Added camera interpolation workarounds for specific modes or scenes

This commit is contained in:
Mr-Wiseguy 2024-05-03 19:55:34 -04:00
parent 619325366e
commit 55aa02c4b3

View File

@ -4,6 +4,8 @@
#include "overlays/kaleido_scope/ovl_kaleido_scope/z_kaleido_scope.h" #include "overlays/kaleido_scope/ovl_kaleido_scope/z_kaleido_scope.h"
#include "overlays/gamestates/ovl_file_choose/z_file_select.h" #include "overlays/gamestates/ovl_file_choose/z_file_select.h"
// #define PRINT_CAMERA_INFO
static bool camera_interpolation_forced = false; static bool camera_interpolation_forced = false;
static bool camera_skip_interpolation_forced = false; static bool camera_skip_interpolation_forced = false;
static bool camera_ignore_tracking = false; static bool camera_ignore_tracking = false;
@ -36,6 +38,38 @@ void camera_post_play_update(PlayState* play) {
} }
else { else {
in_kaleido = false; in_kaleido = false;
if (play->activeCamId >= 0 && play->activeCamId < NUM_CAMS) {
Camera *active_cam = play->cameraPtrs[play->activeCamId];
#ifdef PRINT_CAMERA_INFO
recomp_printf("active_cam->setting %d active_cam->mode %d play->sceneId %d\n", active_cam->setting, active_cam->mode, play->sceneId);
#endif
// Dedicated section for workarounds where the heuristic fails to detect the large amount of movements the camera does in these particular areas.
bool force_interpolation = false;
if (active_cam->setting == CAM_SET_NORMAL0 || active_cam->setting == CAM_SET_DUNGEON0) {
force_interpolation =
// Pirates' Fortress Moat. Pushing the switch that unlocks the fortress will cause very large camera movement.
play->sceneId == SCENE_TORIDE ||
// Z-targetting an actor.
active_cam->mode == CAM_MODE_FOLLOWTARGET ||
// Z-targetting nothing.
active_cam->mode == CAM_MODE_TARGET;
}
// TODO: This setting claims "Smoothly and gradually return camera to Player after a cutscene "CONNECT0"". It might be worth it to enable this globally regardless of the scene.
else if (active_cam->setting == CAM_SET_CONNECT0) {
// Stone tower and inverted stone tower. The block puzzles will cause very large camera movement after they're activated.
force_interpolation = play->sceneId == SCENE_F40 || play->sceneId == SCENE_F41;
}
else if (active_cam->setting == CAM_SET_FREE0) {
// Cutscene after Majora fight. The camera zooms out while facing the moon with a very large movement.
force_interpolation = play->sceneId == SCENE_00KEIKOKU && play->csCtx.scriptIndex == 0 && play->csCtx.curFrame <= 98 && gSaveContext.sceneLayer == 8;
}
if (force_interpolation) {
force_camera_interpolation();
}
}
} }
} }