bool LevelGeometryLoader::processNodes(TiXmlElement *XMLNode)
{
	ASSERT(XMLNode);

    TiXmlElement *pElement;

    XMLNode = XMLNode->FirstChildElement("nodes");
    if(!XMLNode){
    	debugWARNING("No entities found in the scene\n");
    	return false;
    }

    // Process node (*)
    pElement = XMLNode->FirstChildElement("node");
    while(pElement)
    {
    	Ogre::SceneNode *node = 0;
        if(!processNode(pElement, node)){
        	debugERROR("Error processing node\n");
        	ASSERT(false);
        	return false;
        }
        pElement = pElement->NextSiblingElement("node");
        ASSERT(node);
        ASSERT(node->getAttachedObject(0)); // we have something attached
        mEntities.push_back(node);
    }

    return true;
}
	//-----------------------------------------------------------------------
	void EntityRenderer::_updateRenderQueue(Ogre::RenderQueue* queue, ParticlePool* pool)
	{
		// Always perform this one
		ParticleRenderer::_updateRenderQueue(queue, pool);

		if (!mVisible)
			return;

		// Fast check to determine whether there are visual particles
		if (pool->isEmpty(Particle::PT_VISUAL))
			return;

		VisualParticle* particle = static_cast<VisualParticle*>(pool->getFirst(Particle::PT_VISUAL));
		while (!pool->end(Particle::PT_VISUAL))
		{
			if (particle)
			{
				if (!particle->visualData && !mVisualData.empty())
				{
					particle->visualData = mVisualData.back();
					mVisualData.pop_back();
				}

				if (particle->visualData)
				{
					Ogre::SceneNode* node = (static_cast<EntityRendererVisualData*>(particle->visualData))->node;
					if (node)
					{
						node->_setDerivedPosition(particle->position);

						if (mEntityOrientationType == ENT_ORIENTED_SHAPE)
						{
							// Use the orientation of the particle itself
							node->setOrientation(particle->orientation);
						}
						else if (mEntityOrientationType == ENT_ORIENTED_SELF)
						{
							// Rotate towards the direction
							node->setOrientation(Vector3::UNIT_X.getRotationTo(particle->direction));
						}
						else if (mEntityOrientationType == ENT_ORIENTED_SELF_MIRRORED)
						{
							// Rotate towards the negative direction
							node->setOrientation(Vector3::UNIT_X.getRotationTo(-particle->direction));
						}

						node->setVisible(true);
						node->setScale(particle->width / mBoxWidth, particle->height / mBoxHeight, particle->depth / mBoxDepth);
						if (mZRotated)
						{
							_rotateTexture(particle, static_cast<Ogre::Entity*>(node->getAttachedObject(0))); // We know for sure there is only one and it is an Entity*
						}
					}
				}
			}
			particle = static_cast<VisualParticle*>(pool->getNext(Particle::PT_VISUAL));
		}
	}
void ProjectileManager::destroyProjectile(Projectile* projectile){
	Ogre::SceneNode* snParticle = projectile->particleSn;

	Ogre::ParticleSystem* particleSys = static_cast<Ogre::ParticleSystem*>(snParticle->getAttachedObject(0));

	// Detach the entity from the scene node
	snParticle->detachObject(particleSys);

	// Delete the entity and the scene node
	mSceneMgr->destroyParticleSystem(particleSys);
	mSceneMgr->destroySceneNode(snParticle);

	delete projectile;
}
void ProjectileManager::destroyExplosion(Explosion* explosion){
	Ogre::SceneNode* snParticle = explosion->snExplosion;

	Ogre::ParticleSystem* particleSys = static_cast<Ogre::ParticleSystem*>(snParticle->getAttachedObject(0));

	// Detach the entity from the scene node
	snParticle->detachObject(particleSys);

	// Delete the entity and the scene node
	mSceneMgr->destroyParticleSystem(particleSys);
	mSceneMgr->destroySceneNode(snParticle);

	delete explosion;
}
void CsCameraManager::Load (Ogre::SceneNode* ogreScene) {
	UnLoad();
	SetupDefaultCamera();

	if (ogreScene == NULL) return;

	Ogre::Node::ChildNodeIterator it = ogreScene->getChildIterator();
	
