// SectorLandscapeEffectMap.h: interface for the CSectorLandscapeEffectMap class. // ////////////////////////////////////////////////////////////////////// #if !defined(AFX_SECTORLANDSCAPEEFFECTMAP_H__ECA32043_D1AE_466D_99C7_E4B5EF14E993__INCLUDED_) #define AFX_SECTORLANDSCAPEEFFECTMAP_H__ECA32043_D1AE_466D_99C7_E4B5EF14E993__INCLUDED_ #include "3dmath.h" #include #if _MSC_VER > 1000 #pragma once #endif // _MSC_VER > 1000 /// #1 Vol-Fog /// /* -m_vecCenterPos : ¾È°³ÀÇ Á᫐ -Param 0 ~ 1 : Fade out / in value (ÇѰèÁ¡) -Param 2 : fade in speed -Param 3 : Center ÁýÁßµµ -Param 4 ~ 6 : Æ÷±×»ý¼º½Ã °¡ÁßÄ¡(±× ¹æÇâÀ¸·Î ¾ó¸¶³ª ÆÛÁúÁö) -Param 7 ~ 9 : Áß·Â -Param 10 : Particle 1°³ÀÇ Å©±â -Param 11 : ¾È°³ ¹ÝÀÀ°æ°è±¸ÀÇ ¹ÝÁö¸§ -param 12 : yÃà ÃÖÀú ÇѰèÁ¡ -param 13 ~ 16 : Quad Red -Param 17 ~ 20 : Quad GREEN -Param 21 ~ 24 : Quad BLUE -param 0 : particle number -param 1 : fix flag -param 2 ~ 3 : sector x/y index -param 0 ~ 1 : src /dst blend mode -texture name */ /// #2 Boid //int 0 : boid number //int 1 : fix flag //float 0: move range //float 1: speed /// #3 Mesh Morph /// /* -m_vecCenterPos : ¸Þ½¬ Á᫐ int 0 : mloop int 1 : m_switch int 2 : fix flag int 3 : randani flag float 0 : m_switchRad; float 1 : m_Vot; float 2 : m_RandMax; float 3 : m_RandMin; float 4 : m_Xrot; float 5 : m_Yrot; float 6 : m_Zrot; -gem file name */ class CSectorLandscapeEffectMap { public: class LandscapeEffect { public: char m_EffName[50]; int m_nEffectMethod; vector3 m_vecCenterPos; DWORD m_dwBlend[2]; float m_Param[50]; int m_IntParam[20]; char m_Name[50]; }; int m_IndexX,m_IndexY; std::vector m_LandscapeEffect; CSectorLandscapeEffectMap(); virtual ~CSectorLandscapeEffectMap(); }; #endif // !defined(AFX_SECTORLANDSCAPEEFFECTMAP_H__ECA32043_D1AE_466D_99C7_E4B5EF14E993__INCLUDED_)