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https://github.com/Mr-Wiseguy/Zelda64Recomp.git
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Forced camera interpolation in Camera_Fixed1 mode to fix several incorrect camera skips
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@ -214,3 +214,157 @@ void View_Apply(View* view, s32 mask) {
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CLOSE_DISPS(gfxCtx);
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CLOSE_DISPS(gfxCtx);
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}
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}
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typedef s32 (*CameraUpdateFunc)(Camera*);
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typedef struct {
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/* 0x0 */ s16 val;
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/* 0x2 */ s16 param;
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} CameraModeValue; // size = 0x4
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typedef struct {
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/* 0x0 */ s16 funcId;
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/* 0x2 */ s16 numValues;
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/* 0x4 */ CameraModeValue* values;
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} CameraMode; // size = 0x8
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typedef struct {
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/* 0x0 */ u32 validModes;
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/* 0x4 */ u32 flags;
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/* 0x8 */ CameraMode* cameraModes;
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} CameraSetting; // size = 0xC
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extern CameraSetting sCameraSettings[];
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extern s32 sCameraInterfaceFlags;
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s32 Camera_BgCheck(Camera* camera, Vec3f* from, Vec3f* to);
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Vec3s* Camera_GetBgCamOrActorCsCamFuncData(Camera* camera, u32 camDataId);
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f32 Camera_GetFocalActorHeight(Camera* camera);
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f32 Camera_ScaledStepToCeilF(f32 target, f32 cur, f32 stepScale, f32 minDiff);
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s16 Camera_ScaledStepToCeilS(s16 target, s16 cur, f32 stepScale, s16 minDiff);
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void Camera_ScaledStepToCeilVec3f(Vec3f* target, Vec3f* cur, f32 xzStepScale, f32 yStepScale, f32 minDiff);
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void Camera_SetFocalActorAtOffset(Camera* camera, Vec3f* focalActorPos);
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void Camera_SetUpdateRatesSlow(Camera* camera);
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Vec3f Camera_Vec3sToVec3f(Vec3s* src);
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#define RELOAD_PARAMS(camera) ((camera->animState == 0) || (camera->animState == 10) || (camera->animState == 20))
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#define CAM_RODATA_SCALE(x) ((x)*100.0f)
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#define CAM_RODATA_UNSCALE(x) ((x)*0.01f)
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#define GET_NEXT_RO_DATA(values) ((values++)->val)
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#define GET_NEXT_SCALED_RO_DATA(values) CAM_RODATA_UNSCALE(GET_NEXT_RO_DATA(values))
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/**
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* Used for many fixed-based camera settings i.e. camera is fixed in rotation, and often position (but not always)
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*/
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// @recomp Modified to not force interpolation while panning.
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s32 Camera_Fixed1(Camera* camera) {
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s32 pad[2];
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s32 yawDiff;
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VecGeo eyeOffset;
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VecGeo eyeAtOffset;
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VecGeo sp7C;
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u32 negOne;
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Vec3f adjustedPos;
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BgCamFuncData* bgCamFuncData;
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Vec3f* eye = &camera->eye;
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Vec3f* at = &camera->at;
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PosRot* focalActorPosRot = &camera->focalActorPosRot;
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f32 focalActorHeight = Camera_GetFocalActorHeight(camera);
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CameraModeValue* values;
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PosRot* targetHome;
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PosRot* targetWorld;
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VecGeo sp44;
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Fixed1ReadOnlyData* roData = &camera->paramData.fixd1.roData;
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Fixed1ReadWriteData* rwData = &camera->paramData.fixd1.rwData;
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sp7C = OLib_Vec3fDiffToVecGeo(at, eye);
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if (!RELOAD_PARAMS(camera)) {
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} else {
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values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
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bgCamFuncData = (BgCamFuncData*)Camera_GetBgCamOrActorCsCamFuncData(camera, camera->bgCamIndex);
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rwData->eyePosRotTarget.pos = Camera_Vec3sToVec3f(&bgCamFuncData->pos);
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rwData->eyePosRotTarget.rot = bgCamFuncData->rot;
