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카테고리

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03-29 07:22

출처 : http://cafe.naver.com/dxgameprogramming/1752


NiLine 클래스는 2.6부터 사라져서 저도 라인 만들 때 NiMesh를 써서 만들었습니다. path에서 waypoint들 나올테니 나온 좌표들 가지고 벡터에 넣어서 그리시면 될겁니다.

 

TestMakeLine(const NiPoint3 & kStartPos, const NiPoint3 & kEndPos)

{

NiMesh * pkWaypointLine = NiNew NiMesh; 
 pkWaypointLine->SetPrimitiveType(NiPrimitiveType::PRIMITIVE_LINES);

 NiUInt8 uiAccessMask = NiDataStream::ACCESS_CPU_READ | 
  NiDataStream::ACCESS_CPU_WRITE_MUTABLE | NiDataStream::ACCESS_GPU_READ;

 NiDataStreamRef* pkPositionRef = pkWaypointLine->AddStream(
  NiCommonSemantics::POSITION(), 0, NiDataStreamElement::F_FLOAT32_3, 
  4, uiAccessMask, NiDataStream::USAGE_VERTEX);
 NIASSERT(pkPositionRef);

 NiDataStreamRef* pkIndexRef = pkWaypointLine->AddStream(
  NiCommonSemantics::INDEX(), 0, NiDataStreamElement::F_UINT16_1, 
  4, uiAccessMask, NiDataStream::USAGE_VERTEX_INDEX);
 NIASSERT(pkIndexRef);

 NiDataStream * pkPositionStream = pkPositionRef->GetDataStream();
 NiDataStream * pkIndexStream = pkIndexRef->GetDataStream();

 pkPositionStream->GetRegion(0).SetRange(0);
 pkIndexStream->GetRegion(0).SetRange(0);

 NiDataStreamElementLock kPositionsLock = NiDataStreamElementLock(
  pkWaypointLine, NiCommonSemantics::POSITION(), 0,
  NiDataStreamElement::F_FLOAT32_3);
 NIASSERT(kPositionsLock.IsLocked());

 NiDataStreamElementLock kIndicesLock = NiDataStreamElementLock(
  pkWaypointLine, NiCommonSemantics::INDEX(), 0,
  NiDataStreamElement::F_UINT16_1);
 NIASSERT(kIndicesLock.IsLocked());

 NiTStridedRandomAccessIterator<NiPoint3> kPositionsIter = 
  kPositionsLock.begin<NiPoint3>();

 NiTStridedRandomAccessIterator<NiUInt16> kIndicesIter = 
  kIndicesLock.begin<NiUInt16>();

 kPositionsIter[0] = kStartPos;
 kIndicesIter[0] = 0;

 kPositionsIter[1] = kEndPos;
 kIndicesIter[1] = 1;

 pkPositionStream->GetRegion(0).SetRange(2);
 pkIndexStream->GetRegion(0).SetRange(2);

 NiVertexColorProperty* pkVC = NiNew NiVertexColorProperty;
 pkVC->SetSourceMode(NiVertexColorProperty::SOURCE_IGNORE);
 pkVC->SetLightingMode(NiVertexColorProperty::LIGHTING_E);
 pkWaypointLine->AttachProperty(pkVC);

 NiMaterialProperty* pkMat = NiNew NiMaterialProperty;
 pkMat->SetEmittance(NiColor(0.0f, 0.0f, 1.0f));
 pkMat->SetAlpha(1.0f);
 pkWaypointLine->AttachProperty(pkMat);

 pkWaypointLine->RecomputeBounds();
 pkWaypointLine->UpdateProperties(); 
 pkWaypointLine->Update(0);

 g_vWaypointLine.push_back(pkWaypointLine);

}

 

저는 2.6에서 위와 같은 방법으로 검출된 path 연결해서 쓰고 있습니다.

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