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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88
Engine/Zalla3D Scene Class/NMesh.h
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88
Engine/Zalla3D Scene Class/NMesh.h
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#pragma once
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#include "resourceobj.h"
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#include "vector.h"
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#include "NTexture.h"
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#include "vertex.h"
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#include "../Caldron/Src/Scene/D3DBufferPools.h"
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#include <vector>
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namespace CROSSM {
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class CNMesh :
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public CResourceObj
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{
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public:
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CNMesh(void);
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virtual ~CNMesh(void);
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virtual bool Load();
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virtual bool Unload();
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virtual bool PostLoad();
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void MeshReload(){}
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void ConvertTree();
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void ConvertMulti();
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void ConvertNormal();
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void AllUnlockBuffer();
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void AllLockBuffer();
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long GetObjectCount(){return (int)m_nVertex.size();};
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void RenderName(IDirect3DDevice8* pDevice);
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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 SetShader(DWORD Shader){m_dwShader=Shader;};
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void SetPostConvert(DWORD Shader) { m_dwConvertShader = Shader; };
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void Save(char *strName){}
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int m_iObjectMethod; // object Vertex Type, 0 : MulTiVertex, 3 : LightVertex.
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DWORD m_dwShader;
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DWORD m_dwConvertShader;
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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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int m_nTotalVertex;
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int m_nTotalIndices;
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bool m_bRender;
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struct BoundingBoxMinMax
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{
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vector3 vBoxMin, vBoxMax;
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};
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std::vector<BoundingBoxMinMax> m_vecMeshPieceBoundingBoxInfo;
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std::vector<LPDIRECT3DVERTEXBUFFER8> m_pVertexBuffer;
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std::vector<LPDIRECT3DINDEXBUFFER8> m_pIndicesBuffer;
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std::vector<CNTexture*> m_pMat;
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std::vector<char *> m_pMatName;
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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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};
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}
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