	Ogre::SceneNode *tempNode;

	while (it.hasMoreElements()) {
		tempNode = static_cast <Ogre::SceneNode*> (it.getNext());
		assert(tempNode);

		if ((tempNode->getName().find("Camera")) != std::string::npos) {
			ogreScene->removeChild(tempNode);

			if (tempNode->getName().find("Free") != std::string::npos)
				AddCamera((Ogre::Camera*)tempNode->getAttachedObject(0), Chaos::FREE_CAMERA);
			else if (tempNode->getName().find("Track") != std::string::npos)
				AddCamera((Ogre::Camera*)tempNode->getAttachedObject(0), Chaos::TRACK_CAMERA);
			else if (tempNode->getName().find("Chase") != std::string::npos) {
				AddCamera((Ogre::Camera*)tempNode->getAttachedObject(0), Chaos::CHASE_CAMERA);
				if (tempNode->getName().find("001") != std::string::npos) {
					mCurrentCamera = mCameraList.size() - 1;
					ApplyCamera();
				}
			}
			else if (tempNode->getName().find("Cockpit") != std::string::npos)
				AddCamera((Ogre::Camera*)tempNode->getAttachedObject(0), Chaos::COCKPIT_CAMERA);
		}
	}

	mCurrentCamera = 0;
	ApplyCamera();
}
Beispiel #6
0
bool SnapToMovement::testSnapTo(const WFMath::Point<3>& position, const WFMath::Quaternion& orientation, WFMath::Vector<3>& adjustment, EmberEntity* snappedToEntity)
{
	try {
		for (std::vector<Ogre::SceneNode*>::iterator I = mDebugNodes.begin(); I != mDebugNodes.end(); ++I) {
			Ogre::SceneNode* node = *I;
			node->setVisible(false);
			Ogre::Entity* sphereEntity = static_cast<Ogre::Entity*> (node->getAttachedObject(0));
			sphereEntity->setMaterialName("/global/authoring/point");
		}
	} catch (const std::exception& ex) {
		S_LOG_WARNING("Error when setting up debug nodes for snapping." << ex);
	}

	std::vector<Ogre::SceneNode*>::iterator nodeIterator = mDebugNodes.begin();

	//Use an auto pointer to allow both for undefined values and automatic cleanup when exiting the method.
	std::auto_ptr<SnapPointCandidate> closestSnapping(0);

	WFMath::AxisBox<3> currentBbox = mEntity.getBBox();
	//Translate the bbox into a rotbox
	WFMath::RotBox<3> currentRotbox;
	currentRotbox.size() = currentBbox.highCorner() - currentBbox.lowCorner();
	currentRotbox.corner0() = currentBbox.lowCorner();
	currentRotbox.orientation().identity();
	currentRotbox.rotatePoint(orientation, WFMath::Point<3>(0, 0, 0));
	currentRotbox.shift(WFMath::Vector<3>(position));

	//See if we should visualize debug nodes for the moved entity
	for (size_t j = 0; j < currentRotbox.numCorners(); ++j) {
		WFMath::Point<3> currentPoint = currentRotbox.getCorner(j);
		if (currentPoint.isValid() && nodeIterator != mDebugNodes.end()) {

			Ogre::SceneNode* node = *nodeIterator;
			node->setPosition(Convert::toOgre(currentPoint));
			node->setVisible(true);
			nodeIterator++;
		}
	}

	//First find all entities which are close enough
	//Then try to do a snap movement based on the points of the eris bounding boxes. I.e. we only provide support for snapping one corner of a bounding box to another corner (for now).
	WFMath::Ball<3> boundingSphere = mEntity.getBBox().boundingSphere();
	Ogre::Sphere sphere(mNode._getDerivedPosition(), boundingSphere.radius() * 2);
	Ogre::SphereSceneQuery* query = mSceneManager.createSphereQuery(sphere);
	Ogre::SceneQueryResult& result = query->execute();
	for (Ogre::SceneQueryResultMovableList::const_iterator I = result.movables.begin(); I != result.movables.end(); ++I) {
		Ogre::MovableObject* movable = *I;
		if (movable->getUserAny().getType() == typeid(EmberEntityUserObject::SharedPtr)) {
			EmberEntityUserObject* anUserObject = Ogre::any_cast<EmberEntityUserObject::SharedPtr>(movable->getUserAny()).get();
			EmberEntity& entity = anUserObject->getEmberEntity();
			if (&entity != &mEntity && entity.hasBBox()) {
				//Ok, we have an entity which is close to our entity. Now check if any of the points of the bounding box is close.
				WFMath::AxisBox<3> bbox = entity.getBBox();
				if (bbox.isValid()) {
					WFMath::RotBox<3> rotbox;
					rotbox.size() = bbox.highCorner() - bbox.lowCorner();
					rotbox.corner0() = bbox.lowCorner();
					rotbox.orientation().identity();
					rotbox.rotatePoint(entity.getViewOrientation(), WFMath::Point<3>(0, 0, 0));
					rotbox.shift(WFMath::Vector<3>(entity.getViewPosition()));

