大多数游戏开发项目都有一个精心设计的管线,将游戏资源打包在一起,并在运行时根据需要将其流入到内存中。如果您已经有这样的系统,便可以轻松将 NavData 与相同地块中使用的其他类型的游戏资源(如纹理和模型)一起打包。
成功生成运行后,您可以使用以下代码将每个地块的 NavData 作为原始数据进行访问,并将其复制到 unsigned int 8 或 char 的数组中。然后,您可以使用适合于管线的任何方法将该原始数据打包。
bool Generate()
{
...
// Launch the generation process using the configuration we set up.
if (Kaim::Result::Fail(generator.Generate(generatorInputOutput)))
{
return false;
}
// Get a GeneratorSector object for each sector.
// (we only generated one sector)
Kaim::GeneratorSector* generatorSector =
generatorInputOutput.GetSectorWithIndex(0);
// Get the NavData.
Kaim::NavData* pathDataPtr = generatorSector->GetNavData();
// Access the blob aggregate and retrieve its size.
Kaim::BlobAggregate& aggregate = *pathDataPtr->m_blobAggregate;
KyUInt32 aggregateSize = aggregate.ComputeByteSize();
// Allocate your own array.
char* myArray = new char[aggregateSize];
// Copy the NavData there.
aggregate.SaveToMemory(myArray);
// Embed your copy into your own actor, an entity, or into your system.
myLevel.m_navDataBlob = myArray;
return true;
}在运行时将包含地块 NavData 的数据块加载到内存之后,您可以通过调用 NavData::LoadFromMemory() 并传递缓冲区,使用它来设置 NavData 对象。
class MyGameLevel
{
public:
bool Initialize(Kaim::World* world);
protected:
Kaim::Ptr<Kaim::NavData> m_navData;
char* m_navDataBlob;
};
bool MyGameLevel::Initialize(Kaim::World* world)
{
// Instantiate and load the NavData from the buffer array
m_navData = *KY_NEW Kaim::NavData;
KyResult loadingResult = KY_ERROR;
loadingResult = m_navData->LoadFromMemory(m_navDataBlob);
// Check that the NavData have been correctly loaded
if (KY_FAILED(loadingResult))
return false;
// Add the NavData to the database
m_navData->Init(world->GetDatabase(0));
m_navData->AddToDatabaseImmediate();
return true;
}