2017-04-06 48 views
1

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

  1. 如何將buildingNode獲取到數組中?
  2. 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 
    } 
    

回答

0

你可以使用任何你想要的STL容器,Ogre::SceneNode*是與他們完全兼容。

作爲一個例子,你可以收集你的節點std::vector就像

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

後來訪問他們喜歡

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

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