2017-04-06 60 views
1

目前我正在ogre3d的pcg城市工作,基本上越来越接近标记为城市的房间将在那里产生一座城市。然而,我对如何将建筑物“存储”为阵列并检查其位置以处理碰撞感到无所适从。在这个方法中,我得到了建筑物需要产生的飞机的大小,之后我创建了一个_cityNode,它将容纳所有建筑节点。这些被设置在for循环中。在建筑物变量中,我尝试在数组中获取buildingNode,这样我就可以在另一种方法中检查碰撞。我基本上有2个问题:Ogre3d scenenode array

  1. 如何将buildingNode获取到数组中?
  2. 是这种方法的“buildingNodes的唯一方法正确或是否需要另一种方法?

    void CityManager::generateCity(int sizeX, int sizeZ, int _numberOfBuildings) 
    { 
    
    #if OGRE_PLATFORM == OGRE_PLATFORM_WIN32 
    FILE* fp; 
    freopen_s(&fp, "CONOUT$", "w", stdout); 
    _rootNode = GameManager::getSingletonPtr()->getSceneManager()->getRootSceneNode(); 
    _cityNode = _rootNode->createChildSceneNode("cityNode"); 
    printf(" number of buildings: %d \n", _numberOfBuildings); 
    printf(" location of X: %d location of Z: %d \n", sizeX, sizeZ); 
    for (int i = 0; i < _numberOfBuildings; i++) 
    { 
        Ogre::SceneNode* buildingNode = _cityNode->createChildSceneNode("buildingNode" + i); 
        Ogre::Entity* _buildingEntity = GameManager::getSingletonPtr()->getSceneManager()->createEntity("cube.mesh"); 
    
        buildingNode->createChildSceneNode()->attachObject(_buildingEntity); 
        buildingNode->setPosition(rand() % sizeX , 50, rand() % sizeZ); 
        buildingNode->setScale(rand() % 6+1 , rand() % 6 + 1, rand() % 6 + 1); 
    
    
        Ogre::Vector3 buildingpos = buildingNode->getPosition(); 
        Ogre::Vector3 buildingscale = buildingNode->getScale(); 
        //_buildings = new Ogre::SceneNode[buildingNode]; 
        checkCollision(); 
        checkEntryWay(); 
    
        printf("positions of building nodes %f, %f, %f " , buildingpos.x, buildingpos.y, buildingpos.z); 
        printf("scale of building nodes %f, %f, %f \n", buildingscale.x, buildingscale.y, buildingscale.z); 
    
    
    } 
    fclose(fp); 
    #endif 
    } 
    

回答

0

你可以使用任何你想要的STL容器,Ogre::SceneNode*是与他们完全兼容。

作为一个例子,你可以收集你的节点std::vector就像

std::vector<Ogre::SceneNode*> buildings_; 
for (int i = 0; i < _numberOfBuildings; i++) 
{ 
    /* ... */ 
    buildings_.push_back(buildingNode); 
} 

后来访问他们喜欢

for (auto i : buildings_) { 
    Ogre::Vector3 buildingpos = i->getPosition(); 
    Ogre::Vector3 buildingscale = i->getScale(); 
} 
+1

但很明显,你想通了,你成功收集他们在你的[后来的问题(http://stackoverflow.com/questions/43276845/ogre3d-iterating-through- childnode-error/43277656):P – pergy