// 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; } };