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class Restitution : public Scene
{
public:
Restitution(const char* name) : Scene(name) {}
void Initialize()
{
float radius = 0.05f;
CreateParticleGrid(Vec3(0.0f, 1.0f, 0.0f), 1, 1, 1, radius, Vec3(0.0f), 1.0f, false, 0.0f, NvFlexMakePhase(0, eNvFlexPhaseSelfCollide), 0.0f);
g_params.radius = radius;
g_params.dynamicFriction = 0.025f;
g_params.dissipation = 0.0f;
g_params.restitution = 1.0;
g_params.numIterations = 4;
g_numSubsteps = 4;
// draw options
g_drawPoints = true;
}
};
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