public static VertexGrid CreateGrid(int rows, int columns)
        {
            int numVertsX = rows + 1;
            int numVertsZ = columns + 1;

            VertexGrid grid = new VertexGrid(new Vector3[numVertsX * numVertsZ], new int[rows * columns * 2 * 3]);

            {
                for (int r = 0; r < numVertsX; r++)
                {
                    for (int c = 0; c < numVertsZ; c++)
                    {
                        grid.Points[r * numVertsZ + c] = new Vector3(r, 0, c);
                    }
                }
            }

            {
                int count  = 0;
                int vIndex = 0;
                for (int z = 0; z < columns; z++)
                {
                    for (int x = 0; x < rows; x++)
                    {
                        // first triangle
                        grid.Indices[count++] = vIndex;
                        grid.Indices[count++] = vIndex + 1;
                        grid.Indices[count++] = vIndex + numVertsX;

                        // second triangle
                        grid.Indices[count++] = vIndex + numVertsX;
                        grid.Indices[count++] = vIndex + 1;
                        grid.Indices[count++] = vIndex + numVertsX + 1;

                        vIndex++;
                    }
                    vIndex++;
                }
            }

            return(grid);
        }
        /// <summary>Simple examples of all the PhysX bits running together</summary>
        private void LoadPhysics()
        {
            // The ground plane (if created) sould be the first actor
            _groundActor      = _scene.Actors.First();
            _groundActor.Name = "Default Ground Plane";

            //

            #region Some Boxes
            for (int x = 0; x < 5; x++)
            {
                BoxShapeDescription boxShapeDesc = new BoxShapeDescription(2, 3, 8);

                ActorDescription actorDesc = new ActorDescription()
                {
                    Name            = String.Format("Box {0}", x),
                    BodyDescription = new BodyDescription(10.0f),
                    GlobalPose      = Matrix.CreateTranslation(100, 15 + 3 * x, 20),
                    Shapes          = { boxShapeDesc }
                };

                Actor actor = _scene.CreateActor(actorDesc);
            }
            #endregion

            #region Cloth (Flag)
            {
                // Create a Grid of Points
                VertexGrid grid = VertexGrid.CreateGrid(10, 10);

                ClothMeshDescription clothMeshDesc = new ClothMeshDescription();
                clothMeshDesc.AllocateVertices <Vector3>(grid.Points.Length);
                clothMeshDesc.AllocateTriangles <int>(grid.Indices.Length / 3);

                clothMeshDesc.VertexCount   = grid.Points.Length;
                clothMeshDesc.TriangleCount = grid.Indices.Length / 3;

                clothMeshDesc.VerticesStream.SetData(grid.Points);
                clothMeshDesc.TriangleStream.SetData(grid.Indices);

                // We are using 32 bit integers, so make sure the 16 bit flag is removed.
                // 32 bits are the default, so this isn't technically needed
                clothMeshDesc.Flags &= ~MeshFlag.Indices16Bit;

                // Write the cooked data to memory
                MemoryStream memoryStream = new MemoryStream();

                Cooking.InitializeCooking();
                Cooking.CookClothMesh(clothMeshDesc, memoryStream);
                Cooking.CloseCooking();

                // Need to reset the position of the stream to the beginning
                memoryStream.Position = 0;

                ClothMesh clothMesh = _core.CreateClothMesh(memoryStream);

                //

                ClothDescription clothDesc = new ClothDescription()
                {
                    ClothMesh  = clothMesh,
                    Flags      = ClothFlag.Gravity | ClothFlag.Bending | ClothFlag.CollisionTwoway | ClothFlag.Visualization,
                    GlobalPose =
                        Matrix.CreateFromYawPitchRoll(0, (float)Math.PI / 2.0f, (float)Math.PI / 2.0f) *
                        Matrix.CreateTranslation(0, 20, 0)
                };
                clothDesc.MeshData.AllocatePositions <Vector3>(grid.Points.Length);
                clothDesc.MeshData.AllocateIndices <int>(grid.Indices.Length);

                clothDesc.MeshData.MaximumVertices = grid.Points.Length;
                clothDesc.MeshData.MaximumIndices  = grid.Indices.Length;

                clothDesc.MeshData.NumberOfVertices = grid.Points.Length;
                clothDesc.MeshData.NumberOfIndices  = grid.Indices.Length;

                _flag = _scene.CreateCloth(clothDesc);

