class Restitution : public Scene { public: Restitution(const char* name) : Scene(name) {} void Initialize() { float radius = 0.05f; CreateParticleGrid(Vec3(0.0f, 1.0f, 0.0f), 1, 1, 1, radius, Vec3(0.0f), 1.0f, false, 0.0f, NvFlexMakePhase(0, eNvFlexPhaseSelfCollide), 0.0f); g_params.radius = radius; g_params.dynamicFriction = 0.025f; g_params.dissipation = 0.0f; g_params.restitution = 1.0; g_params.numIterations = 4; g_numSubsteps = 4; // draw options g_drawPoints = true; } };