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>
317 lines
10 KiB
C++
317 lines
10 KiB
C++
// X3DEffectCylinder.cpp: implementation of the CX3DEffectCylinder class.
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//
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//////////////////////////////////////////////////////////////////////
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#include "X3DEffect.h"
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#include "X3DEffectCylinder.h"
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#include "SceneManager.h"
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#include "GMMemory.h"
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//////////////////////////////////////////////////////////////////////
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// Construction/Destruction
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//////////////////////////////////////////////////////////////////////
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CX3DEffectCylinder::CX3DEffectCylinder()
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{
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m_dwSrcBlending = D3DBLEND_SRCALPHA;
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m_dwDestBlending = D3DBLEND_ONE;
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m_bTexAni = FALSE;
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m_lpVertices = NULL;
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m_lpVerticesBlend = NULL;
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}
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CX3DEffectCylinder::~CX3DEffectCylinder()
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{
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if(m_lpVerticesBlend) {
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if(CSceneManager::ms_pBufferPools)
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CSceneManager::ms_pBufferPools->UnRef(Caldron::Scene::D3DBUFFEROBJ_VERTEX,m_lpVerticesBlend);
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else
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m_lpVerticesBlend->Release();
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m_lpVerticesBlend = NULL;
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}
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if(m_lpVertices) {
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if(CSceneManager::ms_pBufferPools)
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CSceneManager::ms_pBufferPools->UnRef(Caldron::Scene::D3DBUFFEROBJ_VERTEX,m_lpVertices);
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else
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m_lpVertices->Release();
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m_lpVertices = NULL;
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}
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/*
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if(m_lpVerticesBlend) { m_lpVerticesBlend->Release(); m_lpVerticesBlend = NULL; }
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if(m_lpVertices) { m_lpVertices->Release(); m_lpVertices = NULL; }*/
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}
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void CX3DEffectCylinder::Create(unsigned long dwStartFrame, unsigned long dwEndFrame)
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{
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m_dwStartFrame = dwStartFrame;
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m_dwEndFrame = dwEndFrame;
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}
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BOOL CX3DEffectCylinder::CreateBuffer(void)
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{
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if(m_lpVerticesBlend) {
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CSceneManager::ms_pBufferPools->UnRef(Caldron::Scene::D3DBUFFEROBJ_VERTEX,m_lpVerticesBlend);
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//m_lpVerticesBlend->Release();
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m_lpVerticesBlend = NULL;
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}
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if(m_lpVertices) {
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CSceneManager::ms_pBufferPools->UnRef(Caldron::Scene::D3DBUFFEROBJ_VERTEX,m_lpVertices);
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// m_lpVertices->Release();
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m_lpVertices = NULL;
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}
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// m_lpVertices = CSceneManager::ms_pBufferPools->GetVertexBuffer(((m_dwSidePlane + 1) * 2) * sizeof(LVertex),LVERTEXFVF,true);
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// m_lpVerticesBlend = CSceneManager::ms_pBufferPools->GetVertexBuffer(((m_dwSidePlane + 1) * 2) * sizeof(LVertex),LVERTEXFVF,true);
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m_lpVertices = CSceneManager::ms_pBufferPools->GetVertexBuffer(((m_dwSidePlane + 1) * 2) * sizeof(LVertex),LVERTEXFVF,false);
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m_lpVerticesBlend = CSceneManager::ms_pBufferPools->GetVertexBuffer(((m_dwSidePlane + 1) * 2) * sizeof(LVertex),LVERTEXFVF,false);
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/*
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if(m_lpVerticesBlend) { m_lpVerticesBlend->Release(); m_lpVerticesBlend = NULL; }
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if(m_lpVertices) { m_lpVertices->Release(); m_lpVertices = NULL; }
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m_lpD3DDevice->CreateVertexBuffer( ((m_dwSidePlane + 1) * 2) * sizeof(LVertex), D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC, LVERTEXFVF,
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D3DPOOL_DEFAULT, &m_lpVertices );
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m_lpD3DDevice->CreateVertexBuffer( ((m_dwSidePlane + 1) * 2) * sizeof(LVertex), D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC, LVERTEXFVF,
