diff --git a/Assets/Scripts/MMTServer/CommunicationProtocoll/MMTConstants.cs b/Assets/Scripts/MMTServer/CommunicationProtocoll/MMTConstants.cs index 8a5ab7194e52b1d91d183e2192d5efcc1fcb945d..1b826f8f460dbb9f1857fb361f78e6cb5bc31769 100644 --- a/Assets/Scripts/MMTServer/CommunicationProtocoll/MMTConstants.cs +++ b/Assets/Scripts/MMTServer/CommunicationProtocoll/MMTConstants.cs @@ -48,8 +48,8 @@ public static class MMTConstants public static readonly string TriangleType = "http://mathhub.info/MitM/core/geometry?Geometry/Triangles?triangle"; public static readonly string TriangleScroll = "http://mathhub.info/FrameIT/frameworld?TriangleScroll"; - public static readonly string PrismCons = "http://mathhub.info/FrameIT/frameworld?prismType?prismCons"; - public static readonly string PrismType = "http://mathhub.info/FrameIT/frameworld?RectangleType?prismType"; + public static readonly string PrismCons = "http://mathhub.info/FrameIT/frameworld?PrismType?prismCons"; + public static readonly string PrismType = "http://mathhub.info/FrameIT/frameworld?PrismType?prismType"; public static readonly string PrismScroll = "http://mathhub.info/FrameIT/frameworld?PrismScroll"; public static readonly string CuboidCons = "http://mathhub.info/FrameIT/frameworld?CuboidType?cuboidCons"; diff --git a/Assets/Scripts/MeshGenerator/TriangluarPrismGenerator.cs b/Assets/Scripts/MeshGenerator/TriangluarPrismGenerator.cs index 0e2edd06734c484201b6ac834b457a0c2fd8a3a5..c1d2db2d43cbf76636da529b315f8ea37562fdf3 100644 --- a/Assets/Scripts/MeshGenerator/TriangluarPrismGenerator.cs +++ b/Assets/Scripts/MeshGenerator/TriangluarPrismGenerator.cs @@ -62,7 +62,7 @@ public static (Vector3[], int[]) CreateTriangluarPrism(float triangle_ab, float { Vector3[] bottom_edge = GetTrianglePoints(triangle_ab, triangle_height, triangle_c); Vector3[] bottom_vertices = - new Vector3[] { offset } + new Vector3[] { } .AppendRange(bottom_edge) .Append(bottom_edge[0]) .ToArray(); @@ -70,7 +70,7 @@ public static (Vector3[], int[]) CreateTriangluarPrism(float triangle_ab, float Vector3[] top_edge = GetTrianglePoints(triangle_ab, triangle_height, triangle_c, new Vector3(0, 0, -prism_height)); Vector3[] top_vertices = - new Vector3[] { offset } + new Vector3[] { } .AppendRange(top_edge) .Append(top_edge[0]) .ToArray();