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class BananaPile : public Scene
{
public:
BananaPile(const char* name) : Scene(name)
{
}
virtual void Initialize()
{
float s = 1.0f;
Vec3 lower(0.0f, 1.0f + g_params.radius*0.25f, 0.0f);
int dimx = 3;
int dimy = 40;
int dimz = 2;
float radius = g_params.radius;
int group = 0;
// create a basic grid
for (int x = 0; x < dimx; ++x)
{
for (int y = 0; y < dimy; ++y)
{
for (int z = 0; z < dimz; ++z)
{
CreateParticleShape(GetFilePathByPlatform("../../data/banana.obj").c_str(), lower + (s*1.1f)*Vec3(float(x), y*0.4f, float(z)), Vec3(s), 0.0f, radius*0.95f, Vec3(0.0f), 1.0f, true, 0.8f, NvFlexMakePhase(group++, 0), true, radius*0.1f, 0.0f, 0.0f, 1.25f*Vec4(0.875f, 0.782f, 0.051f, 1.0f));
}
}
}
AddPlinth();
g_numSubsteps = 3;
g_params.numIterations = 2;
g_params.radius *= 1.0f;
g_params.dynamicFriction = 0.25f;
g_params.dissipation = 0.03f;
g_params.particleCollisionMargin = g_params.radius*0.05f;
g_params.sleepThreshold = g_params.radius*0.2f;
g_params.shockPropagation = 2.5f;
g_params.restitution = 0.55f;
g_params.damping = 0.25f;
// draw options
g_drawPoints = false;
g_emitters[0].mEnabled = true;
g_emitters[0].mSpeed = (g_params.radius*2.0f / g_dt);
}
virtual void Update()
{
}
};
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