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D3DPOOL_DEFAULT, &m_lpVerticesBlend );
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*/
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m_dwPrimitive = m_dwSidePlane * 2;
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return TRUE;
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}
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void CX3DEffectCylinder::Render(void)
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{
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if(!m_bVisibility)
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return;
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if(m_lpVertices == NULL) return;
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matrix matWorld;
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matWorld.MakeIdent();
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quaternion *quatAxis = ((CX3DEffect *)m_lpLocalEffect)->GetAxis();
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m_lpD3DDevice->SetRenderState(D3DRS_ZWRITEENABLE,FALSE);
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if(quatAxis) { z3d::MatrixRotationQuaternion(matWorld, (*quatAxis)); }
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if(m_QuatSet) {
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z3d::MatrixRotationQuaternion(matWorld, (m_TmpQuat));
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}
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if(((CX3DEffect *)m_lpLocalEffect)->GetCenter())
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{
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vector3 *vecTemp = ((CX3DEffect *)m_lpLocalEffect)->GetCenter();
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matWorld._41 = vecTemp->x;
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matWorld._42 = vecTemp->y;
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matWorld._43 = vecTemp->z;
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}
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m_lpD3DDevice->SetTransform(D3DTS_WORLD, (D3DMATRIX *)&matWorld);
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m_lpD3DDevice->SetTexture(0, GetTexture());
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m_lpD3DDevice->SetRenderState(D3DRS_SRCBLEND, m_dwSrcBlending);
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m_lpD3DDevice->SetRenderState(D3DRS_DESTBLEND, m_dwDestBlending);
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m_lpD3DDevice->SetStreamSource(0, m_lpVertices, sizeof(LVertex));
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m_lpD3DDevice->SetVertexShader(LVERTEXFVF);
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m_lpD3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, m_dwPrimitive);
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if(m_bTexAni)
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{
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m_lpD3DDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
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m_lpD3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
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m_lpD3DDevice->SetStreamSource(0, m_lpVerticesBlend, sizeof(LVertex));
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m_lpD3DDevice->SetVertexShader(LVERTEXFVF);
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m_lpD3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, m_dwPrimitive);
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}/**/
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}
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BOOL CX3DEffectCylinder::Interpolation(float fFrame)
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{
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///////////////////////////////////////////////////////////////////////////////////
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if(!m_lstCenter.Interpolation(fFrame, m_vecCenter)) return FALSE;
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if(!m_lstAxis.InterpolationQ(fFrame, m_quatAxis)) return FALSE;
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if(!m_lstUpperHeight.Interpolation(fFrame, m_fUpperHeight)) return FALSE;
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if(!m_lstUpperRadius.Interpolation(fFrame, m_fUpperRadius)) return FALSE;
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if(!m_lstLowerHeight.Interpolation(fFrame, m_fLowerHeight)) return FALSE;
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if(!m_lstLowerRadius.Interpolation(fFrame, m_fLowerRadius)) return FALSE;
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if(m_Scale[0] != 1.0f) {
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m_fUpperHeight *=m_Scale[0];
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m_fUpperRadius *=m_Scale[0];
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m_fLowerHeight *=m_Scale[0];
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m_fLowerRadius *=m_Scale[0];
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m_vecCenter.x *=m_Scale[0];
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m_vecCenter.z *=m_Scale[0];
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m_vecCenter.y *=(m_Scale[0]);
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}
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if(!m_lstColor.InterpolationC(fFrame, m_lColor)) return FALSE;
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if(m_bTexAni)
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{
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if(!m_lstTexFrame.Interpolation(fFrame, m_fTexFrame)) return FALSE;
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} else
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{
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if(!m_lstStartU.Interpolation(fFrame, m_fStartU)) return FALSE;
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if(!m_lstStartV.Interpolation(fFrame, m_fStartV)) return FALSE;
