convert comments in h files to utf8
This commit is contained in:
@ -15,7 +15,7 @@ class CAttributeInstance
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const char * GetDataFileName() const;
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// NOTE : Object <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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// NOTE : Object 전용
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void SetObjectPointer(CAttributeData * pAttributeData);
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void RefreshObject(const D3DXMATRIX & c_rmatGlobal);
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CAttributeData * GetObjectPointer() const;
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@ -51,8 +51,8 @@ class CCamera
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void SetResistance(float fResistance);
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private:
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const CCamera & operator = (const CCamera &) ; // <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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CCamera (const CCamera & ) ; //<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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const CCamera & operator = (const CCamera &) ; // 지원하지 않음
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CCamera (const CCamera & ) ; //지원하지 않음
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// Camera Update
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eCameraState m_eCameraState;
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@ -85,14 +85,14 @@ class CCamera
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D3DXMATRIX m_matInverseView;
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D3DXMATRIX m_matBillboard; // Special matrix for billboarding effects
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//<EFBFBD>߰<EFBFBD><EFBFBD><EFBFBD>
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//추가분
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float m_fPitch;
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float m_fRoll;
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float m_fDistance;
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// ī<EFBFBD><EFBFBD> AI<41><49> <20><><EFBFBD><EFBFBD> Ray <EFBFBD><EFBFBD>
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// 카메라 AI를 위한 Ray 들
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// ī<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ѷ<EFBFBD><D1B7><EFBFBD> Ray
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// 카메라를 둘러싼 Ray
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CRay m_kCameraBottomToTerrainRay;
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CRay m_kCameraFrontToTerrainRay;
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CRay m_kCameraBackToTerrainRay;
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@ -124,14 +124,14 @@ class CCamera
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bool m_bDrag;
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// protected:
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// <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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// 물리
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D3DXVECTOR3 m_v3AngularAcceleration;
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D3DXVECTOR3 m_v3AngularVelocity;
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float m_fResistance;
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public:
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//////////////////////////////////////////////////////////////////////////
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// <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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// 물리
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//////////////////////////////////////////////////////////////////////////
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void SetAngularAcceleration(D3DXVECTOR3 v3AngularAcceleration) { m_v3AngularAcceleration = v3AngularAcceleration; }
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@ -185,7 +185,7 @@ class CCamera
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float GetRoll() const { return m_fRoll; }
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float GetDistance() const { return m_fDistance; }
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void Pitch(const float fPitchDelta); //<EFBFBD><EFBFBD><EFBFBD>ư<EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ִ´<D6B4>.
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void Pitch(const float fPitchDelta); //돌아가는 각도를 넣는다.
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void Roll(const float fRollDelta);
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void SetDistance(const float fdistance);
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@ -193,35 +193,35 @@ class CCamera
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// camera movement
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//////////////////////////////////////////////////////////////////////////
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// <EFBFBD><EFBFBD><EFBFBD>״<EFBFBD><EFBFBD><EFBFBD> <20>̵<EFBFBD>... ī<><EFBFBD> <20><>ġ<EFBFBD><C4A1> Ÿ<><C5B8> <20><>ġ<EFBFBD><C4A1> <20><><EFBFBD><EFBFBD> <20><EFBFBD><DEB6><EFBFBD><EFBFBD><EFBFBD>.
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// 말그대로 이동... 카메라 위치와 타겟 위치가 모두 달라진다.
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void Move(const D3DXVECTOR3 & v3Displacement);
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// <EFBFBD><EFBFBD>.. ī<EFBFBD><EFBFBD> <20><>ġ<EFBFBD><C4A1> <20>̵<EFBFBD>.. Ÿ<><C5B8> <20><>ġ<EFBFBD><C4A1> <20><><EFBFBD><EFBFBD>...
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// 줌.. 카메라 위치만 이동.. 타겟 위치는 고정...
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void Zoom(float fRatio);
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// <EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>̵<EFBFBD>.. Ÿ<><C5B8><EFBFBD><EFBFBD>ġ<EFBFBD><C4A1> <20><EFBFBD><DEB6><EFBFBD><EFBFBD>Ƿ<EFBFBD> <20>ܰ<EFBFBD><DCB0><EFBFBD> <20>ٸ<EFBFBD><D9B8><EFBFBD>...
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// 뷰 방향으로 이동.. 타겟위치가 달라지므로 줌과는 다르다...
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void MoveAlongView(float fDistance);
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// ī<EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>̵<EFBFBD>..
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// 카메라 옆 방향으로 이동..
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void MoveAlongCross(float fDistance);
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// ī<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>̵<EFBFBD>...
