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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Engine/Zalla3D Scene Class/Z3DBoundingVolumeObject.h
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125
Engine/Zalla3D Scene Class/Z3DBoundingVolumeObject.h
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// Z3DBoundingVolumeObject.h: interface for the CZ3DBoundingVolumeObject class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_Z3DBOUNDINGVOLUMEOBJECT_H__A99E636C_CA7E_4258_A5CC_2794520D5ADE__INCLUDED_)
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#define AFX_Z3DBOUNDINGVOLUMEOBJECT_H__A99E636C_CA7E_4258_A5CC_2794520D5ADE__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 "Z3DObject.h"
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#include "Z3DCharacterModel.h"
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#include "Z3DTYPES.h"
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class CZ3DOBB : public CZ3DRenderable
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{
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public:
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CZ3DOBB() : CZ3DRenderable(false)
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{
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}
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virtual ~CZ3DOBB()
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{
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}
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void SetStaticParameter( vector3& vExtent );
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void SetDynamicParameter( vector3& vCenter, matrix& rDir );
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bool CheckCollision( const CZ3DOBB& rOBB ) const;
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void Render();
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void SecondRender()
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{
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}
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static void _SetRenderFlag( bool bRender )
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{
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ms_bRender = bRender;
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}
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//protected:
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// non-dynamic
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vector3 m_vExtent;
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// need to be update dynamically
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vector3 m_Center;
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vector3 m_aAxis[3];
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static D3DSLVERTEX ms_pOutlineVertex[8];
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static WORD ms_pOutlineIndex[24];
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static bool ms_bRender;
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};
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class CZ3DBoundingVolumeObject :
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public CZ3DObject,
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public CZ3DRenderable
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{
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public:
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CZ3DBoundingVolumeObject();
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virtual ~CZ3DBoundingVolumeObject();
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CZ3DOBB& GetOBB()
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{
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return m_OBB;
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}
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void UpdateFrame();
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void Render();
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void SecondRender()
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{
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}
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void SetChrModel( CZ3DCharacterModel* pChr )
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{
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m_rpChrModel = pChr;
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}
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void SetExtent( const vector3& v )
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{
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m_vExtent = v;
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}
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void SetScale( float f )
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{
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m_fScaleFactor = f;
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}
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static void _SetRenderFlag( bool bRender )
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{
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ms_bRender = bRender;
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}
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protected:
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CZ3DOBB m_OBB;
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CZ3DCharacterModel* m_rpChrModel;
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float m_fScaleFactor;
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vector3 m_vExtent;
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static D3DSLVERTEX ms_pOutlineVertex[8];
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static WORD ms_pOutlineIndex[24];
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static bool ms_bRender;
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};
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#endif // !defined(AFX_Z3DBOUNDINGVOLUMEOBJECT_H__A99E636C_CA7E_4258_A5CC_2794520D5ADE__INCLUDED_)
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