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if(!m_lstTileU.Interpolation(fFrame, m_fTileU)) return FALSE;
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if(!m_lstTileV.Interpolation(fFrame, m_fTileV)) return FALSE;
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}
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if(m_bVisibility) {
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///////////////////////////////////////////////////////////////////////////////////
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{
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LVertex *pVertices, *pVerticesBlend;
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// if(FAILED( m_lpVertices->Lock( 0, ((m_dwSidePlane + 1) * 2) * sizeof(LVertex), (unsigned char **)&pVertices, D3DLOCK_DISCARD | D3DLOCK_NOSYSLOCK) ) )
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if(FAILED( m_lpVertices->Lock( 0, 0, (unsigned char **)&pVertices, 0) ) )
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return FALSE;
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// if(FAILED( m_lpVerticesBlend->Lock( 0, ((m_dwSidePlane + 1) * 2) * sizeof(LVertex), (unsigned char **)&pVerticesBlend, D3DLOCK_DISCARD | D3DLOCK_NOSYSLOCK) ) )
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if(FAILED( m_lpVerticesBlend->Lock( 0, 0, (unsigned char **)&pVerticesBlend, 0) ) )
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return FALSE;
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unsigned long i, tempi;
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float degree;
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float divangle = 360.0f / m_dwSidePlane;
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float f1, f2;
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float fStartU, fStartV, fEndU, fEndV;
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float fStartBU, fStartBV, fEndBU, fEndBV;
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if(m_bTexAni)
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{
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f1 = (((long)m_fTexFrame) % 4) * 0.25;
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f2 = (((long)m_fTexFrame) / 4) * 0.25;
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fStartU = f1;
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fStartV = f2;
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f1 = (((long)ceilf(m_fTexFrame)) % 4) * 0.25;
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f2 = (((long)ceilf(m_fTexFrame)) / 4) * 0.25;
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fStartBU = f1;
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fStartBV = f2;
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fEndU = fEndBU = 0.25f;
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fEndV = fEndBV = 0.25f;
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} else
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{
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fStartBU = fStartU = m_fStartU;
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fStartBV = fStartV = m_fStartV;
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fEndBU = fEndU = m_fTileU - fStartBU;
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fEndBV = fEndV = m_fTileV - fStartBV;
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}
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for(i = 0; i < m_dwSidePlane; i++)
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{
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degree = FLOAT_DEG(i * divangle);
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tempi = i * 2 + 1;
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pVertices[tempi].v = vector3(m_fUpperRadius * cosf(degree), m_fUpperHeight, m_fUpperRadius * sinf(degree));
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z3d::VectorRotate(pVertices[tempi].v, pVertices[tempi].v, m_quatAxis);
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pVertices[tempi].v += m_vecCenter;
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pVerticesBlend[tempi].v = pVertices[tempi].v;
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pVertices[tempi].tu = fStartU + fEndU * (float)i / m_dwSidePlane;
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pVertices[tempi].tv = fStartV;
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pVerticesBlend[tempi].tu = fStartBU + fEndBU * (float)i / m_dwSidePlane;
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pVerticesBlend[tempi].tv = fStartBV;
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tempi = i * 2;
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pVertices[tempi].v = vector3(m_fLowerRadius * cosf(degree), -m_fLowerHeight, m_fLowerRadius * sinf(degree));
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z3d::VectorRotate(pVertices[tempi].v, pVertices[tempi].v, m_quatAxis);
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pVertices[tempi].v += m_vecCenter;
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pVerticesBlend[tempi].v = pVertices[tempi].v;
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pVertices[tempi].tu = fStartU + fEndU * (float)i / m_dwSidePlane;
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pVertices[tempi].tv = fEndV;
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pVerticesBlend[tempi].tu = fStartBU + fEndBU * (float)i / m_dwSidePlane;
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pVerticesBlend[tempi].tv = fEndBV;
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}
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tempi = m_dwSidePlane * 2 + 1;
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pVertices[tempi].v = pVertices[1].v;
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pVertices[tempi].tu = fStartU + fEndU;
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pVertices[tempi].tv = fStartV;
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pVerticesBlend[tempi].tu = fStartBU + fEndBU;
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pVerticesBlend[tempi].tv = fStartBV;
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tempi = m_dwSidePlane * 2;
