Restructure repository to include all source folders
Move git root from Client/ to src/ to track all source code: - Client: Game client source (moved to Client/Client/) - Server: Game server source - GameTools: Development tools - CryptoSource: Encryption utilities - database: Database scripts - Script: Game scripts - rylCoder_16.02.2008_src: Legacy coder tools - GMFont, Game: Additional resources 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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147
GameTools/Effect/X3DEffectBase.h
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147
GameTools/Effect/X3DEffectBase.h
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// X3DEffectBase.h: interface for the CX3DEffectBase class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_X3DEFFECTBASE_H__C6A7B2C5_B699_4078_9690_00AF0121FFA9__INCLUDED_)
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#define AFX_X3DEFFECTBASE_H__C6A7B2C5_B699_4078_9690_00AF0121FFA9__INCLUDED_
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#if _MSC_VER > 1000
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#pragma once
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#endif // _MSC_VER > 1000
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#include "key.h"
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#include "Texture.h"
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#include "BaseDataDefine.h"
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#define EFFECT_PARTICLE 0
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#define EFFECT_BILLBOARD 1
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#define EFFECT_CYLINDER 2
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#define EFFECT_PLANE 3
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#define EFFECT_SPHERE 4
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#define EFFECT_MESH 5
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class CX3DEffectBase
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{
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protected:
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unsigned long m_dwEffectKind; // <20><><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD><EFBFBD>
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// 0 : <20><>ƼŬ 1 : <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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// 2 : <20>Ǹ<EFBFBD><C7B8><EFBFBD> 3 : <20>÷<EFBFBD><C3B7><EFBFBD>
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// 4 : <20><><EFBFBD>Ǿ<EFBFBD> 5 : <20><EFBFBD>
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LPDIRECT3DDEVICE8 m_lpD3DDevice;
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CTexture *m_lpTexture;
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char m_strTextureFile[256];
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unsigned long m_dwStartFrame, m_dwEndFrame;
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void *m_lpLocalEffect;
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matrix *m_matLocalView;
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vector3 *m_vecLocalCenter;
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quaternion *m_quatLocalAxis;
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quaternion m_quatAxis;
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quaternion m_TmpQuat;
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bool m_QuatSet;
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vector3 m_vecCenter;
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color m_lColor;
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BOOL m_bTexAni;
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bool m_Mine;
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int m_index;
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float m_Scale[3];
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//world map effect <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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bool m_bWorldEffect;
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int m_StopParticleFrame;
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unsigned long m_dwSrcBlending;
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unsigned long m_dwDestBlending;
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bool m_bLight;
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bool m_bVisibility;
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public:
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CKeyList<VectorKeyList> m_lstCenter;
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CKeyList<QuaternionKeyList> m_lstAxis;
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CKeyList<ColorKeyList> m_lstColor;
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public:
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bool m_bClearBuffer;
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void SetGemClearBuffer(bool b);
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CX3DEffectBase();
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virtual ~CX3DEffectBase();
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void LoadTexture(const char *strFilename);
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LPDIRECT3DBASETEXTURE8 GetTexture(void) { return m_lpTexture->GetTexture(); }
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char *GetTextureFileName(void) { return m_strTextureFile; }
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void SetLocalEffect(void *lpLocalEffect) { m_lpLocalEffect = lpLocalEffect; }
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void *GetLocalEffect(void) { return m_lpLocalEffect; }
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void SetLocalCenter(vector3 *vecLocalCenter) { m_vecLocalCenter = vecLocalCenter; }
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vector3 *GetLocalCenter(void) { return m_vecLocalCenter; }
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void SetLocalAxis(quaternion *quatLocalAxis) { m_quatLocalAxis = quatLocalAxis; }
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quaternion *GetLocalAxis(void) { return m_quatLocalAxis; }
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void SetLocalView(matrix *matLocalView) { m_matLocalView = matLocalView; }
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matrix *GetLocalView(void) { return m_matLocalView; }
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void SetLocalDevice(LPDIRECT3DDEVICE8 lpD3DDevice) { m_lpD3DDevice = lpD3DDevice; }
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LPDIRECT3DDEVICE8 GetLocalDevice(void) { return m_lpD3DDevice; }
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// world map effect <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϴ<EFBFBD> <20>Լ<EFBFBD>
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void SetWorldEffect(bool b) {m_bWorldEffect = b;}
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bool GetWorldEffect() { return m_bWorldEffect;}
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void SetTexAni(BOOL bTexAni) { m_bTexAni = bTexAni; }
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BOOL GetTexAni(void) { return m_bTexAni; }
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void SetColor(color lColor) { m_lColor = lColor; }
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color GetColor(void) { return m_lColor; }
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void SetMine(bool t) { m_Mine = t;}
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void SetAlpha(COLORVALUE cAlpha) { m_lColor.a = cAlpha; }
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COLORVALUE GetAlpha(void) { return m_lColor.a; }
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void SetRColor(COLORVALUE cRColor) { m_lColor.r = cRColor; }
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COLORVALUE GetRColor(void) { return m_lColor.r; }
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void SetGColor(COLORVALUE cGColor) { m_lColor.g = cGColor; }
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COLORVALUE GetGColor(void) { return m_lColor.g; }
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void SetBColor(COLORVALUE cBColor) { m_lColor.b = cBColor; }
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COLORVALUE GetBColor(void) { return m_lColor.b; }
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void SetSrcBlending(unsigned long dwSrcBlending) { m_dwSrcBlending = dwSrcBlending; }
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unsigned long GetSrcBlending(void) { return m_dwSrcBlending; }
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void SetDestBlending(unsigned long dwDestBlending) { m_dwDestBlending = dwDestBlending; }
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unsigned long GetDestBlending(void) { return m_dwDestBlending; }
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void SetStartFrame(unsigned long dwStartFrame) { m_dwStartFrame = dwStartFrame; }
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unsigned long GetStartFrame(void) { return m_dwStartFrame; }
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void SetEndFrame(unsigned long dwEndFrame) { m_dwEndFrame = dwEndFrame; }
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unsigned long GetEndFrame(void) { return m_dwEndFrame; }
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void SetEffectKind(unsigned long dwEffectKind) { m_dwEffectKind = dwEffectKind; }
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unsigned long GetEffectKind(void) { return m_dwEffectKind; }
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//scale set
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void SetEffectScale(float x,float y,float z) { m_Scale[0] = x;m_Scale[1] = y;m_Scale[2] = z;}
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void SetAxis(float fX, float fY, float fZ, float fW) { m_quatAxis.x = fX; m_quatAxis.y = fY; m_quatAxis.z = fZ; m_quatAxis.w = fW; }
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void SetAxis(quaternion &quatAxis) {
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m_QuatSet = true;
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m_quatAxis = quatAxis;
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m_TmpQuat = m_quatAxis;
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}
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quaternion GetAxis(void) { return m_quatAxis; }
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void SetStopParticle(int t);
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int GetStopParticle();
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void SetCenter(float fX, float fY, float fZ) { m_vecCenter.x = fX; m_vecCenter.y = fY; m_vecCenter.z = fZ; }
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void SetCenter(vector3 &vecCenter) { m_vecCenter = vecCenter; }
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vector3 GetCenter(void) { return m_vecCenter; }
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void SetLight(bool b) { m_bLight = b;}
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void SetVisibility(bool b) { m_bVisibility = b;}
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virtual void Create(unsigned long dwStartFrame, unsigned long dwEndFrame) = 0;
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virtual BOOL CreateBuffer(void) = 0;
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virtual void Render(void) = 0;
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virtual BOOL Interpolation(float fFrame) = 0;
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virtual void Load(FILE *fp, const char *strOriginalPath = NULL) = 0;
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virtual void Save(FILE *fp, const char *strOriginalPath = NULL) = 0;
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};
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#endif // !defined(AFX_X3DEFFECTBASE_H__C6A7B2C5_B699_4078_9690_00AF0121FFA9__INCLUDED_)
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