#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(); }