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// 카메라 업벡터 방향으로 이동...
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void MoveAlongUp(float fDistance);
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// ī<EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>̵<EFBFBD>... MoveAlongCross<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>..
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// 카메라 옆 방향으로 이동... MoveAlongCross과 동일..
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void MoveLateral(float fDistance);
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// <EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Z <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> XY<58><59><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>̵<EFBFBD>..
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// 뷰 방향의 Z 성분을 무시한 XY평면 방향으로 이동..
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void MoveFront(float fDistance);
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// Z<EFBFBD><EFBFBD><EFBFBD><EFBFBD>(<28><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>)<29><><EFBFBD><EFBFBD> <20>̵<EFBFBD>...
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// Z방향(연직 방향)으로 이동...
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void MoveVertical(float fDistance);
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// //ī<EFBFBD><EFBFBD> <20><>ġ<EFBFBD><C4A1> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ű<EFBFBD><C5B0> <20>Ӹ<EFBFBD><D3B8><EFBFBD> <20><><EFBFBD><EFBFBD>. Ÿ<><C5B8><EFBFBD><EFBFBD> <20><EFBFBD><DEB6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>?
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// //ȸ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ƴ<EFBFBD> "<22><>(Degree)"<EFBFBD><EFBFBD> <20>ִ´<D6B4>.
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// //카메라 위치는 고정시키고 머리만 든다. 타겟이 달라지겠죠?
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// //회전각을 라디안이 아닌 "도(Degree)"로 넣는다.
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// void RotateUpper(float fDegree);
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// Ÿ<EFBFBD><EFBFBD> <20>߽<EFBFBD><DFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>. Eterlib<EFBFBD><EFBFBD> SetAroundCamera<EFBFBD><EFBFBD> <20><><EFBFBD>ɰ<EFBFBD> <20><><EFBFBD><EFBFBD>...
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// fPitchDegree<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>(0<><30>)<29>κ<EFBFBD><CEBA><EFBFBD> <20>Ʒ<EFBFBD><C6B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>...
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// fRollDegree<EFBFBD><EFBFBD> Ÿ<><C5B8> <20>߽<EFBFBD><DFBD><EFBFBD><EFBFBD><EFBFBD> <20>ð<EFBFBD><C3B0><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>...
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// 타겟 중심으로 돈다. Eterlib의 SetAroundCamera의 기능과 유사...
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// fPitchDegree는 수평(0도)로부터 아랫쪽으로 꺽어지는 각도...
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// fRollDegree는 타겟 중심으로 시계방향으로 도는 각도...
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void RotateEyeAroundTarget(float fPitchDegree, float fRollDegree);
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// <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>߽<EFBFBD><DFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD> <20>߽<EFBFBD><DFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>. Ÿ<><C5B8> <20><><EFBFBD><EFBFBD> <20><EFBFBD><DEB6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>?
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// 도는 중심점을 따로 지정 그 점을 중심으로 돈다. 타겟 점도 달라지겠죠?
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void RotateEyeAroundPoint(const D3DXVECTOR3 & v3Point, float fPitchDegree, float fRollDegree);
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protected:
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@ -27,10 +27,10 @@ class CColorTransitionHelper
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bool isTransitionStarted() { return m_bTransitionStarted; }
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private:
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D3DCOLOR m_dwCurColor; // <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>
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D3DCOLOR m_dwCurColor; // 현재 색
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DWORD m_dwStartTime; // <EFBFBD>ٲ<EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϴ<EFBFBD> <20>ð<EFBFBD>
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DWORD m_dwDuration; // <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>ȿ<EFBFBD> <20>ٲ<EFBFBD><D9B2>°<EFBFBD>?
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DWORD m_dwStartTime; // 바뀌기 시작하는 시간
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DWORD m_dwDuration; // 얼마 동안에 바뀌는가?
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bool m_bTransitionStarted;
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@ -42,15 +42,15 @@ protected:
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D3DXPLANE m_v4FrontPlane;
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D3DXPLANE m_v4BackPlane;
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// <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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// 개수
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DWORD m_dwVertexCount;
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DWORD m_dwPrimitiveCount;
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// <EFBFBD><EFBFBD><EFBFBD>ý<EFBFBD> <20><><EFBFBD>ۿ<EFBFBD> <20>δ콺 <20><><EFBFBD><EFBFBD>
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// 버택스 버퍼와 인댁스 버퍼
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// CGraphicVertexBuffer m_GraphicVertexBuffer;
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// CGraphicIndexBuffer m_GraphicIndexBuffer;
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// <EFBFBD><EFBFBD><EFBFBD>ý<EFBFBD> <20><><EFBFBD>ۿ<EFBFBD> <20>δ콺 <20><><EFBFBD><EFBFBD> <20><><EFBFBD>ſ<EFBFBD> <20>迭 <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> DrawIndexedPrimitiveUP<EFBFBD><EFBFBD> <20><EFBFBD><D7B8><EFBFBD>.
