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BezierPathIter.cpp
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97 lines (76 loc) · 1.89 KB
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#include "LaunchStar.h"
void InterpCubic(Vector3& n, Vector3& a, Vector3& b, Vector3& c, Vector3& d, Fix12i currTime)
{
Fix12i iVar5 = a.y;
Fix12i iVar6 = a.z;
Fix12i iVar3 = b.y;
Fix12i iVar7 = b.z;
Fix12i iVar1 = c.y;
Fix12i iVar4 = c.z;
Fix12i iVar2 = d.z;
n.x = (b.x * 3 - a.x) + c.x * -3 + d.x;
n.y = (iVar3 * 3 - iVar5) + iVar1 * -3 + d.y;
n.z = (iVar7 * 3 - iVar6) + iVar4 * -3 + iVar2;
n *= currTime;
iVar6 = a.y;
iVar3 = a.z;
iVar5 = b.y;
iVar1 = b.z;
iVar2 = c.y;
iVar4 = c.z;
n.x += a.x * 3 + b.x * -6 + c.x * 3;
n.y += iVar6 * 3 + iVar5 * -6 + iVar2 * 3;
n.z += iVar3 * 3 + iVar1 * -6 + iVar4 * 3;
n *= currTime;
iVar2 = a.y;
iVar4 = b.y;
iVar1 = b.z;
iVar3 = a.z;
n.x += a.x * -3 + b.x * 3;
n.y += iVar2 * -3 + iVar4 * 3;
n.z += iVar3 * -3 + iVar1 * 3;
n *= currTime;
n += a;
}
bool BezierPathIter::Advance()
{
while (true)
{
do
{
Vector3 a = pathPtr.GetNode(currSplineX3);
Vector3 b = pathPtr.GetNode(currSplineX3 + 1);
Vector3 c = pathPtr.GetNode(currSplineX3 + 2);
Vector3 d = pathPtr.GetNode(currSplineX3 + 3);
Vector3 n;
//Identical replacement function.
InterpCubic(n, a, b, c, d, currTime);
const Fix12i dist = metric(n, pos);
if (step <= dist)
{
//Fix12i result = FX_Div(step, dist);
Fix12i result = step / dist; //Proper division replacement.
//Func_02090DD0(&pos, &n, &pos, 0x1000 - result);
//Replacement (just linear interpolation).
pos -= n;
pos *= 1._f - result;
pos += n;
return true;
}
if (currTime >= 1._f && pathPtr->numNodes <= currSplineX3 + 6)
{
pos = pathPtr.GetNode(currSplineX3 + 3);
return false;
}
currTime += tinyStep;
}
while (currTime < 1._f || pathPtr->numNodes <= currSplineX3 + 6);
do
{
currTime -= 1._f;
currSplineX3 += 3;
if(currTime < 1._f) break;
}
while (currSplineX3 + 6 < pathPtr->numNodes);
}
}