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:
183
GameTools/Zallad3D SceneClass/WaveLine.h
Normal file
183
GameTools/Zallad3D SceneClass/WaveLine.h
Normal file
@@ -0,0 +1,183 @@
|
||||
#ifndef __CWAVELINE_H__
|
||||
#define __CWAVELINE_H__
|
||||
|
||||
#include <vector>
|
||||
#include "texture.h"
|
||||
#include "BaseDataDefine.h"
|
||||
#include <d3dx8.h>
|
||||
#include <d3d8.h>
|
||||
|
||||
|
||||
using namespace std;
|
||||
|
||||
#define WAVENUM 25
|
||||
#define BACKWAVE 3
|
||||
// <20><><EFBFBD><EFBFBD> <20><><EFBFBD>ΰ<EFBFBD> backwave<76><65> <20>Ÿ<EFBFBD>
|
||||
#define WAVEBACKLENGTH 90.0f
|
||||
#define WAVEFWDLENGTH -1800.0f
|
||||
#define WAVEUNITVOT 0.2f
|
||||
#define WAVEVECLENGTH 1000.0f
|
||||
#define WAVETERMFRAME 300
|
||||
#define WAVESHAKE 15.0f;
|
||||
// plane texture <20>ݺ<EFBFBD> <20>Ÿ<EFBFBD>
|
||||
#define PLANEWRAP 250000.0f
|
||||
|
||||
// <20>ĵ<EFBFBD> <20><>ü<EFBFBD><C3BC> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ͽ<EFBFBD> <20><><EFBFBD>İ<EFBFBD><C4B0><EFBFBD> <20><><EFBFBD><EFBFBD>..
|
||||
#define WAVESLIP 12
|
||||
|
||||
enum WaveType {
|
||||
WAVEFWDMOVE,
|
||||
WAVEBACKMOVE,
|
||||
WAVEPLANE,
|
||||
WAVEPLANE2,
|
||||
};
|
||||
|
||||
|
||||
class CWaveLine {
|
||||
|
||||
class CWaveVertex{
|
||||
public:
|
||||
float x,y,z;
|
||||
DWORD color;
|
||||
float s,t;
|
||||
CWaveVertex() {
|
||||
x = y = z = 0.0f;
|
||||
color = D3DCOLOR_ARGB(255,255,255,255);
|
||||
s = t = 0.0f;
|
||||
}
|
||||
~CWaveVertex() {}
|
||||
};
|
||||
|
||||
class CWavePoint{
|
||||
public:
|
||||
int m_WaveValue;
|
||||
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||||
D3DXVECTOR3 m_Pos;
|
||||
// speed
|
||||
float m_Speed;
|
||||
// <20><><EFBFBD>ӵ<EFBFBD>
|
||||
float m_Aspeed;
|
||||
// forward vector [ <20><><EFBFBD><EFBFBD> <20>̵<EFBFBD><CCB5>Ÿ<EFBFBD> = FwdVec * Speed]
|
||||
D3DXVECTOR3 m_FwdVec;
|
||||
// alpha
|
||||
float m_Alpha;
|
||||
// alpha <20><><EFBFBD><EFBFBD>ġ
|
||||
float m_UnitAlpha;
|
||||
// <20><><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD> <20>߰<EFBFBD><DFB0><EFBFBD> <20><><EFBFBD><EFBFBD> <20><>ġ <20>ε<EFBFBD><CEB5><EFBFBD>
|
||||
int m_PointIndex;
|
||||
bool m_lie;
|
||||
|
||||
CWavePoint() {
|
||||
m_WaveValue = WAVEFWDMOVE;
|
||||
m_lie = false;
|
||||
m_Pos.x = m_Pos.y = m_Pos.z = 0.0f;
|
||||
m_Speed = 1.0f;
|
||||
m_Aspeed = 0.01f;
|
||||
m_FwdVec.x = m_FwdVec.y = m_FwdVec.z = 0.0f;
|
||||
m_Alpha = 0.0f;
|
||||
m_UnitAlpha = 0.0f;
|
||||
m_PointIndex = -1;
|
||||
}
|
||||
~CWavePoint() {
|
||||
}
|
||||
|
||||
};
|
||||
public:
|
||||
// up vector
|
||||
D3DXVECTOR3 m_Normal;
|
||||
// quad point list
|
||||
vector<CWavePoint> m_WaveList;
|
||||
CWavePoint *m_BackupList;
|
||||
vector<CWaveVertex *> m_WaveLayer;
|
||||
vector<CWaveVertex *> m_WaveBubble;
|
||||
|
||||
// quad line point
|
||||
int m_PointNum;
|
||||
|
||||
// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>߰<EFBFBD><DFB0><EFBFBD> point list
|
||||
vector<CWavePoint *>m_Wave;
|
||||
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>߰<EFBFBD><DFB0><EFBFBD> point number
