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class SurfaceTension : public Scene
{
public:
SurfaceTension(const char* name, float surfaceTension) : Scene(name), surfaceTension(surfaceTension) {}
virtual void Initialize()
{
mCounter = 0;
float radius = 0.1f;
float restDistance = radius*0.55f;
int phase = NvFlexMakePhase(0, eNvFlexPhaseSelfCollide | eNvFlexPhaseFluid);
CreateParticleGrid(Vec3(0.0f, 0.2f, -1.0f), 16, 64, 16, restDistance, Vec3(0.0f), 1.0f, false, 0.0f, phase, 0.005f);
g_params.radius = radius;
g_params.numIterations = 3;
g_params.vorticityConfinement = 0.0f;
g_params.fluidRestDistance = restDistance;
g_params.smoothing = 0.5f;
g_params.relaxationFactor = 1.f;
g_params.restitution = 0.0f;
g_params.collisionDistance = 0.01f;
g_params.dynamicFriction = 0.25f;
g_params.viscosity = 0.5f;
g_params.cohesion = 0.1f;
g_params.adhesion = 0.0f;
g_params.surfaceTension = surfaceTension;
g_params.gravity[1] = 0.0f;
g_numExtraParticles = 64 * 1024;
g_emitters[0].mEnabled = true;
g_emitters[0].mSpeed = (g_params.fluidRestDistance*2.f / g_dt);
g_lightDistance *= 2.0f;
// draw options
g_drawEllipsoids = true;
}
void Update()
{
if (g_frame == 300)
g_params.gravity[1] = -9.8f;
}
int mCounter;
float surfaceTension;
};
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