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pVertices[tempi].v = pVertices[0].v;
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pVertices[tempi].tu = fStartU + fEndU;
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pVertices[tempi].tv = fEndV;
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pVerticesBlend[tempi].tu = fStartBU + fEndBU;
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pVerticesBlend[tempi].tv = fEndBV;
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pVertices[0].diff = m_lColor;
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pVertices[0].spec = color(0xFF, 0xFF, 0xFF, 0xFF);
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pVerticesBlend[0].diff = pVertices[0].diff;
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pVerticesBlend[0].spec = pVertices[0].spec;
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if(m_bTexAni)
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{
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pVertices[0].diff.a *= (floorf(m_fTexFrame + 1.0f) - m_fTexFrame);
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pVerticesBlend[0].diff.a *= (m_fTexFrame - floorf(m_fTexFrame));
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}
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for(i = 1; i < (m_dwSidePlane + 1) * 2; i++)
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{
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pVertices[i].diff = pVertices[0].diff;
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pVertices[i].spec = pVertices[0].spec;
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pVerticesBlend[i].diff = pVerticesBlend[0].diff;
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pVerticesBlend[i].spec = pVerticesBlend[0].spec;
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}
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m_lpVerticesBlend->Unlock();
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m_lpVertices->Unlock();
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}
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}
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return TRUE;
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}
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void CX3DEffectCylinder::Load(FILE *fp, const char *strOriginalPath)
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{
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fread(&m_bTexAni, 4, 1, fp);
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fread(&m_dwSrcBlending, 4, 1, fp);
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fread(&m_dwDestBlending, 4, 1, fp);
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m_lstAxis.Load(fp, m_quatAxis);
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m_lstCenter.Load(fp, m_vecCenter);
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fread(&m_dwSidePlane, 4, 1, fp);
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m_lstColor.Load(fp, m_lColor);
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m_lstUpperHeight.Load(fp, m_fUpperHeight);
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m_lstUpperRadius.Load(fp, m_fUpperRadius);
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m_lstLowerHeight.Load(fp, m_fLowerHeight);
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m_lstLowerRadius.Load(fp, m_fLowerRadius);
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if(m_Scale[0] != 1.0f) {
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m_fUpperHeight *=m_Scale[0];
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m_fUpperRadius *=m_Scale[0];
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m_fLowerHeight *=m_Scale[0];
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m_fLowerRadius *=m_Scale[0];
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m_vecCenter.x *=m_Scale[0];
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m_vecCenter.z *=m_Scale[0];
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m_vecCenter.y *=(m_Scale[0]);
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}
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m_lstStartU.Load(fp, m_fStartU);
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m_lstStartV.Load(fp, m_fStartV);
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m_lstTileU.Load(fp, m_fTileU);
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m_lstTileV.Load(fp, m_fTileV);
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m_lstTexFrame.Load(fp, m_fTexFrame);
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}
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void CX3DEffectCylinder::Save(FILE *fp, const char *strOriginalPath)
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{
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fwrite(&m_bTexAni, 4, 1, fp);
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fwrite(&m_dwSrcBlending, 4, 1, fp);
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fwrite(&m_dwDestBlending, 4, 1, fp);
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m_lstAxis.Save(fp);
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m_lstCenter.Save(fp);
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fwrite(&m_dwSidePlane, 4, 1, fp);
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m_lstColor.Save(fp);
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m_lstUpperHeight.Save(fp);
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m_lstUpperRadius.Save(fp);
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m_lstLowerHeight.Save(fp);
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m_lstLowerRadius.Save(fp);
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m_lstStartU.Save(fp);
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m_lstStartV.Save(fp);
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m_lstTileU.Save(fp);
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m_lstTileV.Save(fp);
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m_lstTexFrame.Save(fp);
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}
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