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>
83 lines
2.7 KiB
C++
83 lines
2.7 KiB
C++
// X3DEffectCylinder.h: interface for the CX3DEffectCylinder class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_X3DEFFECTCYLINDER_H__21EB02CB_6CA5_4DA9_9AD2_EBED7AFE8320__INCLUDED_)
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#define AFX_X3DEFFECTCYLINDER_H__21EB02CB_6CA5_4DA9_9AD2_EBED7AFE8320__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 "X3DEffectBase.h"
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class CX3DEffectCylinder : public CX3DEffectBase
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{
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protected:
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unsigned long m_dwSidePlane, m_dwPrimitive;
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float m_fUpperHeight;
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float m_fLowerHeight;
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float m_fUpperRadius;
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float m_fLowerRadius;
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float m_fTileU;
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float m_fTileV;
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float m_fStartU;
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float m_fStartV;
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float m_fTexFrame;
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LPDIRECT3DVERTEXBUFFER8 m_lpVertices;
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LPDIRECT3DVERTEXBUFFER8 m_lpVerticesBlend;
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public:
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CKeyList<FloatKeyList> m_lstUpperHeight;
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CKeyList<FloatKeyList> m_lstLowerHeight;
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CKeyList<FloatKeyList> m_lstUpperRadius;
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CKeyList<FloatKeyList> m_lstLowerRadius;
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CKeyList<FloatKeyList> m_lstTileU;
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CKeyList<FloatKeyList> m_lstTileV;
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CKeyList<FloatKeyList> m_lstStartU;
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CKeyList<FloatKeyList> m_lstStartV;
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CKeyList<FloatKeyList> m_lstTexFrame;
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public:
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CX3DEffectCylinder();
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virtual ~CX3DEffectCylinder();
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void SetSidePlane(unsigned long dwSidePlane) { m_dwSidePlane = dwSidePlane; }
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unsigned long GetSidePlane(void) { return m_dwSidePlane; }
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void SetUpperHeight(float fUpperHeight) { m_fUpperHeight = fUpperHeight; }
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float GetUpperHeight(void) { return m_fUpperHeight; }
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void SetLowerHeight(float fLowerHeight) { m_fLowerHeight = fLowerHeight; }
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float GetLowerHeight(void) { return m_fLowerHeight; }
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void SetUpperRadius(float fUpperRadius) { m_fUpperRadius = fUpperRadius; }
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float GetUpperRadius(void) { return m_fUpperRadius; }
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void SetLowerRadius(float fLowerRadius) { m_fLowerRadius = fLowerRadius; }
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float GetLowerRadius(void) { return m_fLowerRadius; }
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void SetTileU(float fTileU) { m_fTileU = fTileU; }
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float GetTileU(void) { return m_fTileU; }
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void SetTileV(float fTileV) { m_fTileV = fTileV; }
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float GetTileV(void) { return m_fTileV; }
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void SetStartU(float fStartU) { m_fStartU = fStartU; }
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float GetStartU(void) { return m_fStartU; }
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void SetStartV(float fStartV) { m_fStartV = fStartV; }
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float GetStartV(void) { return m_fStartV; }
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void SetTexFrame(float fTexFrame) { m_fTexFrame = fTexFrame; }
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float GetTexFrame(void) { return m_fTexFrame; }
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void Create(unsigned long dwStartFrame, unsigned long dwEndFrame);
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BOOL CreateBuffer(void);
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void Render(void);
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BOOL Interpolation(float fFrame);
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void Load(FILE *fp, const char *strOriginalPath = NULL);
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void Save(FILE *fp, const char *strOriginalPath = NULL);
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};
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#endif // !defined(AFX_X3DEFFECTCYLINDER_H__21EB02CB_6CA5_4DA9_9AD2_EBED7AFE8320__INCLUDED_)
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