client/GameLib/ActorInstancePosition.cpp

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#include "StdAfx.h"
#include "ActorInstance.h"
const TPixelPosition& CActorInstance::NEW_GetLastPixelPositionRef()
{
GetBlendingPosition(&m_kPPosLast);
m_kPPosLast.y=-m_kPPosLast.y;
return m_kPPosLast;
}
const D3DXVECTOR3& CActorInstance::GetPositionVectorRef()
{
m_v3Pos.x=m_x;
m_v3Pos.y=m_y;
m_v3Pos.z=m_z;
return m_v3Pos;
}
const D3DXVECTOR3& CActorInstance::GetMovementVectorRef()
{
if (m_pkHorse)
return m_pkHorse->GetMovementVectorRef();
return m_v3Movement;
}
void CActorInstance::NEW_SetAtkPixelPosition(const TPixelPosition& c_rkPPosAtk)
{
m_kPPosAtk=c_rkPPosAtk;
}
void CActorInstance::SetCurPixelPosition(const TPixelPosition& c_rkPPosCur)
{
D3DXVECTOR3 v3PosCur;
v3PosCur.x=+c_rkPPosCur.x;
v3PosCur.y=-c_rkPPosCur.y;
v3PosCur.z=+c_rkPPosCur.z;
SetPixelPosition(v3PosCur);
}
void CActorInstance::NEW_SetSrcPixelPosition(const TPixelPosition& c_rkPPosSrc)
{
m_kPPosSrc=c_rkPPosSrc;
}
void CActorInstance::NEW_SetDstPixelPositionZ(float z)
{
m_kPPosDst.z=z;
}
void CActorInstance::NEW_SetDstPixelPosition(const TPixelPosition& c_rkPPosDst)
{
m_kPPosDst=c_rkPPosDst;
}
const TPixelPosition& CActorInstance::NEW_GetAtkPixelPositionRef()
{
return m_kPPosAtk;
}
const TPixelPosition& CActorInstance::NEW_GetSrcPixelPositionRef()
{
return m_kPPosSrc;
}
const TPixelPosition& CActorInstance::NEW_GetDstPixelPositionRef()
{
return m_kPPosDst;
}
const TPixelPosition& CActorInstance::NEW_GetCurPixelPositionRef()
{
m_kPPosCur.x=+m_x;
m_kPPosCur.y=-m_y;
m_kPPosCur.z=+m_z;
return m_kPPosCur;
}
void CActorInstance::GetPixelPosition(TPixelPosition * pPixelPosition)
{
pPixelPosition->x = m_x;
pPixelPosition->y = m_y;
pPixelPosition->z = m_z;
}
void CActorInstance::SetPixelPosition(const TPixelPosition& c_rPixelPos)
{
if (m_pkTree)
{
__SetTreePosition(c_rPixelPos.x, c_rPixelPos.y, c_rPixelPos.z);
}
if (m_pkHorse)
m_pkHorse->SetPixelPosition(c_rPixelPos);
m_x = c_rPixelPos.x;
m_y = c_rPixelPos.y;
m_z = c_rPixelPos.z;
m_bNeedUpdateCollision = TRUE;
}
void CActorInstance::__InitializePositionData()
{
m_dwShakeTime = 0;
m_x = 0.0f;
m_y = 0.0f;
m_z = 0.0f;
m_bNeedUpdateCollision = FALSE;
m_kPPosAtk=m_kPPosLast=m_kPPosDst=m_kPPosCur=m_kPPosSrc=TPixelPosition(0.0f, 0.0f, 0.0f);
__InitializeMovement();
}