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class EnvironmentalCloth: public Scene
{
public:
EnvironmentalCloth(const char* name, int dimx, int dimz, int gridx, int gridz) :
Scene(name),
mDimX(dimx),
mDimZ(dimz),
mGridX(gridx),
mGridZ(gridz) {}
virtual void Initialize()
{
float scale = 1.0f;
float minSize = 0.5f*scale;
float maxSize = 1.0f*scale;
for (int i=0; i < 5; i++)
AddRandomConvex(10, Vec3(i*2.0f, 0.0f, Randf(0.0f, 2.0f)), minSize, maxSize, Vec3(0.0f, 1.0f, 0.0f), Randf(0.0f, k2Pi));
float stretchStiffness = 0.9f;
float bendStiffness = 0.8f;
float shearStiffness = 0.5f;
int dimx = mDimX;
int dimz = mDimZ;
float radius = 0.05f*scale;
g_params.gravity[1] *= scale;
int gridx = mGridX;
int gridz = mGridZ;
int clothIndex = 0;
int phase = NvFlexMakePhase(0, eNvFlexPhaseSelfCollide | eNvFlexPhaseSelfCollideFilter);
for (int x=0; x < gridx; ++x)
{
for (int y=0; y < 1; ++y)
{
for (int z=0; z < gridz; ++z)
{
clothIndex++;
CreateSpringGrid(Vec3(x*dimx*radius, scale*(1.0f + z*0.5f), z*dimx*radius), dimx, dimz, 1, radius, phase, stretchStiffness, bendStiffness, shearStiffness, Vec3(Randf(-0.2f, 0.2f)), 1.0f);
}
}
}
// only simple collision necessary
g_solverDesc.featureMode = eNvFlexFeatureModeSimpleSolids;
g_params.radius = radius*1.05f;
g_params.dynamicFriction = 0.25f;
g_params.dissipation = 0.0f;
g_params.numIterations = 8;
g_params.viscosity = 0.0f;
g_params.drag = 0.1f;
g_params.lift = 0.5f;
g_params.collisionDistance = 0.05f;
// cloth converges faster with a global relaxation factor
g_params.relaxationMode = eNvFlexRelaxationGlobal;
g_params.relaxationFactor = 0.25f;
g_windStrength = 0.0f;
g_numSubsteps = 2;
// draw options
g_drawPoints = false;
g_drawSprings = false;
}
int mDimX;
int mDimZ;
int mGridX;
int mGridZ;
};
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