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目前我正在ogre3d的pcg城市工作,基本上越來越接近標記爲城市的房間將在那裏產生一座城市。然而,我對如何將建築物「存儲」爲陣列並檢查其位置以處理碰撞感到無所適從。在這個方法中,我得到了建築物需要產生的飛機的大小,之後我創建了一個_cityNode,它將容納所有建築節點。這些被設置在for循環中。在建築物變量中,我嘗試在數組中獲取buildingNode,這樣我就可以在另一種方法中檢查碰撞。我基本上有2個問題:Ogre3d scenenode array
- 如何將buildingNode獲取到數組中?
是這種方法的「buildingNodes的唯一方法正確或是否需要另一種方法?
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 }
但很明顯,你想通了,你成功收集他們在你的[後來的問題(http://stackoverflow.com/questions/43276845/ogre3d-iterating-through- childnode-error/43277656):P – pergy