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>
71 lines
1.7 KiB
C++
71 lines
1.7 KiB
C++
// Octree.h: interface for the COctree class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_OCTREE_H__E2D2D94E_00CE_4D60_B3C2_56C46A1EF03D__INCLUDED_)
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#define AFX_OCTREE_H__E2D2D94E_00CE_4D60_B3C2_56C46A1EF03D__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 <Vertex.h>
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#include <3DMath.h>
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#include <vector>
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#include "ViewCamera.h"
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//#include "SceneManager.h"
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#include "../zalla3d base class/Z3DByteDataObj.h"
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class PolyNode {
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public:
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vector3 m_vecPoly[3];
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int m_used;
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PolyNode(vector3 *vecPoly)
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{
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m_vecPoly[0]=vecPoly[0];
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m_vecPoly[1]=vecPoly[1];
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m_vecPoly[2]=vecPoly[2];
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m_used=0;
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};
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PolyNode()
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{};
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~PolyNode()
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{};
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void Set(vector3 *vecPoly)
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{
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m_vecPoly[0]=vecPoly[0];
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m_vecPoly[1]=vecPoly[1];
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m_vecPoly[2]=vecPoly[2];
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m_used=0;
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};
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};
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class COctree
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{
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vector3 m_MinBox,m_MaxBox;
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public:
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std::vector<long> m_PolyNodeID;
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COctree *m_pChild[8];
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void CullSphere(vector3 vecCenter,float fRad,std::vector<PolyNode *> &PolyList,std::vector<int> &PolyID);
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void CullFrustum(CViewCamera *pCamera,std::vector<PolyNode *> &PolyList,std::vector<int> &PolyID);
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void CullRay(vector3 vecStart,vector3 vecDir,float fLens,std::vector<PolyNode *> &PolyList,std::vector<int> &PolyID);
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void CalcBoundBox(std::vector<PolyNode *> &PolyList);
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void SplitNode(int DepthNode,std::vector<PolyNode *> &PolyList);
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int IntersectionRay(const D3DXVECTOR3 &vecRayOrigin,const D3DXVECTOR3 &vecRayDir,float &fNear,float &fFar);
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void Render(LPDIRECT3DDEVICE8 pd3dDevice);
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void Save(FILE *fp);
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void Load(FILE *fp);
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void Load(CROSSM::CZ3DByteDataObj *pDataObj);
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COctree();
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virtual ~COctree();
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};
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#endif // !defined(AFX_OCTREE_H__E2D2D94E_00CE_4D60_B3C2_56C46A1EF03D__INCLUDED_)
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