Files
Client/Engine/Zalla3D Scene Class/BoidScene.h
LGram16 e067522598 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>
2025-11-29 16:24:34 +09:00

64 lines
1.3 KiB
C++

// BoidScene.h: interface for the CBoidScene class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_BOIDSCENE_H__C74FEBE3_6C82_40E8_8862_3914033E05E0__INCLUDED_)
#define AFX_BOIDSCENE_H__C74FEBE3_6C82_40E8_8862_3914033E05E0__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "3DMath.h"
#include "MeshObject.h"
#define MIN(a,b) ((a<b)?a:b)
#define MAX(a,b) ((a>b)?a:b)
#define rnd() (((FLOAT)rand() ) / RAND_MAX)
class CBoidScene
{
class BoidNode
{
public:
vector3 m_vecLoc;
vector3 m_vecDir;
vector3 m_vecDeltaPos;
vector3 m_vecDeltaDir;
int m_DeltaCnt;
float m_fSpeed;
float m_fYaw,m_fPitch,m_fRoll,m_fDYaw;
color m_color;
float *m_fDist;
matrix m_matLocal;
float m_fAni;
};
CMeshObject *m_pBoidObject[2];
public:
void DeleteBoid();
int m_nBoids;
int m_BoidObject;
float m_InfluenceRadius;
float m_InfluenceRadiusSquared;
float m_CollisionFraction;
float m_InvCollisionFraction;
float m_NormalSpeed;
float m_AngleTweak;
float m_PitchToSpeedRatio;
void Render(LPDIRECT3DDEVICE8 pd3dDevice);
void UpdateFlock();
void Update(float fUpdate);
vector3 m_vecGoal;
void Create(int nBoid,int BoidObject);
BoidNode *m_pBoids;
CBoidScene();
virtual ~CBoidScene();
};
#endif // !defined(AFX_BOIDSCENE_H__C74FEBE3_6C82_40E8_8862_3914033E05E0__INCLUDED_)