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rwData->fov = bgCamFuncData->fov;
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rwData->focalActor = camera->focalActor;
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roData->unk_00 = GET_NEXT_SCALED_RO_DATA(values) * focalActorHeight;
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roData->unk_04 = GET_NEXT_SCALED_RO_DATA(values);
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roData->fov = GET_NEXT_RO_DATA(values);
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roData->interfaceFlags = GET_NEXT_RO_DATA(values);
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if (roData->interfaceFlags & FIXED1_FLAG_4) {
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if (camera->target == NULL) {
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return false;
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}
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targetHome = &camera->target->home;
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targetWorld = &camera->target->world;
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sp44 = OLib_Vec3fDiffToVecGeo(&targetHome->pos, &rwData->eyePosRotTarget.pos);
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sp44.yaw = targetWorld->rot.y + (s16)(sp44.yaw - targetHome->rot.y);
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rwData->eyePosRotTarget.pos = OLib_AddVecGeoToVec3f(&targetWorld->pos, &sp44);
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yawDiff = (s16)(rwData->eyePosRotTarget.rot.y - targetHome->rot.y);
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rwData->eyePosRotTarget.rot.y = targetWorld->rot.y + yawDiff;
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}
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}
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negOne = -1;
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if (rwData->focalActor != camera->focalActor) {
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camera->animState = 20;
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}
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if (rwData->fov == (s32)negOne) {
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rwData->fov = roData->fov * 100;
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} else if (rwData->fov <= 360) {
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rwData->fov *= 100;
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}
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sCameraInterfaceFlags = roData->interfaceFlags;
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if (camera->animState == 0) {
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camera->animState++;
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Camera_SetUpdateRatesSlow(camera);
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if (rwData->fov != (s32)negOne) {
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roData->fov = CAM_RODATA_UNSCALE(rwData->fov);
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}
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if (bgCamFuncData->unk_0E != (s32)negOne) {
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roData->unk_04 = CAM_RODATA_UNSCALE(bgCamFuncData->unk_0E);
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}
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}
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// @recomp Camera interpolation should always apply on this mode unless something else modified it externally.
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// We check for the approach percentage as well to detect when it wants to force an interpolation to the next position.
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static Vec3f lastEye = {};
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static Vec3f lastAt = {};
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if (OLib_Vec3fDist(eye, &lastEye) < 1e-6f && OLib_Vec3fDist(at, &lastAt) < 1e-6f && (roData->unk_04 < 0.999f)) {
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force_camera_interpolation();
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}
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eyeAtOffset = OLib_Vec3fDiffToVecGeo(eye, at);
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Camera_ScaledStepToCeilVec3f(&rwData->eyePosRotTarget.pos, eye, roData->unk_04, roData->unk_04, 0.2f);
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adjustedPos = focalActorPosRot->pos;
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adjustedPos.y += focalActorHeight;
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camera->dist = OLib_Vec3fDist(&adjustedPos, eye);
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eyeOffset.r = camera->dist;
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eyeOffset.pitch =
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Camera_ScaledStepToCeilS(rwData->eyePosRotTarget.rot.x * -1, eyeAtOffset.pitch, roData->unk_04, 5);
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eyeOffset.yaw = Camera_ScaledStepToCeilS(rwData->eyePosRotTarget.rot.y, eyeAtOffset.yaw, roData->unk_04, 5);
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*at = OLib_AddVecGeoToVec3f(eye, &eyeOffset);
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camera->eyeNext = *eye;
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Camera_BgCheck(camera, eye, at);
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camera->fov = Camera_ScaledStepToCeilF(roData->fov, camera->fov, roData->unk_04, 0.1f);
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camera->roll = 0;
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camera->atLerpStepScale = 0.0f;
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Camera_SetFocalActorAtOffset(camera, &focalActorPosRot->pos);
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camera->roll = Camera_ScaledStepToCeilS(rwData->eyePosRotTarget.rot.z, camera->roll, roData->unk_04, 5);
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// @recomp
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lastEye = *eye;
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lastAt = *at;
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return 1;
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}
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