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class TriangleCollision : public Scene
{
public:
TriangleCollision(const char* name) : Scene(name) {}
void Initialize()
{
float radius = 0.05f;
CreateParticleGrid(Vec3(0.4f, 1.0f + radius*0.5f, 0.1f), 10, 5, 10, radius, Vec3(0.0f), 1.0f, false, 0.0f, NvFlexMakePhase(0, eNvFlexPhaseSelfCollide), 0.0f);
Mesh* disc = CreateDiscMesh(1.0f, 4);
// create shallow bowl
disc->m_positions[0].y -= 0.5f;
disc->CalculateNormals();
NvFlexTriangleMeshId mesh1 = CreateTriangleMesh(disc);
AddTriangleMesh(mesh1, Vec3(0.0f, 0.5f, 0.0f), Quat(), Vec3(1.0f, 0.5f, 1.0f));
AddTriangleMesh(mesh1, Vec3(1.0f, 0.5f, 1.0f), Quat(), Vec3(1.0f, 0.5f, 1.0f));
NvFlexTriangleMeshId mesh2 = CreateTriangleMesh(disc);
AddTriangleMesh(mesh2, Vec3(-1.0f, 0.5f, 1.0f), Quat(), Vec3(1.0f, 0.5f, 1.0f));
AddTriangleMesh(mesh2, Vec3(1.0f, 0.5f, -1.0f), Quat(), Vec3(1.0f, 1.0f, 1.0f));
NvFlexTriangleMeshId mesh3 = CreateTriangleMesh(disc);
AddTriangleMesh(mesh3, Vec3(-1.0f, 0.5f, -1.0f), Quat(), Vec3(1.0f, 0.25f, 1.0f));
delete disc;
g_params.radius = radius;
g_params.dynamicFriction = 0.025f;
g_params.dissipation = 0.0f;
g_params.restitution = 0.0;
g_params.numIterations = 4;
g_params.particleCollisionMargin = g_params.radius*0.05f;
g_numSubsteps = 1;
// draw options
g_drawPoints = true;
}
};
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