/*
	Ninja Library
	
	COPYRIGHT ( C ) SEGA ENTERPRISES, LTD.
*/


/*
	尰嵼丄枹岞奐
*/

#include "NuMotionMake.h"


#define	NUD_USE_ANGLE_MOTION_SPLINE					( BIT_0 )
#define	NUD_USE_TRANSLATE_SCALE_MOTION_BEZIER		( BIT_1 )
#define	NUD_USE_ANGLE_MOTION_BEZIER					( BIT_2 )

//extern	void	nuMotionIntHermiteF3( const Float *src, Float *dst, Float u );
//extern	void	nuMotionIntHermiteA3( const Angle *src, Angle *dst, Float u );


/****************************************************************/
/*	娭悢柤丗値倞俠値倠俵倧倲倝倧値俠倧値倲倰倧倢				*/
/*	婡  擻丗儌乕僔儑儞偺僐儞僩儘乕儖							*/
/*	擖  椡丗Uint32		僐儞僩儘乕儖僼儔僌						*/
/*	弌  椡丗側偟												*/
/*	栠傝抣丗側偟												*/
/*	奣丂梫丗													*/
/*	旛丂峫丗													*/
/****************************************************************/
void nuMotionControl( Uint32 flag )
{
	#if 0
	if ( flag & NUD_USE_ANGLE_MOTION_SPLINE ) {
		//_nu_motion_int_a3_func_table_[1]		= nuMotionIntOverhauserA3;
	}
	else if ( flag & NUD_USE_ANGLE_MOTION_BEZIER ) {
		//_nu_motion_int_a3_func_table_[1]		= nuMotionIntBezierA3Old;
	}
	else {
		_nu_motion_int_a3_func_table_[1]		= _nu_motion_int_a3_func_table_[0];
	}
	#endif
	
	if ( flag & NUD_USE_TRANSLATE_SCALE_MOTION_BEZIER ) {
		_nu_motion_int_f3_func_table_[1]		= nuMotionIntBezierF3;
	}
	else {
		_nu_motion_int_f3_func_table_[1]		= nuMotionIntOverhauserF3;
	}
}