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// 버택스 버퍼와 인댁스 버퍼 대신에 배열 만들고 DrawIndexedPrimitiveUP로 그리자.
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typedef struct
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{
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WORD m_wMinIndex;
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@ -230,7 +230,7 @@ class CGraphicBase
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void UpdatePipeLineMatrix();
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protected:
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// <EFBFBD><EFBFBD><EFBFBD><EFBFBD> D3DX Mesh <EFBFBD><EFBFBD> (<28>÷<EFBFBD><C3B7><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> ǥ<><C7A5>Ȱ <20><> <20><><EFBFBD><EFBFBD>)
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// 각종 D3DX Mesh 들 (컬루젼 데이터 등을 표시활 때 쓴다)
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static LPD3DXMESH ms_lpSphereMesh;
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static LPD3DXMESH ms_lpCylinderMesh;
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@ -274,7 +274,7 @@ class CGraphicBase
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static float ms_fNearY;
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static float ms_fFarY;
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// 2004.11.18.myevan.DynamicVertexBuffer<EFBFBD><EFBFBD> <20><>ü
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// 2004.11.18.myevan.DynamicVertexBuffer로 교체
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/*
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static std::vector<TIndex> ms_lineIdxVector;
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static std::vector<TIndex> ms_lineTriIdxVector;
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@ -292,7 +292,7 @@ class CGraphicBase
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static DWORD ms_dwFlashingEndTime;
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static D3DXCOLOR ms_FlashingColor;
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// Terrain picking<EFBFBD><EFBFBD> Ray... CCamera <EFBFBD>̿<EFBFBD><EFBFBD>ϴ<EFBFBD> <20><><EFBFBD><EFBFBD>.. <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Ray<61><79> <20><><EFBFBD><EFBFBD> <20>ʿ<EFBFBD>...
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// Terrain picking용 Ray... CCamera 이용하는 버전.. 기존의 Ray와 통합 필요...
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static CRay ms_Ray;
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//
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@ -18,8 +18,8 @@ class CGraphicCollisionObject : public CGraphicBase
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bool IntersectSphere(const D3DXVECTOR3 & c_rv3Position, float fRadius, const D3DXVECTOR3 & c_rv3RayOriginal, const D3DXVECTOR3 & c_rv3RayDirection);
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bool IntersectCylinder(const D3DXVECTOR3 & c_rv3Position, float fRadius, float fHeight, const D3DXVECTOR3 & c_rv3RayOriginal, const D3DXVECTOR3 & c_rv3RayDirection);
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// NOTE : ms_vtPickRayOrig<EFBFBD><EFBFBD> ms_vtPickRayDir<EFBFBD><EFBFBD> CGraphicBGase<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ִµ<D6B4>
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// <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>ڷ<EFBFBD> <20>־<EFBFBD><D6BE><EFBFBD><EFBFBD><EFBFBD> <20>ϴ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ִ°<D6B4>? Customize<EFBFBD><EFBFBD> <20><><EFBFBD>ؼ<EFBFBD>? - [levites]
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// NOTE : ms_vtPickRayOrig와 ms_vtPickRayDir를 CGraphicBGase가 가지고 있는데
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// 굳이 인자로 넣어줘야 하는 이유가 있는가? Customize를 위해서? - [levites]
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bool IntersectSphere(const D3DXVECTOR3 & c_rv3Position, float fRadius);
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bool IntersectCylinder(const D3DXVECTOR3 & c_rv3Position, float fRadius, float fHeight);
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};
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@ -23,8 +23,8 @@ public:
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CREATE_GET_DEVICE_CAPS2 = (1 << 3),
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CREATE_DEVICE = (1 << 4),
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CREATE_REFRESHRATE = (1 << 5),
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CREATE_ENUM = (1 << 6), // 2003. 01. 09. myevan <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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CREATE_DETECT = (1 << 7), // 2003. 01. 09. myevan <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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CREATE_ENUM = (1 << 6), // 2003. 01. 09. myevan 모드 리스트 얻기 실패
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CREATE_DETECT = (1 << 7), // 2003. 01. 09. myevan 모드 선택 실패
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CREATE_NO_TNL = (1 << 8),
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CREATE_BAD_DRIVER = (1 << 9),
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CREATE_FORMAT = (1 << 10),
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@ -93,8 +93,8 @@ class CLightManager : public CGraphicBase, public CLightBase, public CSingleton<
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void Initialize();
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// NOTE : FlushLight<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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// <EFBFBD><EFBFBD> <20><> <20>ݵ<EFBFBD><DDB5><EFBFBD> RestoreLight<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>߸<EFBFBD> <20>Ѵ<EFBFBD>.
