Files
Client/GameTools/Zallad3D SceneClass/OctreeScene.h
LGram16 dd97ddec92 Restructure repository to include all source folders
Move git root from Client/ to src/ to track all source code:
- Client: Game client source (moved to Client/Client/)
- Server: Game server source
- GameTools: Development tools
- CryptoSource: Encryption utilities
- database: Database scripts
- Script: Game scripts
- rylCoder_16.02.2008_src: Legacy coder tools
- GMFont, Game: Additional resources

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-29 20:17:20 +09:00

37 lines
1.2 KiB
C++

// OctreeScene.h: interface for the COctreeScene class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_OCTREESCENE_H__87C08805_348B_4734_8F20_9353BDC89A05__INCLUDED_)
#define AFX_OCTREESCENE_H__87C08805_348B_4734_8F20_9353BDC89A05__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
//#include "OctreeContainer.h"
#include "Octree.h"
class COctreeScene
{
List<PolyNode *> m_PolyList;
public:
void CullRay(vector3 vecStart,vector3 vecDir,float fLens,List<PolyNode*> &CullPoly);
void CullFrustum(CViewCamera *pCamera,List<PolyNode*> &CullPoly);
void CullSphere(vector3 vecCenter,float fRad,List<PolyNode*> &CullPoly);
void Load(FILE *fp);
void Save(FILE *fp);
void Render(LPDIRECT3DDEVICE8 pd3dDevice);
void GenerateOctree();
void AddPoly(vector3 *vecPoly);
COctree *m_pOctree;
COctreeScene();
virtual ~COctreeScene();
// Ãæµ¹ ÀϾ ¶§ true
bool CollisionToRay(const D3DXVECTOR3 &vecStart,const D3DXVECTOR3 &vecDir,const float &fDist);
bool CollisionTriangleToRay(long iFaceIndex,const D3DXVECTOR3 &vecStart,const D3DXVECTOR3 &vecDir,const float &fDist);
};
#endif // !defined(AFX_OCTREESCENE_H__87C08805_348B_4734_8F20_9353BDC89A05__INCLUDED_)