class Darts : public Scene { public: Darts(const char* name) : Scene(name) {} void Initialize() { float radius = 0.1f; int phase = NvFlexMakePhase(0, 0); if (1) { Vec3 v = Vec3(10.0f, 0.0f, 0.0f); float y = 8.0f; g_buffers->positions.push_back(Vec4(0.0f, y, 0.0f, 1.0f)); g_buffers->velocities.push_back(v); g_buffers->phases.push_back(phase); g_buffers->positions.push_back(Vec4(-1.0f, y, -0.5f, 0.9f)); g_buffers->velocities.push_back(v); g_buffers->phases.push_back(phase); g_buffers->positions.push_back(Vec4(-1.0f, y, 0.5f, 0.9f)); g_buffers->velocities.push_back(v); g_buffers->phases.push_back(phase); g_buffers->triangles.push_back(0); g_buffers->triangles.push_back(1); g_buffers->triangles.push_back(2); g_buffers->triangleNormals.push_back(0.0f); CreateSpring(0, 1, 1.0f); CreateSpring(1, 2, 1.0f); CreateSpring(2, 0, 1.0f); g_buffers->positions[0].y -= radius*2.5f; //g_buffers->positions[0].x = 1.0f; //g_buffers->positions[1].y += radius; } g_params.drag = 0.01f; g_params.lift = 0.1f; g_params.dynamicFriction = 0.25f; //g_params.gravity[1] = 0.0f; g_drawPoints = false; } void Update() { g_params.wind[0] = 0.0f; g_params.wind[1] = 0.0f; g_params.wind[2] = 0.0f; } };