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class Lighthouse : public Scene
{
public:
Lighthouse(const char* name) : Scene(name) {}
virtual void Initialize()
{
float radius = 0.15f;
float restDistance = radius*0.6f;
NvFlexDistanceFieldId sdf = CreateSDF(GetFilePathByPlatform("../../data/lighthouse.ply").c_str(), 128);
AddSDF(sdf, Vec3(4.0f, 0.0f, 0.0f), Quat(), 10.f);
CreateParticleGrid(Vec3(0.0f, 0.3f, 0.0f), 48, 48, 128, restDistance, Vec3(0.0f), 1.0f, false, 0.0f, NvFlexMakePhase(0, eNvFlexPhaseSelfCollide | eNvFlexPhaseFluid), 0.005f);
g_sceneLower = 0.0f;
g_sceneUpper = Vec3(12, 0.0f, 0.0f);
g_numSubsteps = 2;
g_params.radius = radius;
g_params.dynamicFriction = 0.f;
g_params.viscosity = 0.01f;
g_params.numIterations = 3;
g_params.vorticityConfinement = 50.0f;
g_params.fluidRestDistance = restDistance;
g_params.gravity[1] *= 0.5f;
g_params.cohesion *= 0.5f;
g_fluidColor = Vec4(0.413f, 0.725f, 0.85f, 0.7f);
g_maxDiffuseParticles = 1024 * 1024;
g_diffuseScale = 0.3f;
g_diffuseShadow = true;
g_diffuseColor = 1.0f;
g_diffuseMotionScale = 1.0f;
g_params.diffuseThreshold *= 10.f;
g_params.diffuseBallistic = 4;
g_params.diffuseBuoyancy = 2.0f;
g_params.diffuseDrag = 1.0f;
g_params.numPlanes = 5;
g_waveFrequency = 1.2f;
g_waveAmplitude = 2.2f;
g_waveFloorTilt = 0.1f;
// draw options
g_drawPoints = false;
g_drawEllipsoids = true;
g_drawDiffuse = true;
}
};
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