public Aircraft GetAircraft(Vector3 pos, Model model, Vector3 size, Matrix orient)
        {
            Box boxPrimitive = new Box(-.5f * size, orient, size); // relative to the body, the position is the top left-ish corner instead of the center, so subtract from the center, half of all sides to get that point.
            Box leftWing = new Box(new Vector3(-6, -.6f, -2.30f), orient, new Vector3(5, .1f, 1.2f));
            Box rightWing = new Box(new Vector3(.7f, -.6f, -2.30f), orient, new Vector3(5, .1f, 1.2f));
            Box fuse = new Box(new Vector3(-.9f, -.7f, -2.30f), orient, new Vector3(1.9f, 1f, 6f));

            //leftWing.Position
            List<MaterialProperties> props = new List<MaterialProperties>();
            props.Add(new MaterialProperties(.3f,.3f,.3f));
            props.Add(new MaterialProperties(.3f, .3f, .3f));
            props.Add(new MaterialProperties(.3f, .3f, .3f));
            List<Primitive> prims = new List<Primitive>();
            prims.Add(leftWing);
            prims.Add(rightWing);
            prims.Add(fuse);
            Aircraft a = new Aircraft(new Vector3(0, -14, 0), new Vector3(1, 1, 1), prims, props, model, 0);
            return a;
        }
Beispiel #2
0
 private Gobject SpawnPlane(int ownerid, int objectid)
 {
     // test code for client-side aircraft/plane spawning
     Gobject newobject = physicsManager.GetAircraft(airplane);
     newobject.ID = gameObjects.Count;
     physicsManager.AddNewObject(newobject);
     if (ownerid == MyClientID) // Only select the new car if its OUR new car
     {
         myPlane = (Aircraft)newobject;
         SelectGameObject(myPlane);
     }
     return newobject;
 }