//Skapa scenen oden SceneNode * pNode; if (name.
empty ()) {//Låt Ogre välja namnet if (pParent) pNode = pParent-> createChildSceneNode (); annars pNode = mAttachNode-> createChildSceneNode (); } Else {//Ange namnet om (pParent) pNode = pParent-> createChildSceneNode (namn); annars pNode = mAttachNode-> createChildSceneNode (namn); }
//andra Process attribut String id = getAttrib (XMLNode, "id"); bool isTarget = getAttribBool (XMLNode "isTarget");
TiXmlElement * pElement,
//Process ställning pElement = XMLNode-> FirstChildElement ("position") (?); if (pElement) {pNode-> setPosition (parseVector3 (pElement)); pNode-> setInitialState (); }
//Process rotation pElement = XMLNode-> FirstChildElement ("rotation") (?); if (pElement) {pNode-> setOrientation (parseQuaternion (pElement)); pNode-> setInitialState (); }
//Process skala pElement = XMLNode-> FirstChildElement ("skala") (?); if (pElement) {pNode-> setScale (parseVector3 (pElement)); pNode-> setInitialState (); }
//Process lookTarget pElement = XMLNode-> FirstChildElement ("lookTarget") (?); if (pElement) processLookTarget (pElement, pNode);
//Process trackTarget pElement = XMLNode-> FirstChildElement ("trackTarget") (?); if (pElement) processTrackTarget (pElement, pNode);
//Process nod (*) pElement = XMLNode-> FirstChildElement ("nod"); while (pElement) {processNode (pElement, pNode); pElement = pElement-> NextSiblingElement ("nod"); }
//Process enhet (*) pElement = XMLNode-> FirstChildElement ("enhet"); while (pElement) {processEntity (pElement, pNode); pElement = pElement-> NextSiblingElement ("enhet"); }
//Process ljus (*) pElement = XMLNode-> FirstChildElement ("light"); while (pElement) {processLight (pElement, pNode); pElement = pElement-> NextSiblingElement ("light"); }
//Process kamera (*) pElement = XMLNode-> FirstChildElement ("kamera"); while (pElement) {processCamera (pElement, pNode); pElement = pElement-> NextSiblingElement ("kamera"); }
//Process particleSystem (*) pElement = XMLNode-> FirstChildElement ("particleSystem"); while (pElement) {processParticleSystem (pElement, pNode); pElement = pElement-> NextSiblingElement ("particleSystem"); }
//Process billboardSet (*) pElement = XMLNode-> FirstChildElement ("billboardSet"); while (pElement) {processBillboardSet (pElement, pNode); pElement = pElement->