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// NOTE : FlushLight후 렌더링
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// 그 후 반드시 RestoreLight를 해줘야만 한다.
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void Update();
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void FlushLight();
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void RestoreLight();
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@ -81,7 +81,7 @@ public:
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CLensFlare();
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virtual ~CLensFlare();
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void Compute(const D3DXVECTOR3 & c_rv3LightDirection); // D3DTS_VIEW<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> ī<><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD>, ī<><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ڿ<EFBFBD> <20>ؾ<EFBFBD> <20><>.
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void Compute(const D3DXVECTOR3 & c_rv3LightDirection); // D3DTS_VIEW로 부터 카메라 방향을 얻어오므로, 카메라 설정 뒤에 해야 함.
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void DrawBeforeFlare();
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void DrawAfterFlare();
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@ -26,7 +26,7 @@ class CResourceManager : public CSingleton<CResourceManager>
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CResource * GetResourcePointer(const char * c_szFileName);
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CResource * GetTypeResourcePointer(const char * c_szFileName, int iType=-1);
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// <EFBFBD>߰<EFBFBD>
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// 추가
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bool isResourcePointerData(DWORD dwFileCRC);
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void RegisterResourceNewFunctionPointer(const char* c_szFileExt, CResource* (*pResNewFunc)(const char* c_szFileName));
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@ -63,7 +63,7 @@ class CResourceManager : public CSingleton<CResourceManager>
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TResourceNewFunctionPointerMap m_pResNewFuncMap;
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TResourceNewFunctionByTypePointerMap m_pResNewFuncByTypeMap;
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TResourceDeletingMap m_ResourceDeletingMap;
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TResourceRequestMap m_RequestMap; // <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ε<EFBFBD> <20><>û<EFBFBD><C3BB> <20><><EFBFBD><EFBFBD>Ʈ
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TResourceRequestMap m_RequestMap; // 쓰레드로 로딩 요청한 리스트
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TResourceRequestMap m_WaitingMap;
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TResourceRefDecreaseWaitingMap m_pResRefDecreaseWaitingMap;
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@ -63,7 +63,7 @@ public:
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private:
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TPDTVertex m_Vertex[4];
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TIndex m_Indices[4]; // <EFBFBD>ε<EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>...
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TIndex m_Indices[4]; // 인덱스 버퍼...
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CColorTransitionHelper m_Helper[4];
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};
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@ -99,7 +99,7 @@ protected:
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protected:
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||||
//////////////////////////////////////////////////////////////////////////
|
||||
// Ÿ<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
|
||||
// 타입 정의
|
||||
|
||||
typedef std::vector<CSkyObjectQuad> TSkyObjectQuadVector;
|
||||
typedef TSkyObjectQuadVector::iterator TSkyObjectQuadIterator;
|
||||
@ -118,8 +118,8 @@ protected:
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
|
||||
// <EFBFBD><EFBFBD><EFBFBD><EFBFBD>...
|
||||
TSkyObjectFace m_FaceCloud; // <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ϴ<EFBFBD> <20><><EFBFBD><EFBFBD>...
|
||||
// 구름...
|
||||
TSkyObjectFace m_FaceCloud; // 구름 일단 한장...
|
||||
D3DXMATRIX m_matWorldCloud, m_matTranslationCloud, m_matTextureCloud;
|
||||
D3DXVECTOR3 m_v3PositionCloud;
|
||||
float m_fCloudScaleX, m_fCloudScaleY, m_fCloudHeight;
|
||||
@ -129,7 +129,7 @@ protected:
|
||||
|
||||
DWORD m_dwlastTime;
|
||||
|
||||
// <EFBFBD><EFBFBD>ī<EFBFBD><EFBFBD> <20>ڽ<EFBFBD> <20>̹<EFBFBD><CCB9><EFBFBD>...
|
||||
// 스카이 박스 이미지...
|
||||
TGraphicImageInstanceMap m_GraphicImageInstanceMap;
|
||||
|
||||
// Transform...
|
||||
@ -137,7 +137,7 @@ protected:
|
||||
D3DXVECTOR3 m_v3Position;
|
||||
float m_fScaleX, m_fScaleY, m_fScaleZ;
|
||||
|
||||
// <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>... <20>ӽ<EFBFBD> <20><><EFBFBD><EFBFBD>..
