Jitter.Dynamics.SoftBody.AddPointsAndSprings C# (CSharp) Method

AddPointsAndSprings() private method

private AddPointsAndSprings ( List indices, List vertices ) : void
indices List
vertices List
return void
        private void AddPointsAndSprings(List<TriangleVertexIndices> indices, List<JVector> vertices)
        {
            for (int i = 0; i < vertices.Count; i++)
            {
                MassPoint point = new MassPoint(sphere, this,material);
                point.Position = vertices[i];

                point.Mass = 0.1f;

                points.Add(point);
            }

            for (int i = 0; i < indices.Count; i++)
            {
                TriangleVertexIndices index = indices[i];
                
                Triangle t = new Triangle(this);

                t.indices = index;
                triangles.Add(t);

                t.boundingBox = JBBox.SmallBox;
                t.boundingBox.AddPoint(points[t.indices.I0].position);
                t.boundingBox.AddPoint(points[t.indices.I1].position);
                t.boundingBox.AddPoint(points[t.indices.I2].position);

                t.dynamicTreeID = dynamicTree.AddProxy(ref t.boundingBox, t);
            }

            HashSet<Edge> edges = GetEdges(indices);

            int count = 0;

            foreach (Edge edge in edges)
            {
                Spring spring = new Spring(points[edge.Index1], points[edge.Index2]);
                spring.Softness = 0.01f; spring.BiasFactor = 0.1f;
                spring.SpringType = SpringType.EdgeSpring;

                springs.Add(spring);
                count++;
            }

        }