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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// Octree.h: interface for the COctree class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_OCTREE_H__E2D2D94E_00CE_4D60_B3C2_56C46A1EF03D__INCLUDED_)
#define AFX_OCTREE_H__E2D2D94E_00CE_4D60_B3C2_56C46A1EF03D__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include <Vertex.h>
#include <3DMath.h>
#include <List.h>
#include "ViewCamera.h"
class PolyNode {
public:
vector3 m_vecPoly[3];
int m_used;
PolyNode(vector3 *vecPoly)
{
m_vecPoly[0]=vecPoly[0];
m_vecPoly[1]=vecPoly[1];
m_vecPoly[2]=vecPoly[2];
m_used=0;
};
};
class COctree
{
vector3 m_MinBox,m_MaxBox;
public:
List<long> m_PolyNodeID;
COctree *m_pChild[8];
void CullSphere(vector3 vecCenter,float fRad,List<PolyNode *> &PolyList,List<int> &PolyID);
void CullFrustum(CViewCamera *pCamera,List<PolyNode *> &PolyList,List<int> &PolyID);
void CullRay(vector3 vecStart,vector3 vecDir,float fLens,List<PolyNode *> &PolyList,List<int> &PolyID);
void CalcBoundBox(List<PolyNode *> &PolyList);
void SplitNode(int DepthNode,List<PolyNode *> &PolyList);
int IntersectionRay(const D3DXVECTOR3 &vecRayOrigin,const D3DXVECTOR3 &vecRayDir,float &fNear,float &fFar);
void Render(LPDIRECT3DDEVICE8 pd3dDevice);
void Save(FILE *fp);
void Load(FILE *fp);
COctree();
virtual ~COctree();
};
#endif // !defined(AFX_OCTREE_H__E2D2D94E_00CE_4D60_B3C2_56C46A1EF03D__INCLUDED_)