                // Flag Pole
                ActorDescription flagPoleActorDesc = new ActorDescription()
                {
                    GlobalPose = Matrix.CreateTranslation(0, 10, 0),
                    Shapes     = { new BoxShapeDescription(1.0f, 20.0f, 1.0f) }
                };

                Actor flagPoleActor = _scene.CreateActor(flagPoleActorDesc);

                _flag.AttachToShape(flagPoleActor.Shapes[0], 0);
                _flag.WindAcceleration = new Vector3(10, 10, 10);
                _flag.BendingStiffness = 0.1f;
            }
            #endregion

            #region Revolute Joint
            {
                BoxShapeDescription boxShapeDescA = new BoxShapeDescription(3, 3, 3);
                BoxShapeDescription boxShapeDescB = new BoxShapeDescription(3, 3, 3);

                ActorDescription actorDescA = new ActorDescription()
                {
                    BodyDescription = new BodyDescription(10.0f),
                    GlobalPose      = Matrix.CreateTranslation(75, 1.5f, 55),
                    Shapes          = { boxShapeDescA }
                };
                Actor actorA = _scene.CreateActor(actorDescA);

                ActorDescription actorDescB = new ActorDescription()
                {
                    BodyDescription = new BodyDescription(10.0f),
                    GlobalPose      = Matrix.CreateTranslation(70, 1.5f, 55),
                    Shapes          = { boxShapeDescB }
                };
                Actor actorB = _scene.CreateActor(actorDescB);

                //

                RevoluteJointDescription revoluteJointDesc = new RevoluteJointDescription()
                {
                    Actor1 = actorA,
                    Actor2 = actorB,
                    Motor  = new MotorDescription(20, 20.1f, true)
                };
                revoluteJointDesc.Flags |= RevoluteJointFlag.MotorEnabled;
                revoluteJointDesc.SetGlobalAnchor(new Vector3(73.5f, 1.5f, 55));
                revoluteJointDesc.SetGlobalAxis(new Vector3(1, 0, 0));

                RevoluteJoint revoluteJoint = _scene.CreateJoint(revoluteJointDesc) as RevoluteJoint;
            }
            #endregion

            #region Prismatic Joint with Limit
            {
                Actor actorA, actorB;
                {
                    BoxShapeDescription boxShapeDesc = new BoxShapeDescription(3, 3, 3);

                    BodyDescription bodyDesc = new BodyDescription(10.0f);
                    bodyDesc.BodyFlags |= BodyFlag.Kinematic;

                    ActorDescription actorDesc = new ActorDescription()
                    {
                        BodyDescription = bodyDesc,
                        GlobalPose      = Matrix.CreateTranslation(70, 25, 65),
                        Shapes          = { boxShapeDesc }
                    };
                    actorA = _scene.CreateActor(actorDesc);
                }
                {
                    BoxShapeDescription boxShapeDesc = new BoxShapeDescription(3, 3, 3);

                    ActorDescription actorDesc = new ActorDescription()
                    {
                        BodyDescription = new BodyDescription(10.0f),
                        GlobalPose      = Matrix.CreateTranslation(70, 15, 65),
                        Shapes          = { boxShapeDesc }
                    };
                    actorB = _scene.CreateActor(actorDesc);
                }

                PrismaticJointDescription prismaticJointDesc = new PrismaticJointDescription()
                {
                    Actor1 = actorA,
                    Actor2 = actorB,
                };
                prismaticJointDesc.SetGlobalAnchor(new Vector3(70, 20, 65));
                prismaticJointDesc.SetGlobalAxis(new Vector3(0, 1, 0));

                PrismaticJoint prismaticJoint = _scene.CreateJoint(prismaticJointDesc) as PrismaticJoint;

                LimitPlane limitPlane = new LimitPlane(new Vector3(0, 1, 0), new Vector3(-30, 8, -30), 0);
                prismaticJoint.AddLimitPlane(limitPlane);
            }
            #endregion

            #region Fluid
            {
                const int maximumParticles = 1000;

                FluidEmitterDescription fluidEmitterDesc = new FluidEmitterDescription()
                {
                    DimensionX   = 0.5f,
                    DimensionY   = 0.5f,
                    Rate         = 15,
                    RelativePose = Matrix.CreateTranslation(-40, 10, 50),
                    Shape        = EmitterShape.Rectangular,
                    Type         = EmitterType.ConstantFlowRate,
                    RandomAngle  = 0.5f
                };
                fluidEmitterDesc.Flags |= (FluidEmitterFlag.Enabled | FluidEmitterFlag.Visualization);

