【发布时间】:2017-04-07 11:19:53
【问题描述】:
我有一个包含许多建筑节点的城市节点,我希望为每个节点授予一个新的子节点。这告诉房子他们有什么角色和标志/角色。以后可以用于其他功能。现在所有人都得到相同的.mesh(稍后会做一个标志)来识别哪个房子是什么。应随机分配。如果我尝试运行它,我会收到以下错误。我对 ogre 很陌生,这增加了一些奇怪的代码
int CityManager::assignBuildingRole(Ogre::SceneNode * _cityNode, int _numberOfBuildings)
{
std::stringstream nodename("buildingRoleNode");
Ogre::SceneNode::ChildNodeIterator cNode = _cityNode->getChildIterator();
std::vector <Ogre::SceneNode*> detachable;
while (cNode.hasMoreElements()) {
detachable.push_back((Ogre::SceneNode *)cNode.getNext());
}
for (int i = 0; i < detachable.size(); i++) {
nodename << childIteration << "_" << parentIteration << "_" << i;
switch (rand() % 5) // assign building random proffessions by giving them a rolenode
{
case 0:
_roleNode = ( Ogre::SceneNode *)cNode.getNext()->createChild(nodename.str());
_signEntity = manager->createEntity("Barrel.mesh");
_roleNode->attachObject(_signEntity);
break;
case 1:
_roleNode = (Ogre::SceneNode *)cNode.getNext()->createChild(nodename.str());
_signEntity = manager->createEntity("Barrel.mesh");
_roleNode->attachObject(_signEntity);
break;
case 2:
_roleNode = (Ogre::SceneNode *)cNode.getNext()->createChild(nodename.str());
_signEntity = manager->createEntity("Barrel.mesh");
_roleNode->attachObject(_signEntity);
break;
case 3:
_roleNode = (Ogre::SceneNode *)cNode.getNext()->createChild(nodename.str());
_signEntity = manager->createEntity("Barrel.mesh");
_roleNode->attachObject(_signEntity);
break;
case 4:
_roleNode = (Ogre::SceneNode *)cNode.getNext()->createChild(nodename.str());
_signEntity = manager->createEntity("Barrel.mesh");
_roleNode->attachObject(_signEntity);
break;
default:
break;
}
}
return role;
}
【问题讨论】: