text: 
  
  class Lighthouse : public Scene
  {
  public:
  
  	Lighthouse(const char* name) : Scene(name) {}
  
  	virtual void Initialize()
  	{
  		float radius = 0.15f;
  		float restDistance = radius*0.6f;
  
  		NvFlexDistanceFieldId sdf = CreateSDF(GetFilePathByPlatform("../../data/lighthouse.ply").c_str(), 128);
  		AddSDF(sdf, Vec3(4.0f, 0.0f, 0.0f), Quat(), 10.f);
  
  		CreateParticleGrid(Vec3(0.0f, 0.3f, 0.0f), 48, 48, 128, restDistance, Vec3(0.0f), 1.0f, false, 0.0f, NvFlexMakePhase(0, eNvFlexPhaseSelfCollide | eNvFlexPhaseFluid), 0.005f);
  
  		g_sceneLower = 0.0f;
  		g_sceneUpper = Vec3(12, 0.0f, 0.0f);
  
  		g_numSubsteps = 2;
  
  		g_params.radius = radius;
  		g_params.dynamicFriction = 0.f;
  		g_params.viscosity = 0.01f;
  		g_params.numIterations = 3;
  		g_params.vorticityConfinement = 50.0f;
  		g_params.fluidRestDistance = restDistance;
  		g_params.gravity[1] *= 0.5f;
  		g_params.cohesion *= 0.5f;
  
  		g_fluidColor = Vec4(0.413f, 0.725f, 0.85f, 0.7f);
  
  		g_maxDiffuseParticles = 1024 * 1024;
  		g_diffuseScale = 0.3f;
  		g_diffuseShadow = true;
  		g_diffuseColor = 1.0f;
  		g_diffuseMotionScale = 1.0f;
  		g_params.diffuseThreshold *= 10.f;
  		g_params.diffuseBallistic = 4;
  		g_params.diffuseBuoyancy = 2.0f;
  		g_params.diffuseDrag = 1.0f;
  
  		g_params.numPlanes = 5;
  
  		g_waveFrequency = 1.2f;
  		g_waveAmplitude = 2.2f;
  		g_waveFloorTilt = 0.1f;
  
  
  		// draw options		
  		g_drawPoints = false;
  		g_drawEllipsoids = true;
  		g_drawDiffuse = true;
  	}
  };