                FluidDescription fluidDesc = new FluidDescription()
                {
                    Emitters         = { fluidEmitterDesc },
                    Flags            = FluidFlag.Enabled | FluidFlag.Visualization,
                    MaximumParticles = maximumParticles
                };
                fluidDesc.ParticleWriteData.AllocatePositionBuffer <Vector3>(maximumParticles);
                fluidDesc.ParticleWriteData.NumberOfParticles = maximumParticles;

                Fluid fluid = _scene.CreateFluid(fluidDesc);

                // Ledge
                {
                    BoxShapeDescription boxShapeDesc = new BoxShapeDescription(5, 0.1f, 5);

                    ActorDescription drainActorDesc = new ActorDescription()
                    {
                        GlobalPose = Matrix.CreateRotationX(0.5f) * Matrix.CreateTranslation(-40, 5, 52),
                        Shapes     = { boxShapeDesc }
                    };

                    Actor drianActor = _scene.CreateActor(drainActorDesc);
                }

                // Drain
                {
                    BoxShapeDescription boxShapeDesc = new BoxShapeDescription(5, 0.1f, 5);
                    boxShapeDesc.Flags |= ShapeFlag.FluidDrain;

                    ActorDescription drainActorDesc = new ActorDescription()
                    {
                        GlobalPose = Matrix.CreateTranslation(-40, 0, 55),
                        Shapes     = { boxShapeDesc }
                    };

                    Actor drianActor = _scene.CreateActor(drainActorDesc);
                }
            }
            #endregion

            #region Force Field
            {
                BoxForceFieldShapeDescription boxForceFieldShapeDesc = new BoxForceFieldShapeDescription()
                {
                    Size = new Vector3(10, 10, 10)
                };

                ForceFieldLinearKernelDescription kernelDesc = new ForceFieldLinearKernelDescription()
                {
                    Constant = new Vector3(0, 100.0f, 0)
                };

                ForceFieldLinearKernel kernel = _scene.CreateForceFieldLinearKernel(kernelDesc);

                ForceFieldShapeGroupDescription shapeGroupDesc = new ForceFieldShapeGroupDescription()
                {
                    Shapes = { boxForceFieldShapeDesc }
                };

                ForceFieldShapeGroup shapeGroup = _scene.CreateForceFieldShapeGroup(shapeGroupDesc);

                BoxForceFieldShape boxForceFieldShape = shapeGroup.CreateShape(boxForceFieldShapeDesc) as BoxForceFieldShape;
                boxForceFieldShape.Pose = Matrix.CreateTranslation(30, 5, 0);

                ForceFieldDescription forceFieldDesc = new ForceFieldDescription()
                {
                    Kernel      = kernel,
                    ShapeGroups = { shapeGroup }
                };
                ForceField forceField = _scene.CreateForceField(forceFieldDesc);
            }
            #endregion

            #region Heightfield
            {
                int rows    = 25;
                int columns = 25;

                HeightFieldSample[] samples = new HeightFieldSample[rows * columns];
                for (int r = 0; r < rows; r++)
                {
                    for (int c = 0; c < columns; c++)
                    {
                        // Put a z and x curve together
                        double h = Math.Sin(c) * Math.Cos(r) * short.MaxValue;

                        HeightFieldSample sample = new HeightFieldSample();
                        sample.Height           = (short)h;
                        sample.MaterialIndex0   = 0;
                        sample.MaterialIndex1   = 1;
                        sample.TessellationFlag = 0;

                        samples[r * columns + c] = sample;
                    }
                }

                HeightFieldDescription heightFieldDesc = new HeightFieldDescription()
                {
                    NumberOfRows    = rows,
                    NumberOfColumns = columns,
                    Samples         = samples
                };

                HeightField heightField = _core.CreateHeightField(heightFieldDesc);

                //

                HeightFieldShapeDescription heightFieldShapeDesc = new HeightFieldShapeDescription()
                {
                    HeightField  = heightField,
                    HoleMaterial = 2,
                    // The max height of our samples is short.MaxValue and we want it to be 1
                    HeightScale = 1.0f / (float)short.MaxValue,
                    RowScale    = 3,
                    ColumnScale = 3
                };
                heightFieldShapeDesc.LocalPosition = new Vector3(-0.5f * rows * 1 * heightFieldShapeDesc.RowScale, 0, -0.5f * columns * 1 * heightFieldShapeDesc.ColumnScale);

                ActorDescription actorDesc = new ActorDescription()
                {
                    GlobalPose = Matrix.CreateTranslation(100, 0, 0),
                    Shapes     = { heightFieldShapeDesc }
                };
                Actor actor = _scene.CreateActor(actorDesc);
            }
            #endregion

