public Vector3[] GetCombinedBoundingBox(List<SceneObjectGroup> objects, out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ)
{
minX = 256;
maxX = -256;
minY = 256;
maxY = -256;
minZ = 8192;
maxZ = -256;
List<Vector3> offsets = new List<Vector3>();
foreach (SceneObjectGroup g in objects)
{
float ominX, ominY, ominZ, omaxX, omaxY, omaxZ;
g.GetAxisAlignedBoundingBoxRaw(out ominX, out omaxX, out ominY, out omaxY, out ominZ, out omaxZ);
if (minX > ominX)
minX = ominX;
if (minY > ominY)
minY = ominY;
if (minZ > ominZ)
minZ = ominZ;
if (maxX < omaxX)
maxX = omaxX;
if (maxY < omaxY)
maxY = omaxY;
if (maxZ < omaxZ)
maxZ = omaxZ;
}
foreach (SceneObjectGroup g in objects)
{
Vector3 vec = g.AbsolutePosition;
vec.X -= minX;
vec.Y -= minY;
vec.Z -= minZ;
offsets.Add(vec);
}
return offsets.ToArray();
}