public void TestTearClothMesh() { Vector4[] particles = { new Vector4(1, 1, 0), new Vector4(0, 1, 0), new Vector4(-1, 1, 0), new Vector4(1, 0, 0), new Vector4(0, 0, 0), new Vector4(-1, 0, 0), new Vector4(1, -1, 0), new Vector4(0, -1, 0), new Vector4(-1, -1, 0) }; int[] indices = { 0, 1, 4, 0, 4, 3, 1, 2, 5, 1, 5, 4, 3, 4, 7, 3, 7, 6, 4, 5, 8, 4, 8, 7 }; float stretchStiffness = 1.0f; float bendStiffness = 1.0f; float pressure = 0.0f; FlexExt.Asset.Handle handle = FlexExt.CreateTearingClothFromMesh(ref particles[0], particles.Length, particles.Length * 2, ref indices[0], indices.Length / 3, stretchStiffness, bendStiffness, pressure); float maxStrain = 0.0f; int maxSplits = 10; FlexExt.TearingParticleClone[] particlesCopies = new FlexExt.TearingParticleClone[10]; int numParticlesCopies = 0; int maxCopies = 10; FlexExt.TearingMeshEdit[] triangleEdits = new FlexExt.TearingMeshEdit[10]; int numTriangleEdits = 0; int maxEdits = 10; FlexExt.TearClothMesh(handle, maxStrain, maxSplits, ref particlesCopies[0], ref numParticlesCopies, maxCopies, ref triangleEdits[0], ref numTriangleEdits, maxEdits); // todo: make the mesh tear FlexExt.DestroyTearingCloth(handle); }