            #region Convex Mesh
            {
                ModelMesh mesh = _torusModel.Meshes.First();

                Matrix[] transforms = new Matrix[_torusModel.Bones.Count];
                _torusModel.CopyAbsoluteBoneTransformsTo(transforms);

                // Gets the vertices from the mesh
                VertexPositionNormalTexture[] vertices = new VertexPositionNormalTexture[mesh.MeshParts[0].NumVertices];
                mesh.VertexBuffer.GetData <VertexPositionNormalTexture>(vertices);

                //

                // Allocate memory for the points and triangles
                var convexMeshDesc = new ConvexMeshDescription()
                {
                    PointCount = vertices.Length
                };
                convexMeshDesc.Flags |= ConvexFlag.ComputeConvex;
                convexMeshDesc.AllocatePoints <Vector3>(vertices.Length);

                // Write in the points and triangles
                // We only want the Position component of the vertex. Also scale down the mesh
                foreach (VertexPositionNormalTexture vertex in vertices)
                {
                    Vector3 position = Vector3.Transform(vertex.Position, Matrix.CreateScale(0.1f, 0.1f, 0.1f) * transforms[0]);

                    convexMeshDesc.PointsStream.Write(position);
                }

                //

                // Cook to memory or to a file
                MemoryStream stream = new MemoryStream();
                //FileStream stream = new FileStream( @"Convex Mesh.cooked", FileMode.CreateNew );

                Cooking.InitializeCooking(new ConsoleOutputStream());
                Cooking.CookConvexMesh(convexMeshDesc, stream);
                Cooking.CloseCooking();

                stream.Position = 0;

                ConvexMesh convexMesh = _core.CreateConvexMesh(stream);

                ConvexShapeDescription convexShapeDesc = new ConvexShapeDescription(convexMesh);

                ActorDescription actorDesc = new ActorDescription()
                {
                    BodyDescription = new BodyDescription(10.0f),
                    GlobalPose      = Matrix.CreateTranslation(30, 30, 0)
                };
                actorDesc.Shapes.Add(convexShapeDesc);

                _torusActor = _scene.CreateActor(actorDesc);
            }
            #endregion

            #region SoftBody
            if (false)              // Enable to view soft bodies, they run slowly
            {
                XmlDocument doc = new XmlDocument();
                doc.Load("Teapot.xml");

                // Not how NxuStream are meant to used but what ever :S
                Vector3[] vertices          = ReadVertices(doc.SelectSingleNode("/NXUSTREAM2/NxuPhysicsCollection/NxSoftBodyMeshDesc/vertices"));
                int[]     tetrahedraSingles = ReadTetrahedra(doc.SelectSingleNode("/NXUSTREAM2/NxuPhysicsCollection/NxSoftBodyMeshDesc/tetrahedra"));

                var softBodyMeshDesc = new SoftBodyMeshDescription()
                {
                    VertexCount     = vertices.Length,
                    TetrahedraCount = tetrahedraSingles.Length / 4                     // Tetrahedras come in quadruples of ints
                };

                softBodyMeshDesc.AllocateVertices <Vector3>(softBodyMeshDesc.VertexCount);
                softBodyMeshDesc.AllocateTetrahedra <int>(softBodyMeshDesc.TetrahedraCount);                  // Note: T is an int. T is the type of each point

                softBodyMeshDesc.VertexStream.SetData(vertices);
                softBodyMeshDesc.TetrahedraStream.SetData(tetrahedraSingles);

                MemoryStream memoryStream = new MemoryStream();

                Cooking.InitializeCooking();
                Cooking.CookSoftBodyMesh(softBodyMeshDesc, memoryStream);
                Cooking.CloseCooking();

                memoryStream.Position = 0;

                SoftBodyMesh softBodyMesh = _core.CreateSoftBodyMesh(memoryStream);

                SoftBodyDescription desc = new SoftBodyDescription()
                {
                    GlobalPose   = Matrix.CreateTranslation(-30, 20, -30),
                    SoftBodyMesh = softBodyMesh
                };
                desc.Flags |= SoftBodyFlag.Visualization;

                desc.MeshData.AllocatePositions <Vector3>(vertices.Length);
                desc.MeshData.AllocateIndices <int>(tetrahedraSingles.Length);

                SoftBody softBody = _scene.CreateSoftBody(desc);
            }
            #endregion