|
||||
// 랜더링 관련... 임시 변수..
|
||||
unsigned char m_ucRenderMode;
|
||||
|
||||
std::string m_strCurTime;
|
||||
|
@ -8,7 +8,7 @@
|
||||
#define _WIN32_DCOM
|
||||
|
||||
#pragma warning(disable:4710) // not inlined
|
||||
#pragma warning(disable:4786) // character 255 <EFBFBD>Ѿ<EFBFBD>°<EFBFBD> <20><><EFBFBD><EFBFBD>
|
||||
#pragma warning(disable:4786) // character 255 넘어가는거 끄기
|
||||
#pragma warning(disable:4244) // type conversion possible lose of data
|
||||
|
||||
#pragma warning(disable:4018)
|
||||
|
@ -10,8 +10,8 @@ class CThread
|
||||
protected:
|
||||
static UINT CALLBACK EntryPoint(void * pThis);
|
||||
|
||||
virtual UINT Setup() = 0; // Execute<EFBFBD><EFBFBD> <20>ҷ<EFBFBD><D2B7><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ҷ<EFBFBD><D2B7><EFBFBD><EFBFBD><EFBFBD>.
|
||||
virtual UINT Execute(void * arg) = 0; // <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>尡 <20>ϴ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EEB0A1> <20><>
|
||||
virtual UINT Setup() = 0; // Execute이 불려지기 전에 불려진다.
|
||||
virtual UINT Execute(void * arg) = 0; // 실제 쓰레드가 하는 일이 들어가는 곳
|
||||
|
||||
UINT Run(void * arg);
|
||||
|
||||
|
@ -55,30 +55,30 @@ namespace script
|
||||
~Group();
|
||||
|
||||
public:
|
||||
/** <EFBFBD><EFBFBD>Ʈ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><>ũ<EFBFBD><C5A9>Ʈ <20><EFBFBD><D7B7><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.
|
||||
/** 스트링으로 부터 스크립트 그룹을 만든다.
|
||||
*
|
||||
* <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϸ<EFBFBD> GetError <EFBFBD>ҵ<EFBFBD><EFBFBD><EFBFBD> Ȯ<><C8AE><EFBFBD><EFBFBD> <20><> <20>ִ<EFBFBD>.
|
||||
* 실패하면 GetError 메소드로 확인할 수 있다.
|
||||
*
|
||||
* @param stSource <EFBFBD><EFBFBD> <20><>Ʈ<EFBFBD><C6AE><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><EFBFBD><D7B7><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>.
|
||||
* @return <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> true, <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϸ<EFBFBD> false
|
||||
* @param stSource 이 스트링으로 부터 그룹이 만들어 진다.
|
||||
* @return 성공시 true, 실패하면 false
|
||||
*/
|
||||
bool Create(const std::string & stSource);
|
||||
|
||||
/** <EFBFBD><EFBFBD><EFBFBD>ɾ <20><EFBFBD> <20>ҵ<DEBC>
|
||||
/** 명령어를 받는 메소드
|
||||
*
|
||||
* @param cmd <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ÿ<EFBFBD> <20><> <20><><EFBFBD><EFBFBD>ü<EFBFBD><C3BC> <20><><EFBFBD>ɾ <20><><EFBFBD><EFBFBD> <20>ȴ<EFBFBD>.
|
||||
* @return <EFBFBD><EFBFBD><EFBFBD>ɾ <20><><EFBFBD><EFBFBD> <20>ִٸ<D6B4> true, <EFBFBD><EFBFBD><EFBFBD>ٸ<EFBFBD> false
|
||||
* @param cmd 성공시에 이 구조체로 명령어가 복사 된다.
|
||||
* @return 명령어가 남아 있다면 true, 없다면 false
|
||||
*/
|
||||
bool GetCmd(TCmd & cmd);
|
||||
|
||||
/*
|
||||
<EFBFBD><EFBFBD><EFBFBD>ɾ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ʴ´<CAB4>.
|
||||
명령어를 가져오되 꺼내지는 않는다.
|
||||
*/
|
||||
bool ReadCmd(TCmd & cmd);
|
||||
|
||||
/** <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><EFBFBD> <20>ҵ<DEBC>
|
||||
/** 에러를 출력 받는 메소드
|
||||
*
|
||||
* @return stError <EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ȴ<EFBFBD>.
|
||||
* @return stError 이 곳으로 에러가 출력 된다.
|
||||
*/
|
||||
std::string & GetError();
|
||||
|
||||
|
Reference in New Issue
Block a user