabled = true; Emitter e2; e2.mDir = Vec3(1.0f, 0.0f, 0.0f); e2.mRight = Vec3(0.0f, 0.0f, -1.0f); e2.mPos = Vec3(-1.0f, 0.15f, 0.50f) + meshLower + Vec3(0.0f, meshUpper.y*0.75f, meshUpper.z*0.5f); e2.mSpeed = (g_params.radius*0.5f/g_dt)*2.0f; // 2 particle layers per-frame e2.mEnabled = true; g_emitters.push_back(e1); g_emitters.push_back(e2); g_emit = true; // draw options g_drawEllipsoids = true; } bool mViscous; };