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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148
Engine/Zalla3D Scene Class/Z3DMath.h
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148
Engine/Zalla3D Scene Class/Z3DMath.h
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// Z3DMath.h: interface for the Z3DMath class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_Z3DMATH_H__05758061_E110_11D4_AD2B_0000E8EB4C69__INCLUDED_)
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#define AFX_Z3DMATH_H__05758061_E110_11D4_AD2B_0000E8EB4C69__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 <math.h>
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#include "misc.h"
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#include "vector.h"
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#include "quaternion.h"
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#include "matrix.h"
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#include <d3d8.h>
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// dummy.. <20>ӽÿ<D3BD><C3BF><EFBFBD>.
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extern vector3 g_vecDummy;
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extern quaternion g_quatDummy;
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namespace z3d
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{
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inline const vector3 MatrixGetLoc( const matrix& m )
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{
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return vector3(m._41, m._42, m._43);
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}
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void MatrixTranslation(matrix& result_m, const vector3 &loc);
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void MatrixCameraLookAt(matrix& result_m, const vector3& loc, const vector3& lookAt, const vector3& inUp );
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void MatrixAxisAngle(matrix& result_m, const vector3& inaxis,float angle);
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void MatrixRotationQuaternion(matrix& result, const quaternion& q );
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void MatrixRotationQuaternion(D3DMATRIX& result, const quaternion& q );
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//void D3DMATRIXRotationQuaternion(D3DMATRIX& m, const quaternion& q );
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void VectorMultiplyMatrix( vector3& result_v, const vector3 &v, const matrix &m );
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inline void VectorLerp( vector3& result, vector3& from, vector3& to, float factor )
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{
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result.x = (to.x - from.x)*factor + from.x;
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result.y = (to.y - from.y)*factor + from.y;
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result.z = (to.z - from.z)*factor + from.z;
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}
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inline void MatrixToD3DMATRIX( D3DMATRIX& dest, const matrix& src )
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{
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memcpy( &(dest._11), &(src._11), sizeof(float) * 16 );
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}
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//
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// perform quaternion rotation on vector
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//
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inline void VectorRotate( vector3& result, const vector3& v, const quaternion& q )
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{
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float xx, yy, zz, xy, yz, zx, wx, wy, wz, vx, vy, vz;
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xx = q.x*q.x;
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yy = q.y*q.y;
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zz = q.z*q.z;
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xy = q.x*q.y;
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yz = q.z*q.y;
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zx = q.z*q.x;
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wx = q.w*q.x;
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wy = q.w*q.y;
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wz = q.w*q.z;
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vx = v.x;
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vy = v.y;
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vz = v.z;
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result.x = vx + 2*(-vx*(yy+zz) + vy*(xy-wz) + vz*(zx+wy) );
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result.y = vy + 2*( vx*(xy+wz) + -vy*(xx+zz) + vz*(yz-wx) );
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result.z = vz + 2*( vx*(zx-wy) + vy*(yz+wx) + -vz*(xx+yy) );
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}
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inline void QuaternionSlerp( quaternion& result, quaternion from, quaternion to, float factor )
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{
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if( from.w < 0 ) from = -from;
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if( to.w < 0 ) to = -to;
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float fCosTheta = from.x*to.x + from.y*to.y + from.z*to.z + from.w*to.w;
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//float fSign = 1.0f;
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if( fCosTheta < 0.0f )
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{
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fCosTheta = -fCosTheta;
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to = -to;
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//fSign = -1.0f;
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}
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float fInvFactor = 1.0f - factor;
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if( 1.0f - fCosTheta > 0.001f )
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{
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float fTheta = acosf(fCosTheta);
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factor = sinf( factor*fTheta ) / sinf(fTheta);
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fInvFactor = sinf( fInvFactor*fTheta ) / sinf(fTheta);
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}
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result.x = fInvFactor*from.x + factor*to.x;
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result.y = fInvFactor*from.y + factor*to.y;
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result.z = fInvFactor*from.z + factor*to.z;
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result.w = fInvFactor*from.w + factor*to.w;
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}
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inline void QuaternionRotationMatrix(quaternion& result_q, const matrix& m)
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{
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float f = sqrtf(m._11 + m._22 + m._33 + m._44) * 2;
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result_q.x = (m._32 - m._23) / f;
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result_q.y = (m._13 - m._31) / f;
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result_q.z = (m._21 - m._12) / f;
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result_q.w = f / 4;
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}
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inline void QuaternionAxisAngle( quaternion& result_q,
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float x, float y, float z, float a )
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{
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a /= 2.0;
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float n = sqrtf(x*x + y*y + z*z);
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n = max( FLOAT_EPSILON, n );
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result_q.w = cosf(a);
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result_q.x = x*sinf(a)/n;
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result_q.y = y*sinf(a)/n;
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result_q.z = z*sinf(a)/n;
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}
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inline void VectorSetValue( vector3& v, float x, float y, float z )
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{
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v.x = x;
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v.y = y;
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v.z = z;
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}
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inline void QuaternionSetValue( quaternion& q, float x, float y, float z, float w )
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{
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q.x = x;
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q.y = y;
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q.z = z;
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q.w = w;
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}
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}
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#endif // !defined(AFX_Z3DMATH_H__05758061_E110_11D4_AD2B_0000E8EB4C69__INCLUDED_)
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