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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
- 如何将buildingNode获取到数组中?
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 }
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