#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; }