            #region Reports
            // Contact report
            // When the capsule actor hits the ground make it bounce by using the conact report
            {
                CapsuleShapeDescription capsuleShapeDesc = new CapsuleShapeDescription(1, 5);

                ActorDescription actorDesc = new ActorDescription()
                {
                    GlobalPose      = Matrix.CreateTranslation(-30, 20, 0),
                    BodyDescription = new BodyDescription(10.0f),
                    Name            = "Report Capsule",
                    Shapes          = { capsuleShapeDesc }
                };

                _contactReportActor = _scene.CreateActor(actorDesc);

                _scene.SetActorPairFlags(_contactReportActor, _groundActor, ContactPairFlag.All);

                _scene.UserContactReport = new ContactReport(this);
            }

            // Trigger Reports
            {
                BoxShapeDescription boxShapeDesc = new BoxShapeDescription(15, 8, 15);
                boxShapeDesc.Flags |= (ShapeFlag.TriggerOnEnter | ShapeFlag.TriggerOnLeave);

                ActorDescription actorDesc = new ActorDescription()
                {
                    GlobalPose = Matrix.CreateTranslation(-30, 4, 0),
                    Shapes     = { boxShapeDesc }
                };
                _scene.CreateActor(actorDesc);

                _scene.UserTriggerReport = new TriggerReport(this);
            }

            _scene.UserNotify = new Notify(this);
            #endregion

            #region Wheel
            {
                _basicVehicle = new Vehicle(this);
            }
            #endregion

            #region Controller
            {
                ControllerManager manager = _scene.CreateControllerManager();

                CapsuleControllerDescription capsuleControllerDesc = new CapsuleControllerDescription(4, 3)
                {
                    Callback = new ControllerHitReport()
                };

                CapsuleController capsuleController = manager.CreateController <CapsuleController>(capsuleControllerDesc);
                capsuleController.Position   = new Vector3(0, 1.5f + 2, -15);
                capsuleController.Actor.Name = "BoxController";
                capsuleController.SetCollisionEnabled(true);
            }
            #endregion
        }
示例#3
0
        private void LoadPhysics()
        {
            int w = 15;
            int h = 15;

            Vector3 p = new Vector3(0, 20, 0);

            // Create a Grid of Points
            int vertices, indices;

            ClothMesh clothMesh;
            {
                VertexGrid grid = VertexGrid.CreateGrid(w, h);

                vertices = grid.Points.Length;
                indices  = grid.Indices.Length;

                ClothMeshDescription clothMeshDesc = new ClothMeshDescription();
                clothMeshDesc.AllocateVertices <Vector3>(vertices);
                clothMeshDesc.AllocateTriangles <int>(indices / 3);

                clothMeshDesc.VertexCount   = vertices;
                clothMeshDesc.TriangleCount = indices / 3;

                clothMeshDesc.VerticesStream.SetData(grid.Points);
                clothMeshDesc.TriangleStream.SetData(grid.Indices);

                // We are using 32 bit integers, so make sure the 16 bit flag is removed.
                // 32 bits are the default, so this isn't technically needed
                clothMeshDesc.Flags &= ~MeshFlag.Indices16Bit;
                clothMeshDesc.Flags  = (MeshFlag)((int)clothMeshDesc.Flags | (int)ClothMeshFlag.Tearable);

                // Write the cooked data to memory
                MemoryStream memoryStream = new MemoryStream();

                Cooking.InitializeCooking();
                Cooking.CookClothMesh(clothMeshDesc, memoryStream);
                Cooking.CloseCooking();

                // Need to reset the position of the stream to the beginning
                memoryStream.Position = 0;

                clothMesh = _core.CreateClothMesh(memoryStream);
            }

            //

            int v = vertices * 2;
            int i = indices * 3;

            ClothDescription clothDesc = new ClothDescription()
            {
                ClothMesh  = clothMesh,
                GlobalPose =
                    Matrix.CreateTranslation(-w / 2.0f, 0, -h / 2.0f) *
                    Matrix.CreateTranslation(p),
                Flags            = ClothFlag.Gravity | ClothFlag.Bending | ClothFlag.CollisionTwoway | ClothFlag.Visualization | ClothFlag.Tearable,
                BendingStiffness = 0.1f
            };

            clothDesc.MeshData.AllocatePositions <Vector3>(v);
            clothDesc.MeshData.AllocateIndices <int>(i);
            clothDesc.MeshData.AllocateNormals <Vector3>(v);

            clothDesc.MeshData.MaximumVertices = v;
            clothDesc.MeshData.MaximumIndices  = i;

            clothDesc.MeshData.NumberOfVertices = vertices;
            clothDesc.MeshData.NumberOfIndices  = indices;

