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authorM4xw <m4x@m4xw.net>2022-03-22 02:51:23 +0100
committerM4xw <m4x@m4xw.net>2022-03-22 02:51:23 +0100
commit39cc86c2608e2f75ace33fc7f43bc4f2ad743f1a (patch)
tree0d3fd9e995d7484eaaeb158ac808bd6a39121189 /soh/src/code/code_800BB0A0.c
parent0bb0e7b53bd80bdc7f78e08c441691737e039b2b (diff)
git subrepo clone https://github.com/HarbourMasters/soh.git
subrepo: subdir: "soh" merged: "ba904bbd0" upstream: origin: "https://github.com/HarbourMasters/soh.git" branch: "master" commit: "ba904bbd0" git-subrepo: version: "0.4.1" origin: "???" commit: "???"
Diffstat (limited to 'soh/src/code/code_800BB0A0.c')
-rw-r--r--soh/src/code/code_800BB0A0.c71
1 files changed, 71 insertions, 0 deletions
diff --git a/soh/src/code/code_800BB0A0.c b/soh/src/code/code_800BB0A0.c
new file mode 100644
index 000000000..0f2ee7d74
--- /dev/null
+++ b/soh/src/code/code_800BB0A0.c
@@ -0,0 +1,71 @@
+#include "global.h"
+
+// The code in this file is very similar to a spline system used in Super Mario 64 for cutscene camera movement
+
+void func_800BB0A0(f32 u, Vec3f* pos, f32* roll, f32* viewAngle, f32* point0, f32* point1, f32* point2, f32* point3) {
+ f32 coeff[4];
+
+ u = CLAMP_MAX(u, 1.0f);
+
+ coeff[0] = (1.0f - u) * (1.0f - u) * (1.0f - u) / 6.0f;
+ coeff[1] = u * u * u / 2.0f - u * u + 2.0f / 3.0f;
+ coeff[2] = -u * u * u / 2.0f + u * u / 2.0f + u / 2.0f + 1.0f / 6.0f;
+ coeff[3] = u * u * u / 6.0f;
+
+ pos->x = (coeff[0] * point0[0]) + (coeff[1] * point1[0]) + (coeff[2] * point2[0]) + (coeff[3] * point3[0]);
+ pos->y = (coeff[0] * point0[1]) + (coeff[1] * point1[1]) + (coeff[2] * point2[1]) + (coeff[3] * point3[1]);
+ pos->z = (coeff[0] * point0[2]) + (coeff[1] * point1[2]) + (coeff[2] * point2[2]) + (coeff[3] * point3[2]);
+ *roll = (coeff[0] * point0[3]) + (coeff[1] * point1[3]) + (coeff[2] * point2[3]) + (coeff[3] * point3[3]);
+ *viewAngle = (coeff[0] * point0[4]) + (coeff[1] * point1[4]) + (coeff[2] * point2[4]) + (coeff[3] * point3[4]);
+}
+
+s32 func_800BB2B4(Vec3f* pos, f32* roll, f32* fov, CutsceneCameraPoint* point, s16* keyFrame, f32* curFrame) {
+ s32 ret = false;
+ f32 pointData[4][5];
+ s32 i;
+ f32 progress = *curFrame;
+ s32 key = *keyFrame;
+ f32 speed1 = 0.0f;
+ f32 speed2 = 0.0f;
+ f32 advance;
+
+ if (key < 0) {
+ progress = 0.0f;
+ }
+
+ if ((point[key].continueFlag == -1) || (point[key + 1].continueFlag == -1) || (point[key + 2].continueFlag == -1)) {
+ return true;
+ }
+
+ for (i = 0; i < 4; i++) {
+ pointData[i][0] = point[key + i].pos.x;
+ pointData[i][1] = point[key + i].pos.y;
+ pointData[i][2] = point[key + i].pos.z;
+ pointData[i][3] = point[key + i].cameraRoll;
+ pointData[i][4] = point[key + i].viewAngle;
+ }
+
+ func_800BB0A0(progress, pos, roll, fov, pointData[0], pointData[1], pointData[2], pointData[3]);
+
+ if (point[*keyFrame + 1].nextPointFrame != 0) {
+ speed1 = 1.0f / point[*keyFrame + 1].nextPointFrame;
+ }
+
+ if (point[*keyFrame + 2].nextPointFrame != 0) {
+ speed2 = 1.0f / point[*keyFrame + 2].nextPointFrame;
+ }
+ advance = (*curFrame * (speed2 - speed1)) + speed1;
+ if (advance < 0.0f) {
+ advance = 0;
+ }
+ *curFrame += advance;
+ if (*curFrame >= 1) {
+ if (point[++*keyFrame + 3].continueFlag == -1) {
+ *keyFrame = 0;
+ ret = true;
+ }
+ *curFrame -= 1;
+ }
+
+ return ret;
+}