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class Darts : public Scene
{
public:
Darts(const char* name) : Scene(name) {}
void Initialize()
{
float radius = 0.1f;
int phase = NvFlexMakePhase(0, 0);
if (1)
{
Vec3 v = Vec3(10.0f, 0.0f, 0.0f);
float y = 8.0f;
g_buffers->positions.push_back(Vec4(0.0f, y, 0.0f, 1.0f));
g_buffers->velocities.push_back(v);
g_buffers->phases.push_back(phase);
g_buffers->positions.push_back(Vec4(-1.0f, y, -0.5f, 0.9f));
g_buffers->velocities.push_back(v);
g_buffers->phases.push_back(phase);
g_buffers->positions.push_back(Vec4(-1.0f, y, 0.5f, 0.9f));
g_buffers->velocities.push_back(v);
g_buffers->phases.push_back(phase);
g_buffers->triangles.push_back(0);
g_buffers->triangles.push_back(1);
g_buffers->triangles.push_back(2);
g_buffers->triangleNormals.push_back(0.0f);
CreateSpring(0, 1, 1.0f);
CreateSpring(1, 2, 1.0f);
CreateSpring(2, 0, 1.0f);
g_buffers->positions[0].y -= radius*2.5f;
//g_buffers->positions[0].x = 1.0f;
//g_buffers->positions[1].y += radius;
}
g_params.drag = 0.01f;
g_params.lift = 0.1f;
g_params.dynamicFriction = 0.25f;
//g_params.gravity[1] = 0.0f;
g_drawPoints = false;
}
void Update()
{
g_params.wind[0] = 0.0f;
g_params.wind[1] = 0.0f;
g_params.wind[2] = 0.0f;
}
};
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