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class ForceField : public Scene
{
public:
ForceField(const char* name) : Scene(name)
{
}
virtual void Initialize()
{
const float radius = 0.01f;
const int phase = NvFlexMakePhase(0, eNvFlexPhaseSelfCollide);
CreateParticleGrid(Vec3(-1.0f, radius, 0.0f), 200, 6, 50, radius*0.5f, Vec3(0.0f), 1.0f, false, 0.0f, phase);
g_params.radius = radius*1.0f;
g_params.dynamicFriction = 0.4f;
g_params.staticFriction = 0.4f;
g_params.particleFriction = 0.25f;
g_params.dissipation = 0.0f;
g_params.numIterations = 2;
g_params.viscosity = 0.0f;
g_numSubsteps = 2;
// draw options
g_drawPoints = true;
callback = NULL;
}
virtual void PostInitialize()
{
// free previous callback, todo: destruction phase for tests
if (callback)
NvFlexExtDestroyForceFieldCallback(callback);
// create new callback
callback = NvFlexExtCreateForceFieldCallback(g_solver);
// expand scene bounds to include force field
g_sceneLower -= Vec3(1.0f);
g_sceneUpper += Vec3(1.0f);
}
void DrawCircle(const Vec3& pos, const Vec3& u, const Vec3& v, float radius, int segments)
{
BeginLines();
Vec3 start = pos + radius*v;
for (int i=1; i <=segments; ++i)
{
float theta = k2Pi*(float(i)/segments);
Vec3 end = pos + radius*sinf(theta)*u + radius*cosf(theta)*v;
DrawLine(start, end, Vec4(1.0f));
start = end;
}
EndLines();
}
virtual void Draw(int phase)
{
DrawCircle(forcefield.mPosition, Vec3(1.0f, 0.0f, 0.0f), Vec3(0.0f, 1.0f, 0.0f), forcefield.mRadius, 20);
DrawCircle(forcefield.mPosition, Vec3(0.0f, 0.0f, 1.0f), Vec3(0.0f, 1.0f, 0.0f), forcefield.mRadius, 20);
}
virtual void Update()
{
float time = g_frame*g_dt;
(Vec3&)forcefield.mPosition = Vec3((sinf(time)), 0.5f, 0.0f);
forcefield.mRadius = (sinf(time*1.5f)*0.5f + 0.5f);
forcefield.mStrength = -30.0f;
forcefield.mMode = eNvFlexExtModeForce;
forcefield.mLinearFalloff = true;
NvFlexExtSetForceFields(callback, &forcefield, 1);
}
NvFlexExtForceField forcefield;
NvFlexExtForceFieldCallback* callback;
};
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