					for (size_t i = 0; i < rotbox.numCorners(); ++i) {
						WFMath::Point<3> point = rotbox.getCorner(i);
						Ogre::SceneNode* currentNode(0);
						//If there is any unclaimed debug node left we'll use it to visualize the corner
						if (nodeIterator != mDebugNodes.end()) {
							currentNode = *nodeIterator;
							currentNode->setPosition(Convert::toOgre(point));
							currentNode->setVisible(true);
							nodeIterator++;
						}
						point.z() = 0;
						for (size_t j = 0; j < currentRotbox.numCorners(); ++j) {
							WFMath::Point<3> currentPoint = currentRotbox.getCorner(j);
							currentPoint.z() = 0;
							WFMath::CoordType distance = WFMath::Distance(currentPoint, point);
							if (distance <= mSnapThreshold) {
								if (currentNode) {
									Ogre::Entity* sphereEntity = static_cast<Ogre::Entity*> (currentNode->getAttachedObject(0));
									if (sphereEntity) {
										try {
											sphereEntity->setMaterialName("/global/authoring/point/moved");
										} catch (const std::exception& ex) {
											S_LOG_WARNING("Error when setting material for point." << ex);
										}
									}
								}
								if (!closestSnapping.get()) {
									closestSnapping = std::auto_ptr<SnapPointCandidate>(new SnapPointCandidate());
									closestSnapping->entity = &entity;
									closestSnapping->distance = distance;
									closestSnapping->adjustment = point - currentPoint;
								} else if (distance < closestSnapping->distance) {
									closestSnapping->entity = &entity;
									closestSnapping->distance = distance;
									closestSnapping->adjustment = point - currentPoint;
								}
							}
						}
					}
				}
			}
		}
	}
	mSceneManager.destroyQuery(query);
	if (closestSnapping.get()) {
		adjustment = closestSnapping->adjustment;
		snappedToEntity = closestSnapping->entity;
		return true;
	}
	return false;
}
Beispiel #7
0
Entity Factory::createTank(entityx::ptr<entityx::EntityManager> entityMgr, std::string prefix,Ogre::Real velocity,Ogre::Real angularVelocity ,Ogre::Vector3 overHating,int health,bool ai)
{
    DotSceneLoader loader;
    Ogre::SceneManager* sceneMgr = RenderManager::getPtr()->getSceneManager();

    loader.parseDotScene("tank.scene", "General", sceneMgr, 0, prefix);

    Ogre::SceneNode* ctl = sceneMgr->getSceneNode(prefix + "TankControl");
    Ogre::SceneNode* body = sceneMgr->getSceneNode(prefix + "TankBody");
    Ogre::SceneNode* turret = sceneMgr->getSceneNode(prefix + "TankTurret");
    Ogre::SceneNode* cannon = sceneMgr->getSceneNode(prefix +"TankCannon");

    Entity tankEmptyControl = entityMgr->create();
    Entity tankTurret = entityMgr->create();
    Entity tankBody = entityMgr->create();
    Entity tankCannon = entityMgr->create();

    tankEmptyControl.assign<Position>(ctl->getPosition());
    tankEmptyControl.assign<Orientation>(ctl->getOrientation());
    tankEmptyControl.assign<Velocity>(0, 0, velocity);
    tankEmptyControl.assign<AngularVelocity>(0, angularVelocity, 0);
    tankEmptyControl.assign<Renderable>(ctl);
    tankEmptyControl.assign<OverHeating>(overHating.x,overHating.y,overHating.z);
    tankEmptyControl.assign<Destroyable>(health,health);
    tankEmptyControl.assign<Collidable>();
    tankEmptyControl.assign<Name>(prefix);
    if(ai){
        tankEmptyControl.assign<AI>();
        Ogre::Entity *model = static_cast<Ogre::Entity*>(body->getAttachedObject(0));
        model->getSubEntity(1)->setMaterialName("Red");

        model = static_cast<Ogre::Entity*>(turret->getAttachedObject(0));
        model->getSubEntity(1)->setMaterialName("Red");

        model = static_cast<Ogre::Entity*>(cannon->getAttachedObject(0));
        model->getSubEntity(1)->setMaterialName("Red");

