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class FrictionRamp : public Scene
{
public:
FrictionRamp(const char* name) : Scene(name) {}
virtual void Initialize()
{
float radius = 0.1f;
g_params.radius = radius;
g_params.dynamicFriction = 0.35f;
g_params.dissipation = 0.0f;
g_params.numIterations = 8;
g_params.viscosity = 0.0f;
g_params.drag = 0.0f;
g_params.lift = 0.0f;
g_params.collisionDistance = radius*0.5f;
g_windStrength = 0.0f;
g_numSubsteps = 1;
// draw options
g_drawPoints = false;
g_wireframe = false;
g_drawSprings = false;
for (int i = 0; i < 3; ++i)
{
// box
CreateParticleShape(GetFilePathByPlatform("../../data/box.ply").c_str(), Vec3(0.0f, 3.5f, -i*2.0f), 0.5f, 0.0f, radius, 0.0f, 1.0f, true, 1.0f, NvFlexMakePhase(i, 0), true, 0.0f);
// ramp
AddBox(Vec3(5.0f, 0.25f, 1.f), Vec3(3.0f, 1.0f, -i*2.0f), QuatFromAxisAngle(Vec3(0.0f, 0.0f, 1.0f), DegToRad(-11.25f*(i + 1))));
}
}
};
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