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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70
Engine/Zalla3D Scene Class/TreeScene.h
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70
Engine/Zalla3D Scene Class/TreeScene.h
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// TreeScene.h: interface for the CTreeScene class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_TREESCENE_H__221EA477_56C9_484F_8C14_D6AE4677B987__INCLUDED_)
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#define AFX_TREESCENE_H__221EA477_56C9_484F_8C14_D6AE4677B987__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 "SectorDefine.h"
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#include "SceneNode.h"
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#include "Vertex.h"
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#include "MeshObject.h"
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#include "SectorPlantMap.h"
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#include "RenderTexture.h"
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struct TreeNode_t {
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int iIndex;
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float fViewDist;
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matrix matRot;
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matrix matTm;
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unsigned char ucKind;
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};
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class CTreeScene : public CSceneNode
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{
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//LPDIRECT3DVERTEXBUFFER8 m_pPlantVertex;
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//LPDIRECT3DINDEXBUFFER8 m_pPlantIndices;
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//int m_BeforeDetail;
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//short m_DetailTree[SECTORSX*SECTORSY];
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//short m_DetailTreeKind[SECTORSX*SECTORSY];
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//int m_cDetailTree;
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public:
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void Update(float fUpdate);
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void RenderShadow(LPDIRECT3DDEVICE8 pd3dDevice,CRenderTexture &pShadowTexture);
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float m_fRot;
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unsigned char m_usDetailTree[SECTORSX*SECTORSY];
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float *m_pHeight;
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void CalcObjectLens();
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//short m_AlreadyPutPlant[SECTORSX*SECTORSY];
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static CMeshObject *m_NormalTreeMesh[MAX_TREEKIND];
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static CMeshObject *m_NormalTreeMeshLOD[MAX_TREEKIND];
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static CMeshObject *m_NormalTreeLeaves[MAX_TREEKIND];
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static CMeshObject *m_NormalTreeTrunk[MAX_TREEKIND];
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long m_cPlant;
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TreeNode_t *m_ViewPlants;
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int m_iViewPlantsNum;
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std::vector<int> m_ShadowPolyList;
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//vector3 m_vecPlantPosition[MAX_TREE];
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//short m_PlantKind[SECTORSX*SECTORSY];
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//short m_IndexPlantKind[MAX_TREE];
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void GeneratePlant(CSectorPlantMap *PlantMap,float *pHeightData);
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void Render(LPDIRECT3DDEVICE8 pd3dDevice);
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void RenderEnv(LPDIRECT3DDEVICE8 pd3dDevice);
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void GeneratePlant(int SeedX,int SeedY,float *pHeightData,float fAvgHeight);
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void Create();
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CTreeScene();
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virtual ~CTreeScene();
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};
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int Tree_tCompare(const void *arg1,const void *arg2);
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#endif // !defined(AFX_TREESCENE_H__221EA477_56C9_484F_8C14_D6AE4677B987__INCLUDED_)
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