public void RenderSoftBody(SoftBody softBody) { Cull cullMode = device.GetRenderState <Cull>(RenderState.CullMode); device.SetRenderState(RenderState.CullMode, Cull.None); AlignedFaceArray faces = softBody.Faces; int faceCount = faces.Count; if (faceCount > 0) { PositionedNormal[] vectors = new PositionedNormal[faceCount * 3]; int v = 0; for (int i = 0; i < faceCount; i++) { NodePtrArray nodes = faces[i].Nodes; Node n0 = nodes[0]; Node n1 = nodes[1]; Node n2 = nodes[2]; vectors[v].Position = n0.Position; vectors[v].Normal = n0.Normal; vectors[v + 1].Position = n1.Position; vectors[v + 1].Normal = n1.Normal; vectors[v + 2].Position = n2.Position; vectors[v + 2].Normal = n2.Normal; v += 3; } device.VertexFormat = VertexFormat.PositionNormal; device.DrawUserPrimitives(PrimitiveType.TriangleList, faces.Count, vectors); } else { AlignedTetraArray tetras = softBody.Tetras; int tetraCount = tetras.Count; if (tetraCount > 0) { PositionedNormal[] vectors = new PositionedNormal[tetraCount * 12]; int v = 0; for (int i = 0; i < tetraCount; i++) { NodePtrArray nodes = tetras[i].Nodes; BulletSharp.Math.Vector3 v0 = nodes[0].Position; BulletSharp.Math.Vector3 v1 = nodes[1].Position; BulletSharp.Math.Vector3 v2 = nodes[2].Position; BulletSharp.Math.Vector3 v3 = nodes[3].Position; BulletSharp.Math.Vector3 v10 = v1 - v0; BulletSharp.Math.Vector3 v02 = v0 - v2; BulletSharp.Math.Vector3 normal = BulletSharp.Math.Vector3.Cross(v10, v02); normal.Normalize(); vectors[v].Position = v0; vectors[v].Normal = normal; vectors[v + 1].Position = v1; vectors[v + 1].Normal = normal; vectors[v + 2].Position = v2; vectors[v + 2].Normal = normal; normal = BulletSharp.Math.Vector3.Cross(v10, v3 - v0); normal.Normalize(); vectors[v + 3].Position = v0; vectors[v + 3].Normal = normal; vectors[v + 4].Position = v1; vectors[v + 4].Normal = normal; vectors[v + 5].Position = v3; vectors[v + 5].Normal = normal; normal = BulletSharp.Math.Vector3.Cross(v2 - v1, v3 - v1); normal.Normalize(); vectors[v + 6].Position = v1; vectors[v + 6].Normal = normal; vectors[v + 7].Position = v2; vectors[v + 7].Normal = normal; vectors[v + 8].Position = v3; vectors[v + 8].Normal = normal; normal = BulletSharp.Math.Vector3.Cross(v02, v3 - v2); normal.Normalize(); vectors[v + 9].Position = v2; vectors[v + 9].Normal = normal; vectors[v + 10].Position = v0; vectors[v + 10].Normal = normal; vectors[v + 11].Position = v3; vectors[v + 11].Normal = normal; v += 12; } device.VertexFormat = VertexFormat.PositionNormal; device.DrawUserPrimitives(PrimitiveType.TriangleList, tetraCount * 4, vectors); } else if (softBody.Links.Count > 0) { AlignedLinkArray links = softBody.Links; int linkCount = links.Count; int linkColor = System.Drawing.Color.Black.ToArgb(); device.VertexFormat = VertexFormat.Position | VertexFormat.Diffuse; PositionColored[] linkArray = new PositionColored[linkCount * 2]; for (int i = 0; i < linkCount; i++) { Link link = links[i]; linkArray[i * 2].Position = link.Nodes[0].Position; linkArray[i * 2].Color = linkColor; linkArray[i * 2 + 1].Position = link.Nodes[1].Position; linkArray[i * 2 + 1].Color = linkColor; } device.DrawUserPrimitives(PrimitiveType.LineList, links.Count, linkArray); } } device.SetRenderState(RenderState.CullMode, cullMode); }
public void RenderSoftBody(SoftBody softBody) { AlignedFaceArray faces = softBody.Faces; int faceCount = faces.Count; if (faceCount > 0) { PositionedNormal[] vectors = new PositionedNormal[faceCount * 6]; int v = 0; int i; for (i = 0; i < faces.Count; i++) { NodePtrArray nodes = faces[i].N; Node n0 = nodes[0]; Node n1 = nodes[1]; Node n2 = nodes[2]; n0.GetX(out vectors[v].Position); n0.GetNormal(out vectors[v].Normal); n1.GetX(out vectors[v + 1].Position); n1.GetNormal(out vectors[v + 1].Normal); n2.GetX(out vectors[v + 2].Position); n2.GetNormal(out vectors[v + 2].Normal); v += 3; } device.VertexFormat = PositionedNormal.FVF; device.DrawUserPrimitives(PrimitiveType.TriangleList, faces.Count, vectors); } else { AlignedTetraArray tetras = softBody.Tetras; int tetraCount = tetras.Count; if (tetraCount > 0) { PositionedNormal[] vectors = new PositionedNormal[tetraCount * 12]; int v = 0; for (int i = 0; i < tetraCount; i++) { NodePtrArray nodes = tetras[i].Nodes; Vector3 v0 = nodes[0].X; Vector3 v1 = nodes[1].X; Vector3 v2 = nodes[2].X; Vector3 v3 = nodes[3].X; Vector3 v10 = v1 - v0; Vector3 v02 = v0 - v2; Vector3 normal = Vector3.Cross(v10, v02); normal.Normalize(); vectors[v].Position = v0; vectors[v].Normal = normal; vectors[v + 1].Position = v1; vectors[v + 1].Normal = normal; vectors[v + 2].Position = v2; vectors[v + 2].Normal = normal; normal = Vector3.Cross(v10, v3 - v0); normal.Normalize(); vectors[v + 3].Position = v0; vectors[v + 3].Normal = normal; vectors[v + 4].Position = v1; vectors[v + 4].Normal = normal; vectors[v + 5].Position = v3; vectors[v + 5].Normal = normal; normal = Vector3.Cross(v2 - v1, v3 - v1); normal.Normalize(); vectors[v + 6].Position = v1; vectors[v + 6].Normal = normal; vectors[v + 7].Position = v2; vectors[v + 7].Normal = normal; vectors[v + 8].Position = v3; vectors[v + 8].Normal = normal; normal = Vector3.Cross(v02, v3 - v2); normal.Normalize(); vectors[v + 9].Position = v2; vectors[v + 9].Normal = normal; vectors[v + 10].Position = v0; vectors[v + 10].Normal = normal; vectors[v + 11].Position = v3; vectors[v + 11].Normal = normal; v += 12; } device.VertexFormat = PositionedNormal.FVF; device.DrawUserPrimitives(PrimitiveType.TriangleList, tetraCount * 4, vectors); } else if (softBody.Links.Count > 0) { AlignedLinkArray links = softBody.Links; int linkCount = links.Count; int linkColor = System.Drawing.Color.Black.ToArgb(); device.VertexFormat = PositionColored.FVF; PositionColored[] linkArray = new PositionColored[linkCount * 2]; for (int i = 0; i < linkCount; i++) { Link link = links[i]; linkArray[i * 2].Position = link.Nodes[0].X; linkArray[i * 2].Color = linkColor; linkArray[i * 2 + 1].Position = link.Nodes[1].X; linkArray[i * 2 + 1].Color = linkColor; } device.DrawUserPrimitives(PrimitiveType.LineList, links.Count, linkArray); } } }
public void UpdateSoftBody(SoftBody softBody, ShapeData shapeData) { AlignedFaceArray faces = softBody.Faces; if (faces.Count != 0) { shapeData.VertexCount = faces.Count * 3; Vector3[] vectors = new Vector3[shapeData.VertexCount * 2]; int v = 0; int i; for (i = 0; i < faces.Count; i++) { NodePtrArray nodes = faces[i].N; Node n0 = nodes[0]; Node n1 = nodes[1]; Node n2 = nodes[2]; n0.GetX(out vectors[v]); n0.GetNormal(out vectors[v + 1]); n1.GetX(out vectors[v + 2]); n1.GetNormal(out vectors[v + 3]); n2.GetX(out vectors[v + 4]); n2.GetNormal(out vectors[v + 5]); v += 6; } shapeData.SetDynamicVertexBuffer(device, vectors); } else { AlignedTetraArray tetras = softBody.Tetras; int tetraCount = tetras.Count; if (tetraCount != 0) { shapeData.VertexCount = tetraCount * 12; Vector3[] vectors = new Vector3[tetraCount * 24]; int v = 0; for (int i = 0; i < tetraCount; i++) { NodePtrArray nodes = tetras[i].Nodes; Vector3 v0 = nodes[0].X; Vector3 v1 = nodes[1].X; Vector3 v2 = nodes[2].X; Vector3 v3 = nodes[3].X; Vector3 v10 = v1 - v0; Vector3 v02 = v0 - v2; Vector3 normal = Vector3.Cross(v10, v02); vectors[v] = v0; vectors[v + 1] = normal; vectors[v + 2] = v1; vectors[v + 3] = normal; vectors[v + 4] = v2; vectors[v + 5] = normal; normal = Vector3.Cross(v10, v3 - v0); vectors[v + 6] = v0; vectors[v + 7] = normal; vectors[v + 8] = v1; vectors[v + 9] = normal; vectors[v + 10] = v3; vectors[v + 11] = normal; normal = Vector3.Cross(v2 - v1, v3 - v1); vectors[v + 12] = v1; vectors[v + 13] = normal; vectors[v + 14] = v2; vectors[v + 15] = normal; vectors[v + 16] = v3; vectors[v + 17] = normal; normal = Vector3.Cross(v02, v3 - v2); vectors[v + 18] = v2; vectors[v + 19] = normal; vectors[v + 20] = v0; vectors[v + 21] = normal; vectors[v + 22] = v3; vectors[v + 23] = normal; v += 24; } shapeData.SetDynamicVertexBuffer(device, vectors); } else if (softBody.Links.Count != 0) { AlignedLinkArray links = softBody.Links; int linkCount = links.Count; shapeData.VertexCount = linkCount * 2; Vector3[] vectors = new Vector3[linkCount * 4]; for (int i = 0; i < linkCount; i++) { NodePtrArray nodes = links[i].Nodes; nodes[0].GetX(out vectors[i * 4]); nodes[1].GetX(out vectors[i * 4 + 2]); } shapeData.PrimitiveTopology = PrimitiveTopology.LineList; shapeData.SetDynamicVertexBuffer(device, vectors); } else { throw new NotImplementedException(); } } }