• <ins id="pjuwb"></ins>
    <blockquote id="pjuwb"><pre id="pjuwb"></pre></blockquote>
    <noscript id="pjuwb"></noscript>
          <sup id="pjuwb"><pre id="pjuwb"></pre></sup>
            <dd id="pjuwb"></dd>
            <abbr id="pjuwb"></abbr>

            天行健 君子當自強而不息

            Working with Maps and Levels(13)

            Creating the Auto Map Class

            The auto map class I've developed for the book will load a cMesh object and compress
            it into a flat version of the map. The flattened map is stored in a series of vertex
            buffers. These vertex buffers use only the X-, Y-, and Z-coordinates of each
            vertex plus a single diffuse color. This means that auto maps are compact and easy
            to render. This also means that you can use alpha blending to overlay the map on
            the screen without covering the crucial gaming action going on.

            Each map section has an associated flag that defines whether it is visible. The class
            allows you to enable or disable those visibility flags, and to make sure that the
            player’s hard work is not in vain, save and load those visibility flags.

            Enough talk; now check out the class declaration:

            //-------------------------------------------------------------------------------------------
            // The sVertex structure is a custom vertex structure than contains only the 3D coordinates.
            // This is used to retrieve coordinate information from a mesh's vertex buffer.
            //-------------------------------------------------------------------------------------------
            typedef struct sVertex
            {
                float x, y, z;
            } *sVertexPtr;

            typedef struct sMapVertex
            {
                
            float x, y, z;      // coordinate
                D3DCOLOR diffuse;   // map color
            } *sMapVertexPtr;

            #define AUTO_MAP_FVF    (D3DFVF_XYZ | D3DFVF_DIFFUSE)

            /********************************************************************************************/

            typedef 
            class cAutoMap
            {
            private:
                
            long    m_num_sections;
                
            bool*   m_visible;                          // visibility of sections
                DIRECT3DVERTEXBUFFER9_PTR*  m_map_vb;       // map vertex buffer array

                IDirect3DVertexBuffer9*     m_arrow_vb;     

                D3DVIEWPORT9                m_viewport;     
            // area to draw map
                cCamera                     m_camera;       

                
            float                       m_scale;        // scale used to draw map

                
            //////////////////////////////////////////////////////////////////////////////

            public:
                cAutoMap()
                {
                    m_num_sections  = 0;
                    m_visible      = NULL;
                    m_map_vb       = NULL;
                    m_arrow_vb     = NULL;
                    
                    m_camera.rotate(1.57f, 0.0f, 0.0f); 
            // point camera down
                    set_viewport(0, 0, 100, 100);

                    m_scale = 1.0f;
                }

                ~cAutoMap()
                {
                    free();
                }

                
            void free()
                {
                    
            if(m_map_vb)
                    {
                        
            for(long i = 0; i < m_num_sections; i++)
                            release_com(m_map_vb[i]);

                        delete[] m_map_vb;
                        m_map_vb = NULL;           
                    }

                    m_num_sections = 0;

                    delete[] m_visible;
                    m_visible = NULL;

                    release_com(m_arrow_vb);
                }

                
            long get_num_section()
                {
                    
            return m_num_sections;
                }

                
            void set_viewport(long x_pos, long y_pos, long width, long height)
                {
                    
            // define an area to draw the map

                    m_viewport.X      = x_pos;
                    m_viewport.Y      = y_pos;
                    m_viewport.Width  = width;
                    m_viewport.Height = height;
                    m_viewport.MinZ   = 0.0f;
                    m_viewport.MaxZ   = 1.0f;
                }

                
            void visible_section(long section)
                {
                    
            // enable a map section's visibility flag

                    m_visible[section] = 
            true;
                }
                
                
            void invisible_section(long section)
                {
                    
            // disable a map section's visibility flag

                    m_visible[section] = 
            false;
                }

                
            //////////////////////////////////////////////////////////////////////////////

            public:
                
            bool create(pcstr filename, long color);

                
            bool load(pcstr filename);
                
            bool save(pcstr filename);
                
                
            void render(cCamera* old_camera,
                            
            float map_x_pos, float map_y_pos, float map_z_pos,
                            
            float num_arrows,
                            
            float* arrow_x_pos, float* arrow_z_pos, float* angle);
            } *cAutoMapPtr;


            From the start, you can see that I’ve defined two vertex structures. You use the first,
            sVertex, to access the vertex coordinates from the source meshes. You use the
            second vertex structure, sMapVertex, to store the map sections.

            Following the vertex structures are a collage of variables. Notice the number of map sections in use, an array of vertex
            buffers, an array of char variables used to mark sections of the map that are visible,
            a viewport structure, a cCamera, a scaling factor variable, and a pointer vertex buffer.

            You should be comfortable with everything except the pointer vertex buffer and the
            scaling factor. To make things easier on you, a map being loaded is scaled down to a
            workable size. When you render the auto map, you need to specify coordinates from
            the large map scale, but the auto map class will scale them down to fit the small map.

            For example, a map that is 1,024 units in width and depth is scaled down to 256
            units in width and depth. In fact, all maps are scaled down to a size of 256 x 256,
            regardless of their size in the .X file.

            As for the pointer vertex buffer, I’ve added the capability to display an arrow
            pointer that represents each character on the map. The arrow pointer points in the
            direction each character is facing. This vertex buffer simply contains three points
            and is rendered using a red diffuse color.

            In addition to the class’s private variables, you must deal with the functions.

            posted on 2007-12-10 15:31 lovedday 閱讀(206) 評論(0)  編輯 收藏 引用

            公告

            導航

            統計

            常用鏈接

            隨筆分類(178)

            3D游戲編程相關鏈接

            搜索

            最新評論

            国产一区二区精品久久岳| 久久精品18| 99久久婷婷国产综合亚洲| 2020久久精品国产免费| 久久人人爽人人精品视频| 2021国产精品久久精品| 久久亚洲国产精品一区二区| 伊人久久大香线蕉精品不卡| 欧美牲交A欧牲交aⅴ久久| 九九久久精品无码专区| 亚洲狠狠婷婷综合久久蜜芽| 精品久久久久久中文字幕大豆网| 91精品国产高清久久久久久io| 久久精品国产秦先生| 久久久精品国产Sm最大网站| 久久精品亚洲中文字幕无码麻豆| 久久久久久一区国产精品| 久久亚洲AV成人无码电影| 久久亚洲中文字幕精品一区四| 久久精品免费观看| 久久发布国产伦子伦精品| 思思久久精品在热线热| 欧美久久久久久精选9999| 91精品国产高清91久久久久久| 久久久久久伊人高潮影院| 一级做a爰片久久毛片看看| 久久国产综合精品五月天| 狠狠色婷婷综合天天久久丁香| 久久天天躁狠狠躁夜夜躁2014| 四虎久久影院| 亚洲精品tv久久久久久久久久| 国产免费久久久久久无码| 国产免费福利体检区久久| 国产精品丝袜久久久久久不卡| 国产婷婷成人久久Av免费高清 | 久久综合九色综合97_久久久| 无码国内精品久久人妻| 久久久噜噜噜www成人网| 久久天天躁狠狠躁夜夜躁2O2O| 久久婷婷五月综合国产尤物app | 久久久受www免费人成|