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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93
GameTools/EffectEditor/X3DEffectEditSphere.cpp
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93
GameTools/EffectEditor/X3DEffectEditSphere.cpp
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// X3DEffectEditSphere.cpp: implementation of the CX3DEffectEditSphere class.
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//
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//////////////////////////////////////////////////////////////////////
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#include "stdafx.h"
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#include "effectEditor.h"
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#include "X3DEffectEditSphere.h"
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#ifdef _DEBUG
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#undef THIS_FILE
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static char THIS_FILE[]=__FILE__;
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#define new DEBUG_NEW
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#endif
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//////////////////////////////////////////////////////////////////////
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// Construction/Destruction
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//////////////////////////////////////////////////////////////////////
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CX3DEffectEditSphere::CX3DEffectEditSphere()
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{
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}
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CX3DEffectEditSphere::~CX3DEffectEditSphere()
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{
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}
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void CX3DEffectEditSphere::RenderNoTexture(unsigned long dwFrame)
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{
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if(m_lpVertices == NULL) return;
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m_lpD3DDevice->SetTexture(0, NULL);
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m_lpD3DDevice->SetRenderState(D3DRS_SRCBLEND, m_dwSrcBlending);
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m_lpD3DDevice->SetRenderState(D3DRS_DESTBLEND, m_dwDestBlending);
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m_lpD3DDevice->SetStreamSource(0, m_lpVertices, sizeof(LVertex));
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m_lpD3DDevice->SetVertexShader(LVERTEXFVF);
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m_lpD3DDevice->SetIndices(m_lpVerticeIndex, 0);
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m_lpD3DDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, m_dwNumVertex, 0, m_dwPrimitive);
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}
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unsigned long CX3DEffectEditSphere::GetPick(vector3 &vecStart, vector3 &vecEnd, float &fLength)
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{
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vector3 vecVertices[3];
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unsigned long i;
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LVertex *pVertices;
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if(FAILED( m_lpVertices->Lock( 0, (m_dwSidePlane + 1) * (m_dwSegment + 1) * 2 * sizeof(LVertex), (unsigned char **)&pVertices, 0 ) ) )
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return FALSE;
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unsigned short *pVerticeIndex;
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m_lpVerticeIndex->Lock(0, m_dwSidePlane * m_dwTotalSegment * 2 * 3 * sizeof(unsigned short), (unsigned char **)&pVerticeIndex, 0);
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for(i = 0; i < m_dwSidePlane * m_dwTotalSegment; i++)
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{
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vecVertices[0] = pVertices[pVerticeIndex[i * 6 + 0]].v;
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vecVertices[1] = pVertices[pVerticeIndex[i * 6 + 1]].v;
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vecVertices[2] = pVertices[pVerticeIndex[i * 6 + 2]].v;
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if(CIntersection::PolygonRay(vecStart, vecEnd, vecVertices, fLength))
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{
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m_lpVerticeIndex->Unlock();
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m_lpVertices->Unlock();
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return m_dwEffectKind;
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}
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vecVertices[0] = pVertices[pVerticeIndex[i * 6 + 3]].v;
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vecVertices[1] = pVertices[pVerticeIndex[i * 6 + 4]].v;
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vecVertices[2] = pVertices[pVerticeIndex[i * 6 + 5]].v;
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if(CIntersection::PolygonRay(vecStart, vecEnd, vecVertices, fLength))
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{
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m_lpVerticeIndex->Unlock();
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m_lpVertices->Unlock();
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return m_dwEffectKind;
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}
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}
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fLength = 0.0f;
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m_lpVerticeIndex->Unlock();
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m_lpVertices->Unlock();
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return 0xFFFFFFFF;
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}
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BOOL CX3DEffectEditSphere::ArrangementTexture(const char *strPathName)
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{
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if(!strncmp(m_strTextureFile, strPathName, strlen(strPathName)))
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{
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strcpy(m_strTextureFile, &m_strTextureFile[strlen(strPathName)]);
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return TRUE;
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} else
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return FALSE;
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}
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