class FrictionRamp : public Scene { public: FrictionRamp(const char* name) : Scene(name) {} virtual void Initialize() { float radius = 0.1f; g_params.radius = radius; g_params.dynamicFriction = 0.35f; g_params.dissipation = 0.0f; g_params.numIterations = 8; g_params.viscosity = 0.0f; g_params.drag = 0.0f; g_params.lift = 0.0f; g_params.collisionDistance = radius*0.5f; g_windStrength = 0.0f; g_numSubsteps = 1; // draw options g_drawPoints = false; g_wireframe = false; g_drawSprings = false; for (int i = 0; i < 3; ++i) { // box CreateParticleShape(GetFilePathByPlatform("../../data/box.ply").c_str(), Vec3(0.0f, 3.5f, -i*2.0f), 0.5f, 0.0f, radius, 0.0f, 1.0f, true, 1.0f, NvFlexMakePhase(i, 0), true, 0.0f); // ramp AddBox(Vec3(5.0f, 0.25f, 1.f), Vec3(3.0f, 1.0f, -i*2.0f), QuatFromAxisAngle(Vec3(0.0f, 0.0f, 1.0f), DegToRad(-11.25f*(i + 1)))); } } };