Move git root from Client/ to src/ to track all source code: - Client: Game client source (moved to Client/Client/) - Server: Game server source - GameTools: Development tools - CryptoSource: Encryption utilities - database: Database scripts - Script: Game scripts - rylCoder_16.02.2008_src: Legacy coder tools - GMFont, Game: Additional resources 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
52 lines
1.2 KiB
C++
52 lines
1.2 KiB
C++
// X3DEffectEditMesh.cpp: implementation of the CX3DEffectEditMesh class.
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//
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//////////////////////////////////////////////////////////////////////
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#include "stdafx.h"
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#include "effecteditor.h"
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#include "X3DEffect.h"
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#include "X3DEffectEditMesh.h"
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#ifdef _DEBUG
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#undef THIS_FILE
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static char THIS_FILE[]=__FILE__;
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#define new DEBUG_NEW
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#endif
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//////////////////////////////////////////////////////////////////////
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// Construction/Destruction
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//////////////////////////////////////////////////////////////////////
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CX3DEffectEditMesh::CX3DEffectEditMesh()
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{
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}
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CX3DEffectEditMesh::~CX3DEffectEditMesh()
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{
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}
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BOOL CX3DEffectEditMesh::ArrangementMesh(const char *strPathName)
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{
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return TRUE;
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}
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void CX3DEffectEditMesh::RenderNoTexture(unsigned long dwFrame)
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{
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//Mesh->SetNullTexture(TRUE);
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m_GemRender->SetNullTexture(true);
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D3DXVECTOR3 *vecCenter = (D3DXVECTOR3 *)((CX3DEffect *)m_lpLocalEffect)->GetCenter();
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m_GemRender->SetEffectPos(*vecCenter);
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m_GemRender->Render();
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m_GemRender->SetNullTexture(false);
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//Mesh->Render(m_lpD3DDevice, *vecCenter);
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//Mesh->SetNullTexture(FALSE);
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}
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unsigned long CX3DEffectEditMesh::GetPick(vector3 &vecStart, vector3 &vecEnd, float &fLength)
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{
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fLength = 1.0f;
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return m_dwEffectKind;
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}
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