class RigidFluidCoupling : public Scene { public: RigidFluidCoupling(const char* name) : Scene(name) {} virtual void Initialize() { float minSize = 0.5f; float maxSize = 1.0f; float radius = 0.1f; int group = 0; Randf(); 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)); for (int z=0; z < 10; ++z) for (int x=0; x < 50; ++x) CreateParticleShape( GetFilePathByPlatform("../../data/box.ply").c_str(), Vec3(x*radius*2 - 1.0f, 1.0f + radius, 1.f + z*2.0f*radius) + 0.5f*Vec3(Randf(radius), 0.0f, Randf(radius)), Vec3(2.0f, 2.0f + Randf(0.0f, 4.0f), 2.0f)*radius*0.5f, 0.0f, radius*0.5f, Vec3(0.0f), 1.0f, true, 1.0f, NvFlexMakePhase(group++, 0), true, 0.0f); // separte solid particle count g_numSolidParticles = g_buffers->positions.size(); // number of fluid particles to allocate g_numExtraParticles = 64*1024; g_params.radius = radius; g_params.dynamicFriction = 0.5f; g_params.viscosity = 0.1f; g_params.numIterations = 3; g_params.vorticityConfinement = 0.0f; g_params.fluidRestDistance = g_params.radius*0.55f; g_params.solidRestDistance = g_params.radius*0.5f; g_emitters[0].mEnabled = true; g_emitters[0].mSpeed = 2.0f*(g_params.fluidRestDistance)/g_dt; // draw options g_drawPoints = false; g_drawEllipsoids = true; } };