Initial commit: ROW Client source code
Game client codebase including: - CharacterActionControl: Character and creature management - GlobalScript: Network, items, skills, quests, utilities - RYLClient: Main client application with GUI and event handlers - Engine: 3D rendering engine (RYLGL) - MemoryManager: Custom memory allocation - Library: Third-party dependencies (DirectX, boost, etc.) - Tools: Development utilities 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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34
Engine/Zalla3D Base Class/Intersection.h
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34
Engine/Zalla3D Base Class/Intersection.h
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// Intersection.h: interface for the CIntersection class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_INTERSECTION_H__2C579563_8B13_41AA_BD24_5DF348664376__INCLUDED_)
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#define AFX_INTERSECTION_H__2C579563_8B13_41AA_BD24_5DF348664376__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 "3DMath.h"
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class CIntersection
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{
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public:
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static int PlaneSphereNormal(vector3 &vecPos,float &fRad,vector3 &vecNormal,vector3 &vecPoly);
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static float PointFromPlane(vector3 &pNormal,vector3 &pPlaneOrigin,vector3 &vecPoint);
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static float PointFromPlane(vector3 *pPlane,vector3 &vecPoint);
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static float PlaneAABBBox(vector3 *vecPlane,vector3 &vecNormal,vector3 &vecMaxBox,vector3 &vecMinBox);
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static int PolygonSphere(vector3 &vecCenter,float fRad,vector3 *pPoly,vector3 *vecIntersect,int &cIntersect);
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static int SplitPolygonPolygon(vector3 *pPolySour,vector3 *pPolyDest,vector3 *pPolyResult);
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static int PlaneSphere(vector3 &vecLoc,float &fRad,vector3 *pPoly);
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static float PolygonRay2(vector3 vecStart, vector3 vecEnd, vector3 *poly,float &fInterLens);
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static int PolygonQuad(vector3 *vecPoly,vector3 *vecQuad);
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static bool PlanePoint(vector3 *pPlane,vector3 &vecPoint);
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static int BoxToRay(vector3 vecStart,vector3 vecEnd,vector3 *poly[4],float &fIntersection);
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static int PolygonToPolygon(vector3 *vecPoly1,vector3 *vecPoly2);
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static int PolygonRay(vector3 vecStart, vector3 vecEnd, vector3 *poly,float &fInterLens);
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CIntersection();
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virtual ~CIntersection();
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};
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#endif // !defined(AFX_INTERSECTION_H__2C579563_8B13_41AA_BD24_5DF348664376__INCLUDED_)
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