public void UpdateSoftBody(SoftBody softBody, ShapeData shapeData) { // Could just allocate a Vector3 array here at each frame, but reusing shapeData.SoftBodyData is faster. // Probably uses more memory though. softBody.GetVertexNormalData(out shapeData.SoftBodyData); shapeData.SetDynamicVertexBuffer(device, shapeData.SoftBodyData); if (softBody.Faces.Count == 0 && softBody.Tetras.Count == 0) { shapeData.PrimitiveTopology = PrimitiveTopology.LineList; } }
public void UpdateSoftBody(SoftBody softBody, ShapeData shapeData) { // Could just allocate a Vector3 array here at each frame, but reusing shapeData.SoftBodyData is faster. // Probably uses more memory though. shapeData.VertexCount = softBody.GetVertexNormalData(out shapeData.SoftBodyData); shapeData.SetDynamicVertexBuffer(device, shapeData.SoftBodyData); if (softBody.Faces.Count == 0 && softBody.Tetras.Count == 0) { shapeData.PrimitiveTopology = PrimitiveTopology.LineList; } }