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class Buoyancy : public Scene
{
public:
Buoyancy(const char* name) : Scene(name) {}
virtual void Initialize()
{
float radius = 0.1f;
float restDistance = radius*0.5f;
int group = 0;
int n = 3;
float spacing = 64*restDistance*0.9f/(2.0f*n);
float sampling = restDistance*0.8f;
Vec3 size = sampling*12.0f;
const float mass[] = {1.0f, 0.25f, 0.005f };
for (int j=0; j < 1; ++j)
for (int i=0; i < n; ++i)
CreateParticleShape(GetFilePathByPlatform("../../data/sphere.ply").c_str(), Vec3(spacing - 0.5f*size.x + i*spacing * 2, 2.0f + j*size.y*1.2f, 0.6f), size, 0.0f, sampling, Vec3(0.0f, 0.0f, 0.0f), mass[i], true, 1.0f, NvFlexMakePhase(group++, 0), true, 0.0001f);
g_numSolidParticles = g_buffers->positions.size();
int x = 64;
int y = 20;
int z = 32;
CreateParticleGrid(Vec3(0.0f), x, y, z, restDistance*0.9f, Vec3(0.0f), 1.0f, false, 0.0f, NvFlexMakePhase(group++, eNvFlexPhaseSelfCollide | eNvFlexPhaseFluid));
g_params.radius = radius;
g_params.dynamicFriction = 0.1f;
g_params.viscosity = 2.0f;
g_params.numIterations = 4;
g_params.vorticityConfinement = 180.f;
g_params.fluidRestDistance = restDistance;
g_params.numPlanes = 5;
g_params.cohesion = 0.001625f;
g_params.collisionDistance = restDistance;
g_params.solidPressure = 0.1f;
g_params.restitution = 0.0f;
g_params.relaxationFactor = 1.0f;
g_params.relaxationMode = eNvFlexRelaxationLocal;
g_numSubsteps = 2;
g_maxDiffuseParticles = 64*1024;
g_diffuseScale = 0.25f;
g_diffuseShadow = false;
g_diffuseColor = 1.5f;
g_diffuseMotionScale = 1.5f;
g_params.diffuseBallistic = 35;
g_params.diffuseThreshold *= 0.1f;
g_drawPlaneBias = g_params.collisionDistance*1.5f;
g_lightDistance *= 0.65f;
g_fluidColor = Vec4(0.2f, 0.6f, 0.9f, 1.0f);
// draw options
g_drawDensity = true;
g_drawDiffuse = true;
g_drawEllipsoids = true;
g_drawPoints = false;
g_warmup = true;
}
};
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