class ThinBox : public Scene { public: ThinBox(const char* name) : Scene(name) {} int base; int width; int height; int depth; virtual void Initialize() { float radius = 0.03f; width = 16; height = 8; depth = 8; base = 4; float sep = radius; CreateParticleGrid(Vec3(0.0f, radius, 0.0f), width, height, depth, sep, Vec3(0.0f), 1.0f, false, 0.0f, NvFlexMakePhase(0, eNvFlexPhaseSelfCollide), 0.0f); Vec3 upper; Vec3 lower; GetParticleBounds(lower, upper); lower -= Vec3(radius*0.5f); upper += Vec3(radius*0.5f); Vec3 center = 0.5f*(upper + lower); float width = (upper - lower).x*0.5f; float depth = (upper - lower).z*0.5f; float edge = 0.0075f*0.5f; float height = 8 * radius; AddBox(Vec3(edge, height, depth), center + Vec3(-width, height / 2, 0.0f)); AddBox(Vec3(edge, height, depth), center + Vec3(width, height / 2, 0.0f)); AddBox(Vec3(width - edge, height, edge), center + Vec3(0.0f, height / 2, (depth - edge))); AddBox(Vec3(width - edge, height, edge), center + Vec3(0.0f, height / 2, -(depth - edge))); AddBox(Vec3(width, edge, depth), Vec3(center.x, lower.y, center.z)); g_params.gravity[1] = -9.f; g_params.radius = radius; g_params.dynamicFriction = 0.0f; g_params.numIterations = 5; g_params.numPlanes = 1; g_params.restitution = 0.0f; g_params.collisionDistance = radius; g_params.particleCollisionMargin = radius*0.5f; g_params.relaxationFactor = 0.0f; g_numSubsteps = 2; g_lightDistance *= 0.85f; // draw options g_drawPoints = true; g_warmup = false; } };