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// tests initial particle overlap, particle should be projected out of the box without high velocity
class InitialOverlap : public Scene
{
public:
InitialOverlap(const char* name) : Scene(name) {}
virtual void Initialize()
{
g_params.radius = 0.1f;
g_params.numIterations = 2;
// test max acceleration clamping is working, test at 5x gravity
g_params.maxAcceleration = 50.0f;
// plinth
AddBox(1.0f, Vec3(0.0f, 0.0f, 0.0f));
g_buffers->positions.push_back(Vec4(0.0f, 0.5f, 0.0f, 1.0f));
g_buffers->velocities.push_back(Vec3(0.0f));
g_buffers->phases.push_back(0);
g_numSubsteps = 2;
// draw options
g_drawPoints = true;
}
};