            _cloth = _scene.CreateCloth(clothDesc);

            //

            // Four corner boxes to hold it in place
            var positions = new[]
            {
                new Vector3(-w / 2.0f, 0, -h / 2.0f),                     // Left back
                new Vector3(-w / 2.0f, 0, h / 2.0f),                      // Left front
                new Vector3(w / 2.0f, 0, -h / 2.0f),                      // Right back
                new Vector3(w / 2.0f, 0, h / 2.0f),                       // Right front
            };

            for (int x = 0; x < 4; x++)
            {
                ActorDescription actorDesc = new ActorDescription()
                {
                    GlobalPose = Matrix.CreateTranslation(positions[x] + p),
                    Shapes     = { new BoxShapeDescription(1.0f, 1.0f, 1.0f) }
                };

                Actor actor = _scene.CreateActor(actorDesc);

                _cloth.AttachToShape(actor.Shapes.Single(), 0);
            }

            //

            // Something to drop on it
            {
                ActorDescription actorDesc = new ActorDescription()
                {
                    GlobalPose      = Matrix.CreateTranslation(0, 100, 0),
                    Shapes          = { new SphereShapeDescription(2.0f) },
                    BodyDescription = new BodyDescription(50.0f)
                };

                Actor actor = _scene.CreateActor(actorDesc);
            }
        }
示例#4
0
        private void LoadPhysics()
        {
            // Create a Grid of Points
            VertexGrid grid = VertexGrid.CreateGrid(10, 10);

            ClothMeshDescription clothMeshDesc = new ClothMeshDescription();

            clothMeshDesc.AllocateVertices <Vector3>(grid.Points.Length);
            clothMeshDesc.AllocateTriangles <int>(grid.Indices.Length / 3);

            clothMeshDesc.VertexCount   = grid.Points.Length;
            clothMeshDesc.TriangleCount = grid.Indices.Length / 3;

            clothMeshDesc.VerticesStream.SetData(grid.Points);
            clothMeshDesc.TriangleStream.SetData(grid.Indices);

            // We are using 32 bit integers, so make sure the 16 bit flag is removed.
            // 32 bits are the default, so this isn't technically needed
            clothMeshDesc.Flags &= ~MeshFlag.Indices16Bit;

            // Write the cooked data to memory
            MemoryStream memoryStream = new MemoryStream();

            Cooking.InitializeCooking();
            Cooking.CookClothMesh(clothMeshDesc, memoryStream);
            Cooking.CloseCooking();

            // Need to reset the position of the stream to the beginning
            memoryStream.Position = 0;

            ClothMesh clothMesh = _core.CreateClothMesh(memoryStream);

            //

            ClothDescription clothDesc = new ClothDescription()
            {
                ClothMesh  = clothMesh,
                Flags      = ClothFlag.Gravity | ClothFlag.Bending | ClothFlag.CollisionTwoway | ClothFlag.Visualization,
                GlobalPose =
                    Matrix.CreateFromYawPitchRoll(0, (float)Math.PI / 2.0f, (float)Math.PI / 2.0f) *
                    Matrix.CreateTranslation(0, 20, 0)
            };

            clothDesc.MeshData.AllocatePositions <Vector3>(grid.Points.Length);
            clothDesc.MeshData.AllocateIndices <int>(grid.Indices.Length);
            clothDesc.MeshData.AllocateNormals <Vector3>(grid.Points.Length);

            clothDesc.MeshData.MaximumVertices = grid.Points.Length;
            clothDesc.MeshData.MaximumIndices  = grid.Indices.Length;

            clothDesc.MeshData.NumberOfVertices = grid.Points.Length;
            clothDesc.MeshData.NumberOfIndices  = grid.Indices.Length;

            _flag = _scene.CreateCloth(clothDesc);

            // Flag Pole
            ActorDescription flagPoleActorDesc = new ActorDescription()
            {
                GlobalPose = Matrix.CreateTranslation(0, 10, 0),
                Shapes     = { new BoxShapeDescription(1.0f, 20.0f, 1.0f) }
            };

            Actor flagPoleActor = _scene.CreateActor(flagPoleActorDesc);

            _flag.AttachToShape(flagPoleActor.Shapes.Single(), 0);
            _flag.WindAcceleration = new Vector3(10, 10, 10);
            _flag.BendingStiffness = 0.1f;
        }