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Het maken van een 3D-spel met Ogre - Laden van een Scene

ig + = "VertexProgramMorph ="; terrainConfig + = vertexProgramMorph; terrainConfig + = "\\ n"; }

String morphLODFactorParamName = getAttrib (XMLNode, "MorphLODFactorParamName"); Als {terrainConfig + = "MorphLODFactorParamName =" (morphLODFactorParamName.size () = 0!); terrainConfig + = morphLODFactorParamName; terrainConfig + = "\\ n"; }

String morphLODFactorParamIndex = getAttrib (XMLNode, "MorphLODFactorParamIndex"); Als {terrainConfig + = "MorphLODFactorParamIndex =" (morphLODFactorParamIndex.

size () = 0!); terrainConfig + = morphLODFactorParamIndex; terrainConfig + = "\\ n"; }

String lodMorphStart = getAttrib (XMLNode, "LODMorphStart"); if (lodMorphStart.size () = 0!) {terrainConfig + = "LODMorphStart ="; terrainConfig + = lodMorphStart; terrainConfig + = "\\ n"; }

leegte * PMEM = OGRE_ALLOC_T (unsigned char, terrainConfig.length () + 1, MEMCATEGORY_GENERAL); memset (PMEM, 0, terrainConfig.length () + 1); memcpy (PMEM, terrainConfig.c_str (), terrainConfig.length () + 1); DataStreamPtr pstr (nieuw Ogre :: MemoryDataStream (PMEM, terrainConfig.

length () + 1, waar));

this-> mSceneMgr-> setWorldGeometry (pstr);}

ongeldig DotSceneLoader :: processUserDataReference (TiXmlElement * XMLNode , SceneNode * pParent) {//! todo Implementeer dit}

ongeldig DotSceneLoader :: processOctree (TiXmlElement * XMLNode) {//! todo Implementeer dit}

ongeldig DotSceneLoader :: processLight (TiXmlElement * XMLNode, SceneNode * pParent) {//Proces attributen String naam = getAttrib (XMLNode, "naam"); String id = getAttrib (XMLNode, "id"); //

Maak het licht Licht * lot = mSceneMgr-> createLight (naam); if (pParent) pParent-> attachObject (lot);

String sValue = getAttrib (XMLNode, "type"); if (sValue == "punt") pLight-> settype (Light :: LT_POINT); anders als (sValue == "directionele") pLight-> settype (Light :: LT_DIRECTIONAL); anders als (sValue == "spot") pLight-> settype (Light :: LT_SPOTLIGHT); anders als (sValue == "radPoint") pLight-> settype (Light :: LT_POINT);

pLight-> setVisible (getAttribBool (XMLNode, "zichtbaar", true)); pLight-> setCastShadows (getAttribBool (XMLNode, "slag-", true));

TiXmlElement * pElement;

//Process positie pElement = XMLNode-> FirstChildElement ("stand") (?); if (pElement) pLight-> SetPosition (parseVector3 (pElement));

//Process normale pElement = XMLNode-> FirstChildElement ("normaal") (?); if (pElement) pLight-> setDirection (parseVector3 (pElement)); (?)

//Proces colourDiffuse pElement = XMLNode-> FirstChildElement ("colourDiffuse"); if (pElement) pLight->

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