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authorMarijn Tamis <[email protected]>2017-04-28 14:19:07 +0200
committerMarijn Tamis <[email protected]>2017-04-28 14:19:07 +0200
commitb350eb5f4d44e8448115796144375d79438d74ae (patch)
tree8e102e8c28f45a1b87bd335ceee4f33c3d4ee7c2 /NvCloth/samples/SampleBase/scene/scenes/FreeFallScene.cpp
parentAdd visual samples. (diff)
downloadnvcloth-b350eb5f4d44e8448115796144375d79438d74ae.tar.xz
nvcloth-b350eb5f4d44e8448115796144375d79438d74ae.zip
NvCloth 1.1.0 Release. (22041545)
Diffstat (limited to 'NvCloth/samples/SampleBase/scene/scenes/FreeFallScene.cpp')
-rw-r--r--NvCloth/samples/SampleBase/scene/scenes/FreeFallScene.cpp12
1 files changed, 5 insertions, 7 deletions
diff --git a/NvCloth/samples/SampleBase/scene/scenes/FreeFallScene.cpp b/NvCloth/samples/SampleBase/scene/scenes/FreeFallScene.cpp
index c1f6a00..9cd1121 100644
--- a/NvCloth/samples/SampleBase/scene/scenes/FreeFallScene.cpp
+++ b/NvCloth/samples/SampleBase/scene/scenes/FreeFallScene.cpp
@@ -74,7 +74,7 @@ void FreeFallScene::initializeCloth(int index, physx::PxVec3 offset)
mClothActor[index]->mCloth->setGravity(physx::PxVec3(0.0f, -1.0f, 0.0f));
mClothActor[index]->mCloth->setFriction(0.1);
- mClothActor[index]->mCloth->setDragCoefficient(0.5);
+ mClothActor[index]->mCloth->setDragCoefficient(0.1);
mClothActor[index]->mCloth->setLiftCoefficient(0.0);
// Setup phase configs
@@ -89,8 +89,6 @@ void FreeFallScene::initializeCloth(int index, physx::PxVec3 offset)
}
mClothActor[index]->mCloth->setPhaseConfig(nv::cloth::Range<nv::cloth::PhaseConfig>(&phases.front(), &phases.back()));
- mSolver = getSceneController()->getFactory()->createSolver();
- trackSolver(mSolver);
trackClothActor(mClothActor[index]);
// Add the cloth to the solver for simulation
@@ -99,12 +97,12 @@ void FreeFallScene::initializeCloth(int index, physx::PxVec3 offset)
void FreeFallScene::onInitialize()
{
- float spaceX = -1.5f;
+ mSolver = getSceneController()->getFactory()->createSolver();
+ trackSolver(mSolver);
+ float spaceX = -1.1f;
for(int i = 0; i < 4; ++i)
- {
- initializeCloth(i, physx::PxVec3(16.f + float((i+1)*(i+1)) * spaceX, 2.f, -7.f));
- }
+ initializeCloth(i, physx::PxVec3(8.f + float((i+1)*(i+1)) * spaceX, 2.f, -7.f));
{
IRenderMesh* mesh = getSceneController()->getRenderer().getPrimitiveRenderMesh(PrimitiveRenderMeshType::Plane);