Shipwright/soh/src/code/code_800BB0A0.c
M4xw 39cc86c260 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:   "???"
2022-03-22 02:51:23 +01:00

72 lines
2.5 KiB
C

#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;
}