Forced camera interpolation in Camera_Fixed1 mode to fix several incorrect camera skips

This commit is contained in:
Mr-Wiseguy 2024-04-25 23:44:44 -04:00
parent c4b89613ab
commit 539497f84d

View File

@ -214,3 +214,157 @@ void View_Apply(View* view, s32 mask) {
CLOSE_DISPS(gfxCtx);
}
typedef s32 (*CameraUpdateFunc)(Camera*);
typedef struct {
/* 0x0 */ s16 val;
/* 0x2 */ s16 param;
} CameraModeValue; // size = 0x4
typedef struct {
/* 0x0 */ s16 funcId;
/* 0x2 */ s16 numValues;
/* 0x4 */ CameraModeValue* values;
} CameraMode; // size = 0x8
typedef struct {
/* 0x0 */ u32 validModes;
/* 0x4 */ u32 flags;
/* 0x8 */ CameraMode* cameraModes;
} CameraSetting; // size = 0xC
extern CameraSetting sCameraSettings[];
extern s32 sCameraInterfaceFlags;
s32 Camera_BgCheck(Camera* camera, Vec3f* from, Vec3f* to);
Vec3s* Camera_GetBgCamOrActorCsCamFuncData(Camera* camera, u32 camDataId);
f32 Camera_GetFocalActorHeight(Camera* camera);
f32 Camera_ScaledStepToCeilF(f32 target, f32 cur, f32 stepScale, f32 minDiff);
s16 Camera_ScaledStepToCeilS(s16 target, s16 cur, f32 stepScale, s16 minDiff);
void Camera_ScaledStepToCeilVec3f(Vec3f* target, Vec3f* cur, f32 xzStepScale, f32 yStepScale, f32 minDiff);
void Camera_SetFocalActorAtOffset(Camera* camera, Vec3f* focalActorPos);
void Camera_SetUpdateRatesSlow(Camera* camera);
Vec3f Camera_Vec3sToVec3f(Vec3s* src);
#define RELOAD_PARAMS(camera) ((camera->animState == 0) || (camera->animState == 10) || (camera->animState == 20))
#define CAM_RODATA_SCALE(x) ((x)*100.0f)
#define CAM_RODATA_UNSCALE(x) ((x)*0.01f)
#define GET_NEXT_RO_DATA(values) ((values++)->val)
#define GET_NEXT_SCALED_RO_DATA(values) CAM_RODATA_UNSCALE(GET_NEXT_RO_DATA(values))
/**
* Used for many fixed-based camera settings i.e. camera is fixed in rotation, and often position (but not always)
*/
// @recomp Modified to not force interpolation while panning.
s32 Camera_Fixed1(Camera* camera) {
s32 pad[2];
s32 yawDiff;
VecGeo eyeOffset;
VecGeo eyeAtOffset;
VecGeo sp7C;
u32 negOne;
Vec3f adjustedPos;
BgCamFuncData* bgCamFuncData;
Vec3f* eye = &camera->eye;
Vec3f* at = &camera->at;
PosRot* focalActorPosRot = &camera->focalActorPosRot;
f32 focalActorHeight = Camera_GetFocalActorHeight(camera);
CameraModeValue* values;
PosRot* targetHome;
PosRot* targetWorld;
VecGeo sp44;
Fixed1ReadOnlyData* roData = &camera->paramData.fixd1.roData;
Fixed1ReadWriteData* rwData = &camera->paramData.fixd1.rwData;
sp7C = OLib_Vec3fDiffToVecGeo(at, eye);
if (!RELOAD_PARAMS(camera)) {
} else {
values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
bgCamFuncData = (BgCamFuncData*)Camera_GetBgCamOrActorCsCamFuncData(camera, camera->bgCamIndex);
rwData->eyePosRotTarget.pos = Camera_Vec3sToVec3f(&bgCamFuncData->pos);
rwData->eyePosRotTarget.rot = bgCamFuncData->rot;
