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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81
Engine/Zalla3D Scene Class/MeshObject.h
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81
Engine/Zalla3D Scene Class/MeshObject.h
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// MeshObject.h: interface for the CMeshObject class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_MESHOBJECT_H__6734D99C_DC1E_4886_B686_DB6FF091A3E8__INCLUDED_)
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#define AFX_MESHOBJECT_H__6734D99C_DC1E_4886_B686_DB6FF091A3E8__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 <Vertex.h>
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#include <vector>
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#include "SceneException.h"
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#include <texture.h>
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#include <3DMath.h>
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#include <src/base/LoadedObj.h>
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class CMeshObject : public Caldron::Base::CLoadedObj
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{
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static LPDIRECT3DDEVICE8 m_pd3dDevice;
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public:
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void MeshReload();
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char m_strMeshName[256];
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void ConvertTree();
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void ConvertDetail();
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void TextureLoad();
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void Optimize();
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void ConvertMulti();
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void ConvertNormal();
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void Save(char *strFilename);
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void SetShader(DWORD Shader){m_dwShader=Shader;};
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DWORD m_dwShader;
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DWORD m_dwCustomizeShader;
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bool m_isAlreadyLock;
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vector3 m_MaxBox,m_MinBox;
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bool m_bCompleteMesh;
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void CopyBuffer();
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void AllUnlockBuffer();
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void AllLockBuffer();
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int m_nTotalVertex;
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int m_nTotalIndices;
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std::vector<LPDIRECT3DVERTEXBUFFER8> m_pVertexBuffer;
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std::vector<LPDIRECT3DINDEXBUFFER8> m_pIndicesBuffer;
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std::vector<CTexture*> m_pMat;
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std::vector<CTexture*> m_pDetailMap;
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std::vector<CTexture*> m_pBumpTexture;
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std::vector<DWORD> m_pMatRef;
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std::vector<WORD *> m_pIndices;
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std::vector<void *> m_pVertex;
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std::vector<long> m_nVertex;
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std::vector<long> m_nIndices;
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std::vector<WORD *> m_pLoadedIndices;
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std::vector<LightVertex *> m_pLoadedVertex;
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bool m_bRender;
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long GetObjectCount(){return (long)m_nVertex.size();};
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void RenderBox(LPDIRECT3DDEVICE8 pd3dDevice);
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void Render(LPDIRECT3DDEVICE8 pd3dDevice);
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void CalcBox();
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void Load(char *strFilename);
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CMeshObject();
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virtual ~CMeshObject();
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virtual bool Load(Caldron::Base::CCaldronByteDataObj *);
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virtual bool PostLoad();
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//virtual bool Unload();
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};
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#endif // !defined(AFX_MESHOBJECT_H__6734D99C_DC1E_4886_B686_DB6FF091A3E8__INCLUDED_)
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