#include "StdAfx.h"
#include "ActorInstance.h"

void CActorInstance::SetXYRotation(float fRotX, float fRotY)
{
	m_rotX = fRotX;
	m_rotY = fRotY;
}

void CActorInstance::SetRotation(float fRot)
{
	if (m_pkHorse)
		m_pkHorse->SetRotation(fRot);

	m_fcurRotation	= fRot;
	m_rotBegin		= m_fcurRotation;
	m_rotEnd		= m_fcurRotation;

	m_rotBlendTime	= 0.0f;
	m_rotBeginTime	= 0.0f;
	m_rotEndTime	= 0.0f;

	m_bNeedUpdateCollision = TRUE;
}

void CActorInstance::BlendRotation(float fRot, float fBlendTime)
{
	if (m_pkHorse)
		m_pkHorse->BlendRotation(fRot, fBlendTime);

	if (m_fcurRotation == fRot)
		return;

	m_rotBegin = fmod(m_fcurRotation, 360.0f);
	m_rotEnd = fRot;

	m_rotBlendTime = fBlendTime;
	m_rotBeginTime = GetLocalTime();
	m_rotEndTime = m_rotBeginTime + m_rotBlendTime;
}

void CActorInstance::SetAdvancingRotation(float fRot)
{
	if (m_pkHorse)
		m_pkHorse->SetAdvancingRotation(fRot);

	m_fAdvancingRotation = fRot;
}

void CActorInstance::RotationProcess()
{
	if (m_pkHorse)
		m_pkHorse->RotationProcess();

	if (GetLocalTime() < m_rotEndTime)
	{
		m_fcurRotation = GetInterpolatedRotation(m_rotBegin, m_rotEnd, (GetLocalTime() - m_rotBeginTime) / m_rotBlendTime);
		SetAdvancingRotation(m_fcurRotation);
	}
	else 
	{
		m_fcurRotation = m_rotEnd;
	}

	// FIXME : "�ǹ��϶��� üũ"�� �ٲ۴�. - [levites]
	if (0.0f != m_rotX || 0.0f != m_rotY)
	{
		CGraphicObjectInstance::SetRotation(m_rotX, m_rotY, m_fcurRotation);
	}
	else
	{
		CGraphicObjectInstance::SetRotation(m_fcurRotation);
	}
}

void CActorInstance::LookAtFromXY(float x, float y, CActorInstance * pDestInstance)
{
	float rot = GetDegreeFromPosition2(pDestInstance->m_x,
									   pDestInstance->m_y,
									   x,
									   y);

	LookAt(rot);
}

void CActorInstance::LookAt(float fDirRot)
{
	BlendRotation(fDirRot, 0.3f);	
}

void CActorInstance::LookAt(float fx, float fy)
{
	float rot = GetDegreeFromPosition2(m_x, m_y, fx, fy);

	LookAt(rot);
}

void CActorInstance::LookAt(CActorInstance * pInstance)
{
	TPixelPosition PixelPosition;
	pInstance->GetPixelPosition(&PixelPosition);
	LookAt(PixelPosition.x, PixelPosition.y);
}

void CActorInstance::LookWith(CActorInstance * pInstance)
{
	BlendRotation(pInstance->m_rotEnd, 0.3f);
}

float CActorInstance::GetRotation()
{
	return m_fcurRotation;
}

float CActorInstance::GetTargetRotation()
{
	return m_rotEnd;
}

float CActorInstance::GetRotatingTime()
{
	return m_rotEndTime;
}

float CActorInstance::GetAdvancingRotation()
{
	return m_fAdvancingRotation;
}