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code_800BB040 matched (#959)
* getting closer * match! * functions unnamed * Update include/functions.h Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com> * small changes Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain> Co-authored-by: fig02 <fig02srl@gmail.com> Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
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8 changed files with 82 additions and 343 deletions
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#include "global.h"
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#pragma GLOBAL_ASM("asm/non_matchings/code/code_800BB0A0/func_800BB0A0.s")
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// The code in this file is very similar to a spline system used in Super Mario 64 for cutscene camera movement
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#pragma GLOBAL_ASM("asm/non_matchings/code/code_800BB0A0/func_800BB2B4.s")
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void func_800BB0A0(f32 u, Vec3f* pos, f32* roll, f32* viewAngle, f32* point0, f32* point1, f32* point2, f32* point3) {
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f32 coeff[4];
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u = CLAMP_MAX(u, 1.0f);
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coeff[0] = (1.0f - u) * (1.0f - u) * (1.0f - u) / 6.0f;
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coeff[1] = u * u * u / 2.0f - u * u + 2.0f / 3.0f;
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coeff[2] = -u * u * u / 2.0f + u * u / 2.0f + u / 2.0f + 1.0f / 6.0f;
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coeff[3] = u * u * u / 6.0f;
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pos->x = (coeff[0] * point0[0]) + (coeff[1] * point1[0]) + (coeff[2] * point2[0]) + (coeff[3] * point3[0]);
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pos->y = (coeff[0] * point0[1]) + (coeff[1] * point1[1]) + (coeff[2] * point2[1]) + (coeff[3] * point3[1]);
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pos->z = (coeff[0] * point0[2]) + (coeff[1] * point1[2]) + (coeff[2] * point2[2]) + (coeff[3] * point3[2]);
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*roll = (coeff[0] * point0[3]) + (coeff[1] * point1[3]) + (coeff[2] * point2[3]) + (coeff[3] * point3[3]);
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*viewAngle = (coeff[0] * point0[4]) + (coeff[1] * point1[4]) + (coeff[2] * point2[4]) + (coeff[3] * point3[4]);
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}
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s32 func_800BB2B4(Vec3f* pos, f32* roll, f32* fov, CutsceneCameraPoint* point, s16* keyFrame, f32* curFrame) {
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s32 ret = false;
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f32 pointData[4][5];
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s32 i;
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f32 progress = *curFrame;
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s32 key = *keyFrame;
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f32 speed1 = 0.0f;
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f32 speed2 = 0.0f;
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f32 advance;
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if (key < 0) {
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progress = 0.0f;
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}
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if ((point[key].continueFlag == -1) || (point[key + 1].continueFlag == -1) || (point[key + 2].continueFlag == -1)) {
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return true;
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}
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for (i = 0; i < 4; i++) {
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pointData[i][0] = point[key + i].pos.x;
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pointData[i][1] = point[key + i].pos.y;
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pointData[i][2] = point[key + i].pos.z;
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pointData[i][3] = point[key + i].cameraRoll;
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pointData[i][4] = point[key + i].viewAngle;
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}
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func_800BB0A0(progress, pos, roll, fov, &pointData[0], &pointData[1], &pointData[2], &pointData[3]);
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if (point[*keyFrame + 1].nextPointFrame != 0) {
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speed1 = 1.0f / point[*keyFrame + 1].nextPointFrame;
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}
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if (point[*keyFrame + 2].nextPointFrame != 0) {
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speed2 = 1.0f / point[*keyFrame + 2].nextPointFrame;
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}
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advance = (*curFrame * (speed2 - speed1)) + speed1;
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if (advance < 0.0f) {
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advance = 0;
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}
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*curFrame += advance;
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if (*curFrame >= 1) {
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if (point[++*keyFrame + 3].continueFlag == -1) {
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*keyFrame = 0;
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ret = true;
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}
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*curFrame -= 1;
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}
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return ret;
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}
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