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https://github.com/TheRedShip/RT_GPU.git
synced 2025-09-27 18:48:36 +02:00
renderer : fix position interpolation when next point is a tp
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@ -6,7 +6,7 @@
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/* By: tomoron <tomoron@student.42angouleme.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2025/01/22 16:29:26 by tomoron #+# #+# */
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/* Updated: 2025/02/15 22:46:36 by tomoron ### ########.fr */
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/* Updated: 2025/02/16 23:20:09 by tomoron ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -63,6 +63,8 @@ class Renderer
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void makeMovement(float timeFromStart, float curSplitTimeReset);
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glm::vec2 bezierSphereInterpolate(glm::vec4 control, glm::vec2 from, glm::vec2 to, float time);
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glm::vec3 hermiteInterpolate(glm::vec3 points[4], double alpha);
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t_pathPoint createNextPoint(t_pathPoint from, t_pathPoint to);
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void getInterpolationPoints(t_pathPoint &prev, t_pathPoint &from, t_pathPoint &to, t_pathPoint &next);
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void initRender();
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void fillGoodCodecList(std::vector<AVCodecID> &lst);
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@ -6,7 +6,7 @@
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/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2025/01/22 16:34:53 by tomoron #+# #+# */
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/* Updated: 2025/02/15 22:51:54 by tomoron ### ########.fr */
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/* Updated: 2025/02/16 23:57:31 by tomoron ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -501,13 +501,44 @@ glm::vec2 Renderer::bezierSphereInterpolate(glm::vec4 control, glm::vec2 from, g
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return(from + glm::vec2(delta.x * t, delta.y * t));
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}
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t_pathPoint Renderer::createNextPoint(t_pathPoint from, t_pathPoint to)
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{
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t_pathPoint res;
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res.pos = to.pos + (to.pos - from.pos);
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res.dir = to.dir + (to.dir - from.dir);
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res.time = to.time + (to.time - from.time);
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return (res);
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}
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void Renderer::getInterpolationPoints(t_pathPoint &prev, t_pathPoint &from, t_pathPoint &to, t_pathPoint &next)
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{
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from = _path[_curPathIndex];
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to = _path[_curPathIndex + 1];
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if(!_curPathIndex)
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prev = from;
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else if (_curPathIndex && _path[_curPathIndex - 1].time == _path[_curPathIndex].time)
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prev = createNextPoint(to, from);
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else
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prev = _path[_curPathIndex - 1];
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if((size_t)_curPathIndex + 2 >= _path.size())
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next = to;
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else if ((size_t)_curPathIndex + 2 < _path.size() && _path[_curPathIndex + 2].time == _path[_curPathIndex + 1].time)
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next = createNextPoint(from, to);
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else
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next = _path[_curPathIndex + 2];
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}
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void Renderer::makeMovement(float timeFromStart, float curSplitTimeReset)
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{
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t_pathPoint prev;
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t_pathPoint from