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>
78 lines
1.5 KiB
C++
78 lines
1.5 KiB
C++
// Z3DSkeletonObject.h: interface for the CZ3DSkeletonObject class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_Z3DSKELETONOBJECT_H__1B9AE6C3_16F6_11D5_A643_0000E8EB4C69__INCLUDED_)
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#define AFX_Z3DSKELETONOBJECT_H__1B9AE6C3_16F6_11D5_A643_0000E8EB4C69__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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#pragma warning(disable:4786)
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#include "misc.h"
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#include "Z3DObject.h"
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#include "Z3DAniHolder.h"
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class CZ3DSkeletonObject : public CZ3DObject
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{
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public:
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CZ3DSkeletonObject() : CZ3DObject()
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{
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}
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virtual ~CZ3DSkeletonObject()
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{
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}
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/*void ApplyAniKey( Z3DAniHolder* pHolder )
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{
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pHolder[m_nBodypartIndex].GetControllerData(m_nPartkeyIndex, m_PosLocal, m_DirLocal );
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}*/
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void GetLocalizedTM( matrix& m, const matrix& localizer )
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{
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Multiply( m, const_cast<matrix&>(localizer), m_TM );
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}
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void SetIndex( int nBodypartIndex, int nPartkeyIndex )
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{
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m_nBodypartIndex = nBodypartIndex;
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m_nPartkeyIndex = nPartkeyIndex;
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}
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int GetAniHolderIndex()
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{
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return m_nBodypartIndex;
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}
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int GetPartInHolderIndex()
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{
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return m_nPartkeyIndex;
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}
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/*void SetLocalizer( matrix& m )
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{
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m_Localizer = m;
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}*/
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/*void GetPos( vector3& v )
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{
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v.x = m_Pos.x;
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v.y = m_Pos.y;
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v.z = m_Pos.z;
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}*/
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protected:
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//matrix m_Localizer; // ¼ÒÀ§ 'TM inverse' ¶ó°í ºÒ¸®´Â ¹°°Ç.
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int m_nBodypartIndex;
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int m_nPartkeyIndex;
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};
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#endif // !defined(AFX_Z3DSKELETONOBJECT_H__1B9AE6C3_16F6_11D5_A643_0000E8EB4C69__INCLUDED_)
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