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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71
GameTools/Zallad3D SceneClass/Z3DCloth.h
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71
GameTools/Zallad3D SceneClass/Z3DCloth.h
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// Z3DCloth.h: interface for the CZ3DCloth class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_Z3DCLOTH_H__229211E7_5F9A_4ABB_B524_AAB15B91288B__INCLUDED_)
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#define AFX_Z3DCLOTH_H__229211E7_5F9A_4ABB_B524_AAB15B91288B__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 "Z3DRenderable.h"
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#include "Z3DSkeletonObject.h"
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#include "vector.h"
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#include <vector>
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#pragma warning(disable:4786)
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#define Z3D_PHYSICS_SPRING_K
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class CZ3DPhysicsMassPoint;
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class CZ3DPhysicsSpring
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{
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public:
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CZ3DPhysicsSpring()
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{
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m_rpMassPoint[0] = m_rpMassPoint[2] = NULL;
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}
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~CZ3DPhysicsSpring()
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{
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}
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vector3 &GetForceBySpring(CZ3DPhysicsMassPoint* pMassPoint)
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{
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if( pMassPoint == m_rpMassPoint[0] );
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}
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protected:
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CZ3DPhysicsMassPoint* m_rpMassPoint[2];
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float m_fIntialLength;
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vector3 m_vecForce;
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};
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class CZ3DPhysicsMassPoint : public CZ3DObject
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{
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protected:
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float m_fMass;
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std::vector<CZ3DPhysicsSpring> m_vecSprings;
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};
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class CZ3DCloth : public CZ3DRenderable, public CZ3DObject
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{
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public:
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CZ3DCloth();
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virtual ~CZ3DCloth();
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void Render();
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void SecondRender()
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{
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}
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};
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#endif // !defined(AFX_Z3DCLOTH_H__229211E7_5F9A_4ABB_B524_AAB15B91288B__INCLUDED_)
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