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class Viscosity : public Scene
{
public:
Viscosity(const char* name, float viscosity = 1.0f, float dissipation = 0.0f) : Scene(name), viscosity(viscosity), dissipation(dissipation) {}
virtual void Initialize()
{
float radius = 0.1f;
float restDistance = radius*0.5f;
g_solverDesc.featureMode = eNvFlexFeatureModeSimpleFluids;
g_params.radius = radius;
g_params.numIterations = 3;
g_params.vorticityConfinement = 0.0f;
g_params.fluidRestDistance = restDistance;
g_params.smoothing = 0.35f;
g_params.relaxationFactor = 1.f;
g_params.restitution = 0.0f;
g_params.collisionDistance = 0.00125f;
g_params.shapeCollisionMargin = g_params.collisionDistance*0.25f;
g_params.dissipation = dissipation;
g_params.gravity[1] *= 2.0f;
g_fluidColor = Vec4(1.0f, 1.0f, 1.0f, 0.0f);
g_meshColor = Vec3(0.7f, 0.8f, 0.9f)*0.7f;
g_params.dynamicFriction = 1.0f;
g_params.staticFriction = 0.0f;
g_params.viscosity = 20.0f + 20.0f*viscosity;
g_params.adhesion = 0.1f*viscosity;
g_params.cohesion = 0.05f*viscosity;
g_params.surfaceTension = 0.0f;
const float shapeSize = 2.0f;
const Vec3 shapeLower = Vec3(-shapeSize*0.5f, 0.0f, -shapeSize*0.5f);
const Vec3 shapeUpper = shapeLower + Vec3(shapeSize);
const Vec3 shapeCenter = (shapeLower + shapeUpper)*0.5f;
NvFlexDistanceFieldId sdf = CreateSDF(GetFilePathByPlatform("../../data/bunny.ply").c_str(), 128);
AddSDF(sdf, shapeLower, Quat(), shapeSize);
float emitterSize = 1.f;
Emitter e;
e.mEnabled = true;
e.mWidth = int(emitterSize / restDistance);
e.mPos = Vec3(shapeCenter.x - 0.2f, shapeUpper.y + 0.75f, shapeCenter.z);
e.mDir = Vec3(0.0f, -1.0f, 0.0f);
e.mRight = Vec3(1.0f, 0.0f, 0.0f);
e.mSpeed = (restDistance*2.f / g_dt);
g_sceneUpper.z = 5.0f;
g_emitters.push_back(e);
g_numExtraParticles = 64 * 1024;
g_lightDistance *= 2.5f;
// draw options
g_drawEllipsoids = true;
g_emit = true;
g_pause = false;
}
virtual void DoGui()
{
imguiSlider("Emitter Pos", &g_emitters.back().mPos.x, -1.0f, 1.0f, 0.001f);
}
float viscosity;
float dissipation;
};
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