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Realiseringen af ​​et 3D-spil med Ogre - Indlæsning af en Scene

FirstChildElement ("userDataReference") (?); hvis (pElement)! //}

ugyldiggøre DotSceneLoader :: processNode (TiXmlElement * XMLNode, SceneNode * pParent) {//Konstruer noden navn String navn = m_sPrependNode + getAttrib (XMLNode, "navn");

//Opret scenen node SceneNode * pNode; hvis (name.

empty ()) {//Lad Ogre vælge navnet hvis (pParent) pNode = pParent-> createChildSceneNode (); ellers pNode = mAttachNode-> createChildSceneNode (); } Else {//Angiv det navn, hvis (pParent) pNode = pParent-> createChildSceneNode (navn); ellers pNode = mAttachNode-> createChildSceneNode (navn); }

//anden proces attributter String id = getAttrib (XMLNode, "id"); bool isTarget = getAttribBool (XMLNode "isTarget")

TiXmlElement * pElement;

//Proces position pElement = XMLNode-> FirstChildElement ("position") (?); hvis (pElement) {pNode-> setPosition (parseVector3 (pElement)); pNode-> setInitialState (); }

//Proces rotation pElement = XMLNode-> FirstChildElement ("rotation") (?); hvis (pElement) {pNode-> setOrientation (parseQuaternion (pElement)); pNode-> setInitialState (); }

//Proces skala pElement = XMLNode-> FirstChildElement ("skalaen") (?); hvis (pElement) {pNode-> setScale (parseVector3 (pElement)); pNode-> setInitialState (); }

//Proces lookTarget pElement = XMLNode-> FirstChildElement ("lookTarget") (?); hvis (pElement) processLookTarget (pElement, pNode)

//Proces trackTarget pElement = XMLNode-> FirstChildElement ("trackTarget") (?); hvis (pElement) processTrackTarget (pElement, pNode)

//Proces node (*) pElement = XMLNode-> FirstChildElement ("node") mens (pElement) {processNode (pElement, pNode); pElement = pElement-> NextSiblingElement ("node") }

//Proces enhed (*) pElement = XMLNode-> FirstChildElement ("enhed"); mens (pElement) {processEntity (pElement, pNode); pElement = pElement-> NextSiblingElement ("enhed"); }

//Proces lys (*) pElement = XMLNode-> FirstChildElement ("light"); mens (pElement) {processLight (pElement, pNode); pElement = pElement-> NextSiblingElement ("light"); }

//Proces kamera (*) pElement = XMLNode-> FirstChildElement ("kamera"); mens (pElement) {processCamera (pElement, pNode); pElement = pElement-> NextSiblingElement ("kamera") }

//Proces particleSystem (*) pElement = XMLNode-> FirstChildElement ("particleSystem"); mens (pElement) {processParticleSystem (pElement, pNode); pElement = pElement->

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