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>
This commit is contained in:
2025-11-29 20:17:20 +09:00
parent 5d3cd64a25
commit dd97ddec92
11602 changed files with 1446576 additions and 0 deletions

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// MeshObject.h: interface for the CMeshObject class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_MESHOBJECT_H__6734D99C_DC1E_4886_B686_DB6FF091A3E8__INCLUDED_)
#define AFX_MESHOBJECT_H__6734D99C_DC1E_4886_B686_DB6FF091A3E8__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include <Vertex.h>
#include <List.h>
#include "SceneException.h"
#include <texture.h>
#include <3DMath.h>
class CMeshObject
{
static LPDIRECT3DDEVICE8 m_pd3dDevice;
public:
void MeshReload();
char m_strMeshName[256];
void ConvertTree();
void ConvertDetail();
void TextureLoad();
void Optimize();
void ConvertMulti();
void ConvertNormal();
void Save(char *strFilename);
void SetShader(DWORD Shader){m_dwShader=Shader;};
DWORD m_dwShader;
DWORD m_dwCustomizeShader;
bool m_isAlreadyLock;
vector3 m_MaxBox,m_MinBox;
bool m_bCompleteMesh;
void CopyBuffer();
void AllUnlockBuffer();
void AllLockBuffer();
int m_nTotalVertex;
int m_nTotalIndices;
int m_iMethod;
List<LPDIRECT3DVERTEXBUFFER8> m_pVertexBuffer;
List<LPDIRECT3DINDEXBUFFER8> m_pIndicesBuffer;
List<CTexture*> m_pMat;
List<CTexture*> m_pGlare;
List<CTexture*> m_pDetailMap;
List<CTexture*> m_pBumpTexture;
List<DWORD> m_pMatRef;
List<WORD *> m_pIndices;
List<void *> m_pVertex;
List<long> m_nVertex;
List<long> m_nIndices;
bool m_bRender;
long GetObjectCount(){return m_nVertex.num;};
void RenderBox(LPDIRECT3DDEVICE8 pd3dDevice);
void Render(LPDIRECT3DDEVICE8 pd3dDevice);
void RenderGlare(LPDIRECT3DDEVICE8 pd3dDevice);
void CalcBox();
void Load(char *strFilename);
void SaveConvertMesh(char *strFilename,int iMethod);
CMeshObject();
virtual ~CMeshObject();
};
#endif // !defined(AFX_MESHOBJECT_H__6734D99C_DC1E_4886_B686_DB6FF091A3E8__INCLUDED_)