public void SetUp() { int[] triangles1 = new[] { 0, 1, 2 }; Vector3[] vertices1 = new Vector3[] { new Vector3(0, 0, 0), new Vector3(1, 0, 0), new Vector3(0, 1, 0) }; _meshInterface = new TriangleIndexVertexArray(triangles1, vertices1); int[] triangles2 = new[] { 0, 1, 2 }; Vector3[] vertices2 = new Vector3[] { new Vector3(0, 0, 3), new Vector3(1, 0, 3), new Vector3(0, 1, 3) }; _indexedMesh = new IndexedMesh(); _indexedMesh.Allocate(triangles2.Length / 3, vertices2.Length); _indexedMesh.SetData(triangles2, vertices2); _meshInterface.AddIndexedMesh(_indexedMesh); _impactMesh = new GImpactMeshShape(_meshInterface); }