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class LowDimensionalShapes: public Scene
{
public:
LowDimensionalShapes(const char* name) : Scene(name) {}
virtual void Initialize()
{
float radius = 0.1f;
int group = 0;
Mesh* mesh = ImportMesh(GetFilePathByPlatform("../../data/box.ply").c_str());
CreateParticleShape(mesh, Vec3(0.0f, 1.0f, 0.0f), Vec3(1.2f, 0.001f, 1.2f), 0.0f, radius, Vec3(0.0f, 0.0f, 0.0f), 1.0f, true, 1.0f, NvFlexMakePhase(group++, 0), true, 0.0f);
for (int i=0; i < 64; ++i)
CreateParticleShape(mesh, Vec3(i / 8 * radius, 0.0f, i % 8 * radius), Vec3(0.1f, 0.8f, 0.1f), 0.0f, radius, Vec3(0.0f, 0.0f, 0.0f), 1.0f, true, 1.0f, NvFlexMakePhase(group++, 0), true, 0.0f);
delete mesh;
g_params.radius = radius;
g_params.dynamicFriction = 1.0f;
g_params.fluidRestDistance = radius;
g_params.viscosity = 0.0f;
g_params.numIterations = 4;
g_params.vorticityConfinement = 0.f;
g_params.numPlanes = 1;
g_params.collisionDistance = radius*0.5f;
g_params.shockPropagation = 5.0f;
g_numSubsteps = 2;
g_maxDiffuseParticles = 0;
g_diffuseScale = 0.75f;
g_lightDistance *= 1.5f;
g_fluidColor = Vec4(0.2f, 0.6f, 0.9f, 1.0f);
// draw options
g_drawDensity = false;
g_drawDiffuse = false;
g_drawEllipsoids = false;
g_drawPoints = true;
g_drawMesh = false;
g_warmup = false;
}
};
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