class TriangleCollision : public Scene { public: TriangleCollision(const char* name) : Scene(name) {} void Initialize() { float radius = 0.05f; CreateParticleGrid(Vec3(0.4f, 1.0f + radius*0.5f, 0.1f), 10, 5, 10, radius, Vec3(0.0f), 1.0f, false, 0.0f, NvFlexMakePhase(0, eNvFlexPhaseSelfCollide), 0.0f); Mesh* disc = CreateDiscMesh(1.0f, 4); // create shallow bowl disc->m_positions[0].y -= 0.5f; disc->CalculateNormals(); NvFlexTriangleMeshId mesh1 = CreateTriangleMesh(disc); AddTriangleMesh(mesh1, Vec3(0.0f, 0.5f, 0.0f), Quat(), Vec3(1.0f, 0.5f, 1.0f)); AddTriangleMesh(mesh1, Vec3(1.0f, 0.5f, 1.0f), Quat(), Vec3(1.0f, 0.5f, 1.0f)); NvFlexTriangleMeshId mesh2 = CreateTriangleMesh(disc); AddTriangleMesh(mesh2, Vec3(-1.0f, 0.5f, 1.0f), Quat(), Vec3(1.0f, 0.5f, 1.0f)); AddTriangleMesh(mesh2, Vec3(1.0f, 0.5f, -1.0f), Quat(), Vec3(1.0f, 1.0f, 1.0f)); NvFlexTriangleMeshId mesh3 = CreateTriangleMesh(disc); AddTriangleMesh(mesh3, Vec3(-1.0f, 0.5f, -1.0f), Quat(), Vec3(1.0f, 0.25f, 1.0f)); delete disc; g_params.radius = radius; g_params.dynamicFriction = 0.025f; g_params.dissipation = 0.0f; g_params.restitution = 0.0; g_params.numIterations = 4; g_params.particleCollisionMargin = g_params.radius*0.05f; g_numSubsteps = 1; // draw options g_drawPoints = true; } };