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class RigidFluidCoupling : public Scene
{
public:
RigidFluidCoupling(const char* name) : Scene(name) {}
virtual void Initialize()
{
float minSize = 0.5f;
float maxSize = 1.0f;
float radius = 0.1f;
int group = 0;
Randf();
for (int i=0; i < 5; i++)
AddRandomConvex(10, Vec3(i*2.0f, 0.0f, Randf(0.0f, 2.0f)), minSize, maxSize, Vec3(0.0f, 1.0f, 0.0f), Randf(0.0f, k2Pi*10.0f));
for (int z=0; z < 10; ++z)
for (int x=0; x < 50; ++x)
CreateParticleShape(
GetFilePathByPlatform("../../data/box.ply").c_str(),
Vec3(x*radius*2 - 1.0f, 1.0f + radius, 1.f + z*2.0f*radius) + 0.5f*Vec3(Randf(radius), 0.0f, Randf(radius)),
Vec3(2.0f, 2.0f + Randf(0.0f, 4.0f), 2.0f)*radius*0.5f,
0.0f,
radius*0.5f,
Vec3(0.0f),
1.0f,
true,
1.0f,
NvFlexMakePhase(group++, 0),
true,
0.0f);
// separte solid particle count
g_numSolidParticles = g_buffers->positions.size();
// number of fluid particles to allocate
g_numExtraParticles = 64*1024;
g_params.radius = radius;
g_params.dynamicFriction = 0.5f;
g_params.viscosity = 0.1f;
g_params.numIterations = 3;
g_params.vorticityConfinement = 0.0f;
g_params.fluidRestDistance = g_params.radius*0.55f;
g_params.solidRestDistance = g_params.radius*0.5f;
g_emitters[0].mEnabled = true;
g_emitters[0].mSpeed = 2.0f*(g_params.fluidRestDistance)/g_dt;
// draw options
g_drawPoints = false;
g_drawEllipsoids = true;
}
};
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