Files
Client/GameTools/WORLDCREATOR/Z3DEditorGeneralChrModel.cpp
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

🤖 Generated with [Claude Code](https://claude.com/claude-code)

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

95 lines
2.1 KiB
C++

// Z3DEditorGeneralChrModel.cpp: implementation of the CZ3DEditorGeneralChrModel class.
//
//////////////////////////////////////////////////////////////////////
#include "stdafx.h"
#include "worldcreator.h"
#include "Z3DEditorGeneralChrModel.h"
#ifdef _DEBUG
#undef THIS_FILE
static char THIS_FILE[]=__FILE__;
#define new DEBUG_NEW
#endif
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CZ3DGeneralChrModelSkeleton::CZ3DGeneralChrModelSkeleton()
{
m_pVertices = NULL;
m_lVertexCount = 0;
m_pIndices = NULL;
m_lIndexCount = 0;
m_rpSkeleton = NULL;
m_pTexture = NULL;
}
CZ3DGeneralChrModelSkeleton::~CZ3DGeneralChrModelSkeleton()
{
SAFE_DELETEA( m_pIndices );
SAFE_DELETEA( m_pVertices );
}
bool CZ3DGeneralChrModelSkeleton::Create( CZ3DGCMDS* pGCMDS, CZ3DSkeletonObject* pSkeleton )
{
m_lVertexCount = pGCMDS->GetSkeletonCount();
m_pVertices = new D3DVERTEX[m_lVertexCount];
m_lIndexCount = (m_lVertexCount-1)*2;
m_pIndices = new WORD[m_lIndexCount];
const long* pHierarchy = pGCMDS->GetSkeletonHierarchy();
for( int i = 0; i < pGCMDS->GetSkeletonCount()-1; ++i )
{
m_pIndices[i*2] = pHierarchy[i+1];
m_pIndices[i*2+1] = i+1;
}
m_rpSkeleton = pSkeleton;
return true;
}
void CZ3DGeneralChrModelSkeleton::Render()
{
for( int i = 0; i < m_lVertexCount; ++i )
{
m_pVertices[i].x = m_rpSkeleton[i].GetTM()->_41;
m_pVertices[i].y = m_rpSkeleton[i].GetTM()->_42;
m_pVertices[i].z = m_rpSkeleton[i].GetTM()->_43;
}
GetDevice()->SetVertexShader( D3DFVF_VERTEX );
GetDevice()->DrawIndexedPrimitiveUP( D3DPT_LINELIST, 0, m_lVertexCount,
m_lIndexCount/2, m_pIndices, D3DFMT_INDEX16, m_pVertices, sizeof(D3DVERTEX) );
}
CZ3DEditorGeneralChrModel::CZ3DEditorGeneralChrModel()
{
}
CZ3DEditorGeneralChrModel::~CZ3DEditorGeneralChrModel()
{
}
bool CZ3DEditorGeneralChrModel::Init( const char* szGCMDSname )
{
if( false == CZ3DGeneralChrModel::Init( szGCMDSname ) )
{
return false;
}
m_SkelRender.Create( m_rpGCMDS, m_pSkeletonObjects );
m_pSkin->SetIndividualRender( false );
return false;
}