• <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

            麻豆精品久久精品色综合| 久久久久久亚洲Av无码精品专口| 久久99久久99小草精品免视看| 久久综合九色综合欧美狠狠| 久久精品这里只有精99品| 伊人久久大香线蕉亚洲| 国产精品美女久久久| 伊人久久精品影院| 久久精品一区二区国产| 久久综合九色欧美综合狠狠| 精品久久人人爽天天玩人人妻| 久久99久久99小草精品免视看| 久久综合亚洲色一区二区三区| 精品久久久久久| 99久久夜色精品国产网站| 国产叼嘿久久精品久久| 久久精品人成免费| 2021国产精品久久精品| 日本一区精品久久久久影院| 一本色道久久99一综合| 免费一级欧美大片久久网 | 久久大香香蕉国产| 日本精品久久久久久久久免费| 国产精品久久影院| 久久精品国产亚洲AV无码麻豆 | 亚洲国产精品久久久久| 亚洲国产精品久久电影欧美| 久久国产综合精品五月天| 亚洲成色999久久网站| 亚洲日韩中文无码久久| 久久亚洲精品成人无码网站| 久久亚洲国产精品五月天婷| 国产AV影片久久久久久| 色综合久久中文综合网| 91精品国产91久久综合| 久久精品国产第一区二区三区| 中文字幕无码免费久久| 无遮挡粉嫩小泬久久久久久久| 亚洲精品乱码久久久久久蜜桃不卡| 午夜视频久久久久一区| 日韩va亚洲va欧美va久久|