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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// Z3DAnimationController.cpp: implementation of the CZ3DAnimationController class.
//
//////////////////////////////////////////////////////////////////////
#include "Z3DAnimationController.h"
#include "misc.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
void Z3DAnimationController::GetInterpolatedKeyframe(float t, vector3 &v, quaternion &q)
{
static int i;
static float f;
// over-the-end-of-the-data
if( t < m_pPosKeys[0].tick )
{
v = m_pPosKeys[0].pos;
}
else if( t >= m_pPosKeys[m_sPosKeyCount-1].tick ) // require pos-keyframe past the end of the data
{
v = m_pPosKeys[m_sPosKeyCount-1].pos;
}
else // do interpolation for inbetween keyframe
{
for( i = 0; i < m_sPosKeyCount-1; i++ ) // last item was processed by above portion of code
{
if( m_pPosKeys[i].tick == t )
{
v = m_pPosKeys[i].pos;
break;
}
else if( m_pPosKeys[i].tick < t && t < m_pPosKeys[i+1].tick )
{
f = (float)(t - m_pPosKeys[i].tick) /
(float)(m_pPosKeys[i+1].tick - m_pPosKeys[i].tick);
z3d::VectorLerp( v, m_pPosKeys[i].pos, m_pPosKeys[i+1].pos, f );
break;
}
}
}
if( t < m_pRotKeys[0].tick )
{
q = m_pRotKeys[0].rot;
}
else if( t >= m_pRotKeys[m_sRotKeyCount-1].tick ) // require rot-keyframe past the end of the data
{
q = m_pRotKeys[m_sRotKeyCount-1].rot;
}
else
{
for( i = 0; i < m_sRotKeyCount-1; i++ ) // last item was processed by above portion of code
{
if( m_pRotKeys[i].tick == t )
{
q = m_pRotKeys[i].rot;
break;
}
else if( m_pRotKeys[i].tick < t && t < m_pRotKeys[i+1].tick )
{
f = (float)(t - m_pRotKeys[i].tick) /
(float)(m_pRotKeys[i+1].tick - m_pRotKeys[i].tick);
z3d::QuaternionSlerp( q, m_pRotKeys[i].rot, m_pRotKeys[i+1].rot, f );
break;
}
}
}
}
// <20>̵<EFBFBD><CCB5><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>ؼ<EFBFBD><D8BC><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>Ӱ<EFBFBD><D3B0><EFBFBD> <20><><EFBFBD>̰<EFBFBD><CCB0><EFBFBD> <20><>ȯ<EFBFBD>Ѵ<EFBFBD>.(ȸ<><C8B8><EFBFBD><EFBFBD> GetInterpol..<2E><> <20><><EFBFBD><EFBFBD>)
void Z3DAnimationController::GetDifferentiatedKeyframe( float t, float t_prev, vector3& vDiff,
quaternion& q )
{
static int i;
static float f;
vector3 v1, v2;
// <20><>ġ<EFBFBD><C4A1> <20><><EFBFBD><EFBFBD>ġ <20><><EFBFBD><EFBFBD> - <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ġ<EFBFBD><C4A1><EFBFBD><EFBFBD> v1<76><31> <20><><EFBFBD><EFBFBD>
if( t < m_pPosKeys[0].tick )
{
v1 = m_pPosKeys[0].pos;
}
else if( t >= m_pPosKeys[m_sPosKeyCount-1].tick ) // require pos-keyframe past the end of the data
{
v1 = m_pPosKeys[m_sPosKeyCount-1].pos;
}
else // do interpolation for inbetween keyframe
{
for( i = 0; i < m_sPosKeyCount-1; i++ ) // last item was processed by above portion of code
{
if( m_pPosKeys[i].tick == t )
{
v1 = m_pPosKeys[i].pos;
break;
}
else if( m_pPosKeys[i].tick < t && t < m_pPosKeys[i+1].tick )
{
f = (float)(t - m_pPosKeys[i].tick) /
(float)(m_pPosKeys[i+1].tick - m_pPosKeys[i].tick);
z3d::VectorLerp( v1, m_pPosKeys[i].pos, m_pPosKeys[i+1].pos, f );
break;
}
}
}
// <20><><EFBFBD><EFBFBD> ƽ <20>ٷ<EFBFBD> <20><><EFBFBD><EFBFBD> ƽ<><C6BD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> v2<76><32> <20><><EFBFBD><EFBFBD>
if( t_prev < m_pPosKeys[0].tick )
{
v2 = m_pPosKeys[0].pos;
}
else if( t_prev >= m_pPosKeys[m_sPosKeyCount-1].tick ) // require pos-keyframe past the end of the data
{
v2 = m_pPosKeys[m_sPosKeyCount-1].pos;
}
else // do interpolation for inbetween keyframe
{
for( i = 0; i < m_sPosKeyCount-1; i++ ) // last item was processed by above portion of code
{
if( m_pPosKeys[i].tick == t_prev )
{
v2 = m_pPosKeys[i].pos;
break;
}
else if( m_pPosKeys[i].tick < t_prev && t_prev < m_pPosKeys[i+1].tick )
{
f = (float)(t_prev - m_pPosKeys[i].tick) /
(float)(m_pPosKeys[i+1].tick - m_pPosKeys[i].tick);
z3d::VectorLerp( v2, m_pPosKeys[i].pos, m_pPosKeys[i+1].pos, f );
break;
}
}
}
// <20><><EFBFBD><EFBFBD>
vDiff.x = v1.x - v2.x;
vDiff.y = v1.y;// - v2.y; y<><79><EFBFBD><EFBFBD> *<2A><><EFBFBD><EFBFBD>ġ<EFBFBD><C4A1> <20>ƴϴ<C6B4>*
vDiff.z = v1.z - v2.z;
// ȸ<><C8B8>Ű <20><><EFBFBD><EFBFBD>(GetInterpol.. <20><> <20><><EFBFBD><EFBFBD>)
if( t < m_pRotKeys[0].tick )
{
q = m_pRotKeys[0].rot;
}
else if( t >= m_pRotKeys[m_sRotKeyCount-1].tick ) // require rot-keyframe past the end of the data
{
q = m_pRotKeys[m_sRotKeyCount-1].rot;
}
else
{
for( i = 0; i < m_sRotKeyCount-1; i++ ) // last item was processed by above portion of code
{
if( m_pRotKeys[i].tick == t )
{
q = m_pRotKeys[i].rot;
break;
}
else if( m_pRotKeys[i].tick < t && t < m_pRotKeys[i+1].tick )
{
f = (float)(t - m_pRotKeys[i].tick) /
(float)(m_pRotKeys[i+1].tick - m_pRotKeys[i].tick);
z3d::QuaternionSlerp( q, m_pRotKeys[i].rot, m_pRotKeys[i+1].rot, f );
break;
}
}
}
}