class SurfaceTension : public Scene { public: SurfaceTension(const char* name, float surfaceTension) : Scene(name), surfaceTension(surfaceTension) {} virtual void Initialize() { mCounter = 0; float radius = 0.1f; float restDistance = radius*0.55f; int phase = NvFlexMakePhase(0, eNvFlexPhaseSelfCollide | eNvFlexPhaseFluid); CreateParticleGrid(Vec3(0.0f, 0.2f, -1.0f), 16, 64, 16, restDistance, Vec3(0.0f), 1.0f, false, 0.0f, phase, 0.005f); g_params.radius = radius; g_params.numIterations = 3; g_params.vorticityConfinement = 0.0f; g_params.fluidRestDistance = restDistance; g_params.smoothing = 0.5f; g_params.relaxationFactor = 1.f; g_params.restitution = 0.0f; g_params.collisionDistance = 0.01f; g_params.dynamicFriction = 0.25f; g_params.viscosity = 0.5f; g_params.cohesion = 0.1f; g_params.adhesion = 0.0f; g_params.surfaceTension = surfaceTension; g_params.gravity[1] = 0.0f; g_numExtraParticles = 64 * 1024; g_emitters[0].mEnabled = true; g_emitters[0].mSpeed = (g_params.fluidRestDistance*2.f / g_dt); g_lightDistance *= 2.0f; // draw options g_drawEllipsoids = true; } void Update() { if (g_frame == 300) g_params.gravity[1] = -9.8f; } int mCounter; float surfaceTension; };