52 lines
No EOL
1.5 KiB
C++
52 lines
No EOL
1.5 KiB
C++
#include "StdAfx.h"
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#include "DnTerrainHomingOrbit.h"
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#include "DnActor.h"
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#include "DnProjectile.h"
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#include "DnWorld.h"
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CDnTerrainHomingOrbit::CDnTerrainHomingOrbit( const S_PROJECTILE_PROPERTY* pProjectileInfo ) : m_fSpeed( 0.0f ),
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m_vTargetPosition( 0.0f, 0.0f, 0.0f )
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{
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m_fSpeed = pProjectileInfo->fSpeed;
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}
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CDnTerrainHomingOrbit::~CDnTerrainHomingOrbit( void )
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{
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}
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void CDnTerrainHomingOrbit::ProcessOrbit( /*IN OUT*/ MatrixEx& Cross, EtVector3& vPrevPos, LOCAL_TIME LocalTime, float fDelta )
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{
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// 호밍 처리.
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if( m_hTargetActor )
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{
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m_vTargetPosition = __super::FindTargetPosition(m_hTargetActor, m_nTargetPartsIndex, m_nTargetPartsBoneIndex);
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}
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EtVector3 vDir = m_vTargetPosition - Cross.m_vPosition;
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float fDistanceSQ = EtVec3LengthSq( &vDir );
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EtVec3Normalize( &vDir, &vDir );
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Cross.m_vPosition += vDir * m_fSpeed * fDelta;
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// 근처로 거의 다 왔다면 해당 위치로 셋팅
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#ifdef _GAMESERVER
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// 게임서버는 20 프레임이기 때문에 체크 간격을 넓게 해준다.
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if( fDistanceSQ < 1000.0f )
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Cross.m_vPosition = m_vTargetPosition;
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#else
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if( fDistanceSQ < 100.0f )
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Cross.m_vPosition = m_vTargetPosition;
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#endif // #ifdef _GAMESERVER
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// 지형에 붙어서 날아가도록 처리. 다리위 같은 프랍위에 있으면 프랍위 y 위치까지 감안함.
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#ifdef _GAMESERVER
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Cross.m_vPosition.y = CDnWorld::GetInstance(m_pRoom).GetHeightWithProp( Cross.m_vPosition );
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#else
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Cross.m_vPosition.y = CDnWorld::GetInstance().GetHeightWithProp( Cross.m_vPosition );
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#endif
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Cross.m_vPosition.y += 20.0f;
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} |