class DamBreak : public Scene { public: DamBreak(const char* name, float radius) : Scene(name), mRadius(radius) {} virtual void Initialize() { const float radius = mRadius; const float restDistance = mRadius*0.65f; int dx = int(ceilf(1.0f / restDistance)); int dy = int(ceilf(2.0f / restDistance)); int dz = int(ceilf(1.0f / restDistance)); CreateParticleGrid(Vec3(0.0f, restDistance, 0.0f), dx, dy, dz, restDistance, Vec3(0.0f), 1.0f, false, 0.0f, NvFlexMakePhase(0, eNvFlexPhaseSelfCollide | eNvFlexPhaseFluid), restDistance*0.01f); g_sceneLower = Vec3(0.0f, 0.0f, -0.5f); g_sceneUpper = Vec3(3.0f, 0.0f, -0.5f); g_numSubsteps = 2; g_params.radius = radius; g_params.fluidRestDistance = restDistance; g_params.dynamicFriction = 0.f; g_params.restitution = 0.001f; g_params.numIterations = 3; g_params.relaxationFactor = 1.0f; g_params.smoothing = 0.4f; g_params.viscosity = 0.001f; g_params.cohesion = 0.1f; g_params.vorticityConfinement = 80.0f; g_params.surfaceTension = 0.0f; g_params.numPlanes = 5; // limit velocity to CFL condition g_params.maxSpeed = 0.5f*radius*g_numSubsteps / g_dt; g_maxDiffuseParticles = 0; g_fluidColor = Vec4(0.113f, 0.425f, 0.55f, 1.0f); g_waveFrequency = 1.0f; g_waveAmplitude = 2.0f; g_waveFloorTilt = 0.0f; // draw options g_drawPoints = true; g_drawEllipsoids = false; g_drawDiffuse = true; } float mRadius; };