目前我正在 ogre3d 中研究一个 pcg 城市,基本上靠近一个标记为城市的房间会在那里生成一个城市。但是,我对如何将建筑物"存储"到阵列中并检查它们的位置以处理碰撞感到茫然。在该方法中,我得到了建筑物需要生成的平面的大小,然后我创建了一个_cityNode,它将容纳其中的所有建筑物节点。这些设置在 for 循环中。在 buildings 变量中,我尝试在数组中获取 buildingNode,以便我可以在另一种方法中检查碰撞。我基本上有两个问题:
- 如何将 buildingNode 放入数组中?
-
这种"buildingNodes的唯一性"的方法是正确的,还是我需要另一种方法?
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 }
你可以使用任何你想要的STL容器,Ogre::SceneNode*
与它们完全兼容。
例如,您可以在std::vector
中收集节点,例如
std::vector<Ogre::SceneNode*> buildings_;
for (int i = 0; i < _numberOfBuildings; i++)
{
/* ... */
buildings_.push_back(buildingNode);
}
然后像
for (auto i : buildings_) {
Ogre::Vector3 buildingpos = i->getPosition();
Ogre::Vector3 buildingscale = i->getScale();
}