1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
|
#include "global.h"
#define SQXYZ(vec) ((vec.x) * (vec.x) + (vec.y) * (vec.y) + (vec.z) * (vec.z))
void Math_Vec3f_Diff(Vec3f* l, Vec3f* r, Vec3f* dest) {
dest->x = l->x - r->x;
dest->y = l->y - r->y;
dest->z = l->z - r->z;
}
void Math_Vec3f_Sum(Vec3f* l, Vec3f* r, Vec3f* dest) {
dest->x = l->x + r->x;
dest->y = l->y + r->y;
dest->z = l->z + r->z;
}
f32 Math_Vec3f_DistXYZ(Vec3f* a, Vec3f* b) {
Vec3f diff;
Math_Vec3f_Diff(b, a, &diff);
return sqrtf(SQXYZ(diff));
}
bool should_interpolate_perspective(Vec3f* eye, Vec3f* at) {
static Vec3f prev_eye = { 0, 0, 0 };
static Vec3f prev_at = { 0, 0, 0 };
static Vec3f eye_velocity = { 0, 0, 0 };
static Vec3f at_velocity = { 0, 0, 0 };
Vec3f predicted_eye;
Vec3f predicted_at;
// Predict the new eye and at positions based on the previous velocity and positions.
Math_Vec3f_Sum(&prev_eye, &eye_velocity, &predicted_eye);
Math_Vec3f_Sum(&prev_at, &at_velocity, &predicted_at);
// Calculate the current velocities from the previous and current positions.
Math_Vec3f_Diff(eye, &prev_eye, &eye_velocity);
Math_Vec3f_Diff(at, &prev_at, &at_velocity);
// Compare the predicted positions to the real positions.
float eye_dist = Math_Vec3f_DistXYZ(&predicted_eye, eye);
float at_dist = Math_Vec3f_DistXYZ(&predicted_at, at);
// Compare the velocities of the eye and at positions.
float velocity_diff = Math_Vec3f_DistXYZ(&eye_velocity, &at_velocity);
// Update the tracking for the previous positions with the new ones.
prev_eye = *eye;
prev_at = *at;
// These numbers are all picked via testing.
// If the velocity of both positions was the same, then they're moving together and should interpolate.
if (velocity_diff <= 3.0f && eye_dist <= 100.0f && at_dist <= 100.0f) {
return true;
}
// If the focus or position are basically the same across frames and the eye didn't move too far then it should
// probably be interpolated.
if (at_dist <= 20.0f && eye_dist <= 300.0f) {
return true;
}
if (eye_dist <= 20.0f && at_dist <= 300.0f) {
return true;
}
// Force camera interpolation during the all-range transition
if (gPlayer[0].state == PLAYERSTATE_START_360) {
return true;
}
// Force camera interpolation during camera shake
if (gCameraShake > 0 || gCameraShake > 0) {
return true;
}
switch (gCurrentLevel) {
// For Robot destroy cutscenes
case LEVEL_SECTOR_Y:
if (velocity_diff > 100.0f || at_dist > 500.0f || eye_dist > 500.0f) {
eye_velocity.x = 0.0f;
eye_velocity.y = 0.0f;
eye_velocity.z = 0.0f;
at_velocity.x = 0.0f;
at_velocity.y = 0.0f;
at_velocity.z = 0.0f;
printf("velocity_diff: %f\n at_dist: %f\n eye_dist: %f\n", velocity_diff, at_dist, eye_dist);
return false;
}
break;
default:
if (velocity_diff > 200.0f || at_dist > 150.0f || eye_dist > 300.0f) {
eye_velocity.x = 0.0f;
eye_velocity.y = 0.0f;
eye_velocity.z = 0.0f;
at_velocity.x = 0.0f;
at_velocity.y = 0.0f;
at_velocity.z = 0.0f;
printf("velocity_diff: %f\n at_dist: %f\n eye_dist: %f\n", velocity_diff, at_dist, eye_dist);
return false;
}
break;
}
return true;
}
|