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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36
GameTools/Zallad3D SceneClass/OctreeScene.h
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36
GameTools/Zallad3D SceneClass/OctreeScene.h
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// OctreeScene.h: interface for the COctreeScene class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_OCTREESCENE_H__87C08805_348B_4734_8F20_9353BDC89A05__INCLUDED_)
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#define AFX_OCTREESCENE_H__87C08805_348B_4734_8F20_9353BDC89A05__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 "OctreeContainer.h"
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#include "Octree.h"
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class COctreeScene
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{
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List<PolyNode *> m_PolyList;
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public:
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void CullRay(vector3 vecStart,vector3 vecDir,float fLens,List<PolyNode*> &CullPoly);
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void CullFrustum(CViewCamera *pCamera,List<PolyNode*> &CullPoly);
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void CullSphere(vector3 vecCenter,float fRad,List<PolyNode*> &CullPoly);
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void Load(FILE *fp);
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void Save(FILE *fp);
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void Render(LPDIRECT3DDEVICE8 pd3dDevice);
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void GenerateOctree();
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void AddPoly(vector3 *vecPoly);
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COctree *m_pOctree;
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COctreeScene();
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virtual ~COctreeScene();
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// <20>浹 <20>Ͼ <20><> true
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bool CollisionToRay(const D3DXVECTOR3 &vecStart,const D3DXVECTOR3 &vecDir,const float &fDist);
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bool CollisionTriangleToRay(long iFaceIndex,const D3DXVECTOR3 &vecStart,const D3DXVECTOR3 &vecDir,const float &fDist);
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};
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#endif // !defined(AFX_OCTREESCENE_H__87C08805_348B_4734_8F20_9353BDC89A05__INCLUDED_)
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