class Viscosity : public Scene { public: Viscosity(const char* name, float viscosity = 1.0f, float dissipation = 0.0f) : Scene(name), viscosity(viscosity), dissipation(dissipation) {} virtual void Initialize() { float radius = 0.1f; float restDistance = radius*0.5f; g_solverDesc.featureMode = eNvFlexFeatureModeSimpleFluids; g_params.radius = radius; g_params.numIterations = 3; g_params.vorticityConfinement = 0.0f; g_params.fluidRestDistance = restDistance; g_params.smoothing = 0.35f; g_params.relaxationFactor = 1.f; g_params.restitution = 0.0f; g_params.collisionDistance = 0.00125f; g_params.shapeCollisionMargin = g_params.collisionDistance*0.25f; g_params.dissipation = dissipation; g_params.gravity[1] *= 2.0f; g_fluidColor = Vec4(1.0f, 1.0f, 1.0f, 0.0f); g_meshColor = Vec3(0.7f, 0.8f, 0.9f)*0.7f; g_params.dynamicFriction = 1.0f; g_params.staticFriction = 0.0f; g_params.viscosity = 20.0f + 20.0f*viscosity; g_params.adhesion = 0.1f*viscosity; g_params.cohesion = 0.05f*viscosity; g_params.surfaceTension = 0.0f; const float shapeSize = 2.0f; const Vec3 shapeLower = Vec3(-shapeSize*0.5f, 0.0f, -shapeSize*0.5f); const Vec3 shapeUpper = shapeLower + Vec3(shapeSize); const Vec3 shapeCenter = (shapeLower + shapeUpper)*0.5f; NvFlexDistanceFieldId sdf = CreateSDF(GetFilePathByPlatform("../../data/bunny.ply").c_str(), 128); AddSDF(sdf, shapeLower, Quat(), shapeSize); float emitterSize = 1.f; Emitter e; e.mEnabled = true; e.mWidth = int(emitterSize / restDistance); e.mPos = Vec3(shapeCenter.x - 0.2f, shapeUpper.y + 0.75f, shapeCenter.z); e.mDir = Vec3(0.0f, -1.0f, 0.0f); e.mRight = Vec3(1.0f, 0.0f, 0.0f); e.mSpeed = (restDistance*2.f / g_dt); g_sceneUpper.z = 5.0f; g_emitters.push_back(e); g_numExtraParticles = 64 * 1024; g_lightDistance *= 2.5f; // draw options g_drawEllipsoids = true; g_emit = true; g_pause = false; } virtual void DoGui() { imguiSlider("Emitter Pos", &g_emitters.back().mPos.x, -1.0f, 1.0f, 0.001f); } float viscosity; float dissipation; };