    }

    ptr<Children> child = tankEmptyControl.assign<Children>();
    child->children["body"] = tankBody;
    child->children["turret"] = tankTurret;
    //child->children.push_back(tankBody);
    //child->children.push_back(tankTurret);

    tankTurret.assign<Position>(turret->getPosition());
    tankTurret.assign<Orientation>(turret->getOrientation());
    tankTurret.assign<Renderable>(turret);
    child = tankTurret.assign<Children>();
    child->children["cannon"] = tankCannon;

    tankBody.assign<Position>(body->getPosition());
    tankBody.assign<Orientation>(body->getOrientation());
    tankBody.assign<Renderable>(body);

    tankCannon.assign<Position>(cannon->getPosition());
    tankCannon.assign<Renderable>(cannon);
    tankCannon.assign<Orientation>(cannon->getOrientation());


    ctl->scale(.35, .55, .35);
    return tankEmptyControl;
}
void TutorialApplication::loadMap(l2p::StringRef name) {
  l2p::Package *package = l2p::Package::GetPackage(name);
  if (!package)
    return;

  std::vector<std::shared_ptr<l2p::UModel>> models;
  package->GetObjects("Model", models);

  // Find the largest model. The others aren't right or something like that...
  std::shared_ptr<l2p::UModel> m = nullptr;
  for (auto i = models.begin(), e = models.end(); i != e; ++i) {
    if (!m) {
      m = *i;
      continue;
    }
    if ((*i)->nodes.size() > m->nodes.size())
      m = *i;
  }

  // Get region from path.
  {
    name.substr(0, 2).getAsInteger(10, m->regionX);
    name.substr(3, 2).getAsInteger(10, m->regionY);
    mLoadedRegions.push_back(std::make_pair(m->regionX, m->regionY));
  }

  if (m->points.size() != 0)
    loadBSP(m);

  std::vector<std::shared_ptr<l2p::ABlockingVolume>> blocking_volumes;
  package->GetObjects("BlockingVolume", blocking_volumes);
  for (auto i = blocking_volumes.begin(), e = blocking_volumes.end(); i != e; ++i) {
    std::shared_ptr<l2p::UModel> m = (*i)->brush;
    if (m) {
      Ogre::SceneNode *n = loadBSP(m, false);
      if (n) {
        assignActorPropsToNode(*i, n);
        n->showBoundingBox(true);
        dynamic_cast<Ogre::Entity*>(
          n->getAttachedObject(0))->setMaterialName("Volume/Display");
      }
    }
  }

  std::vector<std::shared_ptr<l2p::ATerrainInfo>> terrains;
  package->GetObjects("TerrainInfo", terrains);

  for (auto i = terrains.begin(), e = terrains.end(); i != e; ++i) {
    loadTerrain(*i);
  }

  std::vector<std::shared_ptr<l2p::AStaticMeshActor>> smeshes;
  package->GetObjects("StaticMeshActor", smeshes);
  package->GetObjects("MovableStaticMeshActor", smeshes);

  for (auto i = smeshes.begin(), e = smeshes.end(); i != e; ++i) {
    if (  (*i)->bHidden
       || (*i)->bDeleteMe
       || !(*i)->bCollideActors
       || !(*i)->bBlockActors
       || !(*i)->bBlockPlayers
       )
      continue;
    loadStaticMeshActor(*i);
  }
}
bool MyFrameListener::frameStarted(const FrameEvent& evt) {


  bool mbleft; // Botones del raton pulsados

  _keyboard->capture();  _mouse->capture();   // Captura eventos

  int posx = _mouse->getMouseState().X.abs;   // Posicion del puntero
  int posy = _mouse->getMouseState().Y.abs;   //  en pixeles.