rwData->fov = bgCamFuncData->fov;
rwData->focalActor = camera->focalActor;
roData->unk_00 = GET_NEXT_SCALED_RO_DATA(values) * focalActorHeight;
roData->unk_04 = GET_NEXT_SCALED_RO_DATA(values);
roData->fov = GET_NEXT_RO_DATA(values);
roData->interfaceFlags = GET_NEXT_RO_DATA(values);
if (roData->interfaceFlags & FIXED1_FLAG_4) {
if (camera->target == NULL) {
return false;
}
targetHome = &camera->target->home;
targetWorld = &camera->target->world;
sp44 = OLib_Vec3fDiffToVecGeo(&targetHome->pos, &rwData->eyePosRotTarget.pos);
sp44.yaw = targetWorld->rot.y + (s16)(sp44.yaw - targetHome->rot.y);
rwData->eyePosRotTarget.pos = OLib_AddVecGeoToVec3f(&targetWorld->pos, &sp44);
yawDiff = (s16)(rwData->eyePosRotTarget.rot.y - targetHome->rot.y);
rwData->eyePosRotTarget.rot.y = targetWorld->rot.y + yawDiff;
}
}
negOne = -1;
if (rwData->focalActor != camera->focalActor) {
camera->animState = 20;
}
if (rwData->fov == (s32)negOne) {
rwData->fov = roData->fov * 100;
} else if (rwData->fov <= 360) {
rwData->fov *= 100;
}
sCameraInterfaceFlags = roData->interfaceFlags;
if (camera->animState == 0) {
camera->animState++;
Camera_SetUpdateRatesSlow(camera);
if (rwData->fov != (s32)negOne) {
roData->fov = CAM_RODATA_UNSCALE(rwData->fov);
}
if (bgCamFuncData->unk_0E != (s32)negOne) {
roData->unk_04 = CAM_RODATA_UNSCALE(bgCamFuncData->unk_0E);
}
}
// @recomp Camera interpolation should always apply on this mode unless something else modified it externally.
// We check for the approach percentage as well to detect when it wants to force an interpolation to the next position.
static Vec3f lastEye = {};
static Vec3f lastAt = {};
if (OLib_Vec3fDist(eye, &lastEye) < 1e-6f && OLib_Vec3fDist(at, &lastAt) < 1e-6f && (roData->unk_04 < 0.999f)) {
force_camera_interpolation();
}
eyeAtOffset = OLib_Vec3fDiffToVecGeo(eye, at);
Camera_ScaledStepToCeilVec3f(&rwData->eyePosRotTarget.pos, eye, roData->unk_04, roData->unk_04, 0.2f);
adjustedPos = focalActorPosRot->pos;
adjustedPos.y += focalActorHeight;
camera->dist = OLib_Vec3fDist(&adjustedPos, eye);
eyeOffset.r = camera->dist;
eyeOffset.pitch =
Camera_ScaledStepToCeilS(rwData->eyePosRotTarget.rot.x * -1, eyeAtOffset.pitch, roData->unk_04, 5);
eyeOffset.yaw = Camera_ScaledStepToCeilS(rwData->eyePosRotTarget.rot.y, eyeAtOffset.yaw, roData->unk_04, 5);
*at = OLib_AddVecGeoToVec3f(eye, &eyeOffset);
camera->eyeNext = *eye;
Camera_BgCheck(camera, eye, at);
camera->fov = Camera_ScaledStepToCeilF(roData->fov, camera->fov, roData->unk_04, 0.1f);
camera->roll = 0;
camera->atLerpStepScale = 0.0f;
Camera_SetFocalActorAtOffset(camera, &focalActorPosRot->pos);
camera->roll = Camera_ScaledStepToCeilS(rwData->eyePosRotTarget.rot.z, camera->roll, roData->unk_04, 5);
// @recomp
lastEye = *eye;
lastAt = *at;
return 1;
}