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); } } }