  // Botones del raton pulsados? -------------------------------------
  mbleft = _mouse->getMouseState().buttonDown(OIS::MB_Left);

 if(_keyboard->isKeyDown(OIS::KC_ESCAPE)) return false;
  switch(_estado){
    case 1:
      if(_keyboard->isKeyDown(OIS::KC_1)){
        _sceneManager->destroySceneNode("ninicio");
        _juego->generarTablero();
        _juego->generarPlayers();
        _juego->colocarBarcos(); 
        _estado = 5;
      }
      if(_keyboard->isKeyDown(OIS::KC_2)){
        _sceneManager->destroySceneNode("ninicio");
        _juego->crearCreditos();
        _estado = 2;
      }
    break;

    case 2:
      if(_keyboard->isKeyDown(OIS::KC_B)){
        _sceneManager->destroySceneNode("ncreditos");
        _juego->crearMenu();
        _estado = 1;
      }
      break;
       // Exit!

    case 5:
      if (mbleft) {
        uint32 mask;
        mask = CUBE1 | STAGE;  // Podemos elegir todo
        setRayQuery(posx, posy, mask);
        Ogre::RaySceneQueryResult &result = _raySceneQuery->execute();
        Ogre::RaySceneQueryResult::iterator it;
        if(result.begin()!=result.end()){
          it = result.begin();
          Ogre::SceneNode* nodo = it->movable->getParentSceneNode();
          Ogre::MovableObject* clickado = nodo->getAttachedObject(0);
          if(clickado->getQueryFlags()==CUBE1){
            if(_turno==1 && (int)it->movable->getParentSceneNode()->getName()[3]-48>=0 && (int)it->movable->getParentSceneNode()->getName()[3]-48<8 && (int)it->movable->getParentSceneNode()->getName()[5]-48>=0 && (int)it->movable->getParentSceneNode()->getName()[5]-48<8){
              _turno = _juego->simular((int)it->movable->getParentSceneNode()->getName()[3]-48, (int)it->movable->getParentSceneNode()->getName()[5 ]-48);//tabla ascii
            }
            if(_turno == 2){
              _estado = 6;
            }
          }
        }
      }
      break;
  case 6:
    if(_keyboard->isKeyDown(OIS::KC_RETURN)){
      _juego->reiniciar();
      _juego->generarPlayers();
      _juego->colocarBarcos();
      _estado = 5;
      _turno = 1;
      std::cout << _estado << std::endl;
    }
    break;
 }
  return true;
}
// Given a scene node for a terrain, find the manual object on that scene node and
// update the manual object with the heightmap passed. If  there is no manual object on
// the scene node, remove all it's attachments and add the manual object.
// The heightmap is passed in a 1D array ordered by width rows (for(width) {for(length) {hm[w,l]}})
// This must be called between frames since it touches the scene graph
// BETWEEN FRAME OPERATION
void Region::UpdateTerrain(const int hmWidth, const int hmLength, const float* hm) {
	Ogre::SceneNode* node = this->TerrainSceneNode;
	LG::Log("Region::UpdateTerrain: updating terrain for region %s", this->Name.c_str());

	if (node == NULL) {
		LG::Log("Region::UpdateTerrain: terrain scene node doesn't exist. Not updating terrain.");
		return;
	}

	// Find the movable object attached to the scene node. If not found remove all.
	if (node->numAttachedObjects() > 0) {
		Ogre::MovableObject* attached = node->getAttachedObject(0);
		if (attached->getMovableType() != "ManualObject") {
            // don't know why this would ever happen but clean out the odd stuff
            LG::Log("Found extra stuff on terrain scene node");
			node->detachAllObjects();
		}
	}
	// if there is not a manual object on the node, create a new one
	if (node->numAttachedObjects() == 0) {
		LG::Log("Region::UpdateTerrain: creating terrain ManualObject for region %s", this->Name.c_str());
        // if no attached objects, we add our dynamic ManualObject
		Ogre::ManualObject* mob = LG::RendererOgre::Instance()->m_sceneMgr->createManualObject("ManualObject/" + node->getName());
		mob->addQueryFlags(Ogre::SceneManager::WORLD_GEOMETRY_TYPE_MASK);
		mob->setDynamic(true);
		mob->setCastShadows(true);
		mob->setVisible(true);
		node->attachObject(mob);
		// m_visCalc->RecalculateVisibility();
	}

	Ogre::ManualObject* mo = (Ogre::ManualObject*)node->getAttachedObject(0);