|
||||
int m_WaveNum;
|
||||
// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>)
|
||||
float m_UnitInterpol;
|
||||
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ÿ<EFBFBD> <20><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
|
||||
D3DXVECTOR3 m_ShakeValue;
|
||||
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ø<EFBFBD><C3B8><EFBFBD> <20>Ҷ<EFBFBD> <20>̿<EFBFBD><CCBF>Ǵ<EFBFBD> <20><>
|
||||
D3DXVECTOR3 m_WaveCenter;
|
||||
|
||||
int m_DownLayerNum;
|
||||
int m_UpLayerNum;
|
||||
|
||||
// quad strip Number
|
||||
int m_LayerNum;
|
||||
// quad <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>(<28><> <20><><EFBFBD><EFBFBD> length)
|
||||
int m_Length;
|
||||
// quad strip <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>
|
||||
int m_CreateFrame;
|
||||
|
||||
LPDIRECT3DVERTEXBUFFER8 *m_Vert;
|
||||
LPDIRECT3DVERTEXBUFFER8 *m_Bubble;
|
||||
|
||||
LPDIRECT3DDEVICE8 m_Device;
|
||||
CTexture *m_WaveTex;
|
||||
int m_WaveTexNum;
|
||||
|
||||
bool m_Pick;
|
||||
|
||||
unsigned long m_BeforeTime;
|
||||
unsigned long m_CurrentTime;
|
||||
int tcount;
|
||||
int kcount;
|
||||
|
||||
float t_value1;
|
||||
float t_value2;
|
||||
float t_value3;
|
||||
|
||||
CWaveLine();
|
||||
CWaveLine(LPDIRECT3DDEVICE8 );
|
||||
|
||||
~CWaveLine();
|
||||
void Render();
|
||||
void Update();
|
||||
//Insert Point
|
||||
void InsertPoint(D3DXVECTOR3 );
|
||||
void InsertPoint(float x,float y,float z);
|
||||
//Delete
|
||||
void DeletePoint(D3DXVECTOR3 );
|
||||
void DeletePoint(float x,float y,float z);
|
||||
|
||||
void SetDownLayerNum(int num) {m_DownLayerNum = num;}
|
||||
void SetUpLayerNum(int num) {m_UpLayerNum = num;}
|
||||
|
||||
void SetDevice(LPDIRECT3DDEVICE8 de) {m_Device = de; }
|
||||
void SetInterpol(float vot);
|
||||
void CreateTexture(int num);
|
||||
void SetTexture(int num,char *);
|
||||
void SetVertexBuffer(int i,int type);
|
||||
void SetBubbleBuffer(int i,int type);
|
||||
|
||||
//<2F><><EFBFBD><EFBFBD> vertex list <20><><EFBFBD><EFBFBD>
|
||||
void StoreList();
|
||||
//list <20>ǵ<EFBFBD><C7B5><EFBFBD>
|
||||
void LoadList();
|
||||
|
||||
void SetNormal(float x,float y,float z) { m_Normal.x = x;m_Normal.y = y;m_Normal.z = z; }
|
||||
void SetNormal(D3DXVECTOR3 n) { m_Normal = n;}
|
||||
void SetCreateFrame(int cf) {m_CreateFrame = cf;}
|
||||
void SetLayerNum(int lnum) { m_LayerNum = lnum;}
|
||||
void SetQuadLength(float l) { m_Length = l;}
|
||||
void SetPick(bool b) {m_Pick = b;}
|
||||
|
||||
//wave other info setting
|
||||
void SetWavePointSetting(CWavePoint *pt);
|
||||
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
|
||||
void CreateInterpolation(int index,int type);
|
||||
void CreateVertexBuffer();
|
||||
void ResetLayer(int index,int type);
|
||||
// true <20≯<EFBFBD> <20>þ<C3BE><EEB3AA> <20><><EFBFBD><EFBFBD> false <20≯<EFBFBD> <20>ƹ<EFBFBD> <20><>ȭ <20><><EFBFBD><EFBFBD>
|
||||
bool Test_Vector(CWavePoint ,int type);
|
||||
void MoveVertex(CWavePoint *);
|
||||
};
|
||||
|
||||
|
||||
#endif
|
||||
Reference in New Issue
Block a user