Files
Client/Engine/Zalla3D Scene Class/TreeScene.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

71 lines
2.0 KiB
C++

// TreeScene.h: interface for the CTreeScene class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_TREESCENE_H__221EA477_56C9_484F_8C14_D6AE4677B987__INCLUDED_)
#define AFX_TREESCENE_H__221EA477_56C9_484F_8C14_D6AE4677B987__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "SectorDefine.h"
#include "SceneNode.h"
#include "Vertex.h"
#include "MeshObject.h"
#include "SectorPlantMap.h"
#include "RenderTexture.h"
struct TreeNode_t {
int iIndex;
float fViewDist;
matrix matRot;
matrix matTm;
unsigned char ucKind;
};
class CTreeScene : public CSceneNode
{
//LPDIRECT3DVERTEXBUFFER8 m_pPlantVertex;
//LPDIRECT3DINDEXBUFFER8 m_pPlantIndices;
//int m_BeforeDetail;
//short m_DetailTree[SECTORSX*SECTORSY];
//short m_DetailTreeKind[SECTORSX*SECTORSY];
//int m_cDetailTree;
public:
void Update(float fUpdate);
void RenderShadow(LPDIRECT3DDEVICE8 pd3dDevice,CRenderTexture &pShadowTexture);
float m_fRot;
unsigned char m_usDetailTree[SECTORSX*SECTORSY];
float *m_pHeight;
void CalcObjectLens();
//short m_AlreadyPutPlant[SECTORSX*SECTORSY];
static CMeshObject *m_NormalTreeMesh[MAX_TREEKIND];
static CMeshObject *m_NormalTreeMeshLOD[MAX_TREEKIND];
static CMeshObject *m_NormalTreeLeaves[MAX_TREEKIND];
static CMeshObject *m_NormalTreeTrunk[MAX_TREEKIND];
long m_cPlant;
TreeNode_t *m_ViewPlants;
int m_iViewPlantsNum;
std::vector<int> m_ShadowPolyList;
//vector3 m_vecPlantPosition[MAX_TREE];
//short m_PlantKind[SECTORSX*SECTORSY];
//short m_IndexPlantKind[MAX_TREE];
void GeneratePlant(CSectorPlantMap *PlantMap,float *pHeightData);
void Render(LPDIRECT3DDEVICE8 pd3dDevice);
void RenderEnv(LPDIRECT3DDEVICE8 pd3dDevice);
void GeneratePlant(int SeedX,int SeedY,float *pHeightData,float fAvgHeight);
void Create();
CTreeScene();
virtual ~CTreeScene();
};
int Tree_tCompare(const void *arg1,const void *arg2);
#endif // !defined(AFX_TREESCENE_H__221EA477_56C9_484F_8C14_D6AE4677B987__INCLUDED_)