	// stuff our heightmap information into the dynamic manual object
	mo->estimateVertexCount(hmWidth * hmLength);
	mo->estimateIndexCount(hmWidth * hmLength * 6);

	if (mo->getNumSections() == 0) {
		// if first time
		mo->begin(LG::GetParameter("Renderer.Ogre.DefaultTerrainMaterial"));
	}
	else {
		mo->beginUpdate(0);					// we've been here before
	}

	int loc = 0;
	for (int xx = 0; xx < hmWidth; xx++) {
		for (int yy = 0; yy < hmLength; yy++) {
			mo->position((Ogre::Real)xx, (Ogre::Real)yy, hm[loc++]);
			mo->textureCoord((float)xx / (float)hmWidth, (float)yy / (float)hmLength);
			mo->normal(0.0, 1.0, 0.0);	// always up (for the moment)
		}
	}

	for (int px = 0; px < hmLength-1; px++) {
		for (int py = 0; py < hmWidth-1; py++) {
			mo->quad(px      + py       * hmWidth,
					 px      + (py + 1) * hmWidth,
					(px + 1) + (py + 1) * hmWidth,
					(px + 1) + py       * hmWidth
					 );
		}
	}

	mo->end();

	return;
}
Beispiel #11
0
void Map::Load(std::string sceneFile)
{
	this->mLoader = new Utilities::DotSceneLoader();
	this->mLoader->parseDotScene(sceneFile, "General", GameFramework::getSingletonPtr()->sceneManager);

	std::vector<Ogre::Entity*> mNavmeshEnts;
			/*Ogre::Entity* mapE = GameFramework::getSingletonPtr()->sceneManager->createEntity("Map", "dungeon.mesh");
			Ogre::SceneNode* mapNode = GameFramework::getSingletonPtr()->sceneManager->getRootSceneNode()->createChildSceneNode("MapNode");
			mapNode->scale(Vector3(2,2,2));
			mapNode->attachObject(mapE);
			mNavmeshEnts.push_back(mapE);*/

			mRecast = new OgreRecast(GameFramework::getSingletonPtr()->sceneManager); 
			mDetourTileCache = new OgreDetourTileCache(mRecast);

			if (this->mLoader != 0)
			{
				if (this->mLoader->entityList->size() > 0)
				{
					ConfigFile cf;
					std::vector<Ogre::Entity*> srcMeshes;// =  std::vector<Ogre::Entity*>(this->mLoader->entityList->begin(), this->mLoader->entityList->end());
					bool could_find_plane = false;
					for (int i = 0; i < this->mLoader->entityList->size(); i++	)
					{
						Ogre::Entity* ent = this->mLoader->entityList->at(i);
						if (ent->getName() == "Plane#0")
						{
							//ent->setMaterialName("MyMaterial");
							ent->setMaterialName("PlaneMaterial");
							ent->setCastShadows(false);
							//ent->setVisible(false);
							//ent->getParentSceneNode()->setPosition(Vector3(0,0,0));
							srcMeshes.clear();
							srcMeshes.push_back(ent);
							could_find_plane = true;
						}
					}

					if (could_find_plane)
					{
						inputGeom = new InputGeom(srcMeshes);
					}
					else
					{
						//srcMeshes =  std::vector<Ogre::Entity*>(this->mLoader->entityList->begin(), this->mLoader->entityList->end());
						if (this->mLoader->getTerrainGroup() != 0)
						{
							inputGeom = new InputGeom(this->mLoader->getTerrainGroup(), srcMeshes);
						}
						else
						{
							inputGeom = new InputGeom(srcMeshes);
						}
					}
					

					

					if(mDetourTileCache->TileCacheBuild(inputGeom)) 
					{
						mDetourTileCache->drawNavMesh();
					} 
					else 
					{
						Ogre::LogManager::getSingletonPtr()->logMessage("ERROR: could not generate useable navmesh from mesh using detourTileCache.");
						return;
					}
				}
			}

			Ogre::SceneNode* mNavMeshNode = (Ogre::SceneNode*)GameFramework::getSingletonPtr()->sceneManager->getRootSceneNode()->getChild("RecastSN");
			int ttt = mNavMeshNode->numAttachedObjects();
			//mNavMeshNode->setVisible(true);
			for (int i = 0; i < mNavMeshNode->numAttachedObjects(); i++) 
			{
				Ogre::MovableObject *obj = mNavMeshNode->getAttachedObject(i);
				obj->setVisible(false);
				obj->setQueryFlags(QueryFlags::NAVMESH_MASK);
			}

			

	this->isLoaded = true;
}
Beispiel #12
0
Ogre::WireBoundingBox* ManipulatorObject::GetEntityAABBGizmo(Ogre::Entity* pEntity)
{
	assert(pEntity);
	Ogre::SceneNode* aabbNode = dynamic_cast<Ogre::SceneNode*>(pEntity->getParentSceneNode()->getChild(pEntity->getName()));
	return dynamic_cast<Ogre::WireBoundingBox*>(aabbNode->getAttachedObject(0));
}