Files
Client/Engine/Zalla3D Scene Class/NMesh.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

89 lines
1.6 KiB
C++

#pragma once
#include "resourceobj.h"
#include "vector.h"
#include "NTexture.h"
#include "vertex.h"
#include "../Caldron/Src/Scene/D3DBufferPools.h"
#include <vector>
namespace CROSSM {
class CNMesh :
public CResourceObj
{
public:
CNMesh(void);
virtual ~CNMesh(void);
virtual bool Load();
virtual bool Unload();
virtual bool PostLoad();
void MeshReload(){}
void ConvertTree();
void ConvertMulti();
void ConvertNormal();
void AllUnlockBuffer();
void AllLockBuffer();
long GetObjectCount(){return (int)m_nVertex.size();};
void RenderName(IDirect3DDevice8* pDevice);
void RenderBox(LPDIRECT3DDEVICE8 pd3dDevice);
void Render(LPDIRECT3DDEVICE8 pd3dDevice);
void CalcBox();
void SetShader(DWORD Shader){m_dwShader=Shader;};
void SetPostConvert(DWORD Shader) { m_dwConvertShader = Shader; };
void Save(char *strName){}
int m_iObjectMethod; // object Vertex Type, 0 : MulTiVertex, 3 : LightVertex.
DWORD m_dwShader;
DWORD m_dwConvertShader;
bool m_isAlreadyLock;
vector3 m_MaxBox,m_MinBox;
bool m_bCompleteMesh;
int m_nTotalVertex;
int m_nTotalIndices;
bool m_bRender;
struct BoundingBoxMinMax
{
vector3 vBoxMin, vBoxMax;
};
std::vector<BoundingBoxMinMax> m_vecMeshPieceBoundingBoxInfo;
std::vector<LPDIRECT3DVERTEXBUFFER8> m_pVertexBuffer;
std::vector<LPDIRECT3DINDEXBUFFER8> m_pIndicesBuffer;
std::vector<CNTexture*> m_pMat;
std::vector<char *> m_pMatName;
std::vector<DWORD> m_pMatRef;
std::vector<WORD *> m_pIndices;
std::vector<void *> m_pVertex;
std::vector<long> m_nVertex;
std::vector<long> m_nIndices;
std::vector<WORD *> m_pLoadedIndices;
std::vector<LightVertex *> m_pLoadedVertex;
};
}