Exemplo n.º 1
0
        /// <summary>
        /// Constructs a cube at a given location and size.
        /// </summary>
        /// <param name="pos" type="Vector3">The position of the cube, at it's center, [X,Y,Z]</param>
        /// <param name="dim" type="Vector3">The size of the cube.</param>
        /// <returns>A UUID for the newly created cube or UUID.Zero on failure.</returns>
        /// </summary>
        public PrimitiveBaseShape createCube(Vector3 pos, Vector3 dim, UUID TextureID)
        {
            //  Construct a cube at a given position, size and texture UUID.
            PrimitiveBaseShape cubeShape = PrimitiveBaseShape.CreateBox();// new PrimitiveBaseShape();

            cubeShape.ToOmvPrimitive(pos, Quaternion.Identity);
            cubeShape.Scale = dim;
            sceneGraph.AddNewPrim(UUID.Zero, UUID.Zero, pos, Quaternion.Identity, cubeShape);
            return(cubeShape);
        }
Exemplo n.º 2
0
        /// <summary>
        /// Constructs a cube at a given location and size.
        /// </summary>
        /// <param name="pos" type="Vector3">The position of the cube, at it's center, [X,Y,Z]</param>
        /// <param name="dim" type="Vector3">The size of the cube.</param>
        /// <returns>A UUID for the newly created cube or UUID.Zero on failure.</returns>
        /// </summary>
        private PrimitiveBaseShape createCube(Vector3 pos, Vector3 dim, UUID TextureID)
        {
            //  Construct a cube at a given position, size and texture UUID.
            PrimitiveBaseShape cubeShape = PrimitiveBaseShape.CreateBox();// new PrimitiveBaseShape();

            cubeShape.ToOmvPrimitive(pos, Quaternion.Identity);
            cubeShape.Scale = dim;

            // place into the region at given position
            // texture the object from the given texture id, if this texture is not found
            // then default to use one of the standard textures it knows about that
            // during first run it will create and store in the asset database (todo).
            return(cubeShape);
//            return createCube(pos, dim, TextureID);
        }
        /// <summary>
        /// Calculate a hash that takes both the prim shape and materials into account
        /// </summary>
        public ulong GetPrimHash(PrimitiveBaseShape shape)
        {
            Primitive prim = shape.ToOmvPrimitive(Vector3.Zero, Quaternion.Identity);

            return(GetPrimHash(prim, shape));
        }