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class ClothLayers : public Scene
{
public:
ClothLayers(const char* name) :
Scene(name) {}
virtual void Initialize()
{
float stretchStiffness = 1.0f;
float bendStiffness = 0.8f;
float shearStiffness = 0.5f;
int dimx = 64;
int dimz = 64;
float radius = 0.05f;
int phase = NvFlexMakePhase(0, eNvFlexPhaseSelfCollide);
#if 1
CreateSpringGrid(Vec3(-0.6f, 2.9f, -0.6f), dimx, dimz, 1, radius, phase, stretchStiffness, bendStiffness, shearStiffness, 0.0f, 1.0f);
CreateSpringGrid(Vec3(-0.6f, 2.6f, -0.6f), dimx, dimz, 1, radius, phase, stretchStiffness, bendStiffness, shearStiffness, 0.0f, 1.0f);
CreateSpringGrid(Vec3(-0.6f, 2.3f, -0.6f), dimx, dimz, 1, radius, phase, stretchStiffness, bendStiffness, shearStiffness, 0.0f, 1.0f);
CreateSpringGrid(Vec3(-0.6f, 2.0f, -0.6f), dimx, dimz, 1, radius, phase, stretchStiffness, bendStiffness, shearStiffness, 0.0f, 1.0f);
Vec3 lower, upper;
GetParticleBounds(lower, upper);
Mesh* sphere = ImportMesh(GetFilePathByPlatform("../../data/sphere.ply").c_str());
sphere->Normalize();
NvFlexTriangleMeshId mesh = CreateTriangleMesh(sphere);
AddTriangleMesh(mesh, Vec3(), Quat(), 2.0f);
delete sphere;
#else
// This scene can cause the cloth to bounce
// Might need to run it a few times to repro
CreateSpringGrid(Vec3(-0.6f, 2.9f, -0.6f), dimx, dimz, 1, radius, phase, stretchStiffness, bendStiffness, shearStiffness, 0.0f, 1.0f);
Vec3 lower, upper;
GetParticleBounds(lower, upper);
Mesh* disc = CreateDiscMesh(2.0f, 300);
disc->m_positions[0].y -= 0.25f;
disc->CalculateNormals();
NvFlexTriangleMeshId mesh = CreateTriangleMesh(disc);
AddTriangleMesh(mesh, Vec3(0.0f, 2.88f, 1.0f), Quat(), 1.0f);
delete disc;
Mesh* disc1 = CreateDiscMesh(2.0f, 250);
disc1->m_positions[0].y -= 0.25f;
disc1->CalculateNormals();
NvFlexTriangleMeshId mesh1 = CreateTriangleMesh(disc1);
AddTriangleMesh(mesh1, Vec3(1.0f, 1.5f, 0.0f), Quat(), 1.0f);
delete disc1;
#endif
g_params.radius = radius*1.0f;
g_params.dynamicFriction = 0.1625f;
g_params.dissipation = 0.0f;
g_params.numIterations = 8;
g_params.viscosity = 0.0f;
g_params.drag = 0.05f;
g_params.collisionDistance = radius;
g_params.shapeCollisionMargin = radius*0.1f;
g_params.relaxationFactor = 1.3f;
g_numSubsteps = 3;
g_windStrength = 0.0f;
// draw options
g_drawPoints = true;
g_drawSprings = false;
}
};
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