diff options
| author | M4xw <m4x@m4xw.net> | 2022-03-22 02:51:23 +0100 |
|---|---|---|
| committer | M4xw <m4x@m4xw.net> | 2022-03-22 02:51:23 +0100 |
| commit | 39cc86c2608e2f75ace33fc7f43bc4f2ad743f1a (patch) | |
| tree | 0d3fd9e995d7484eaaeb158ac808bd6a39121189 /soh/src/code/code_800BB0A0.c | |
| parent | 0bb0e7b53bd80bdc7f78e08c441691737e039b2b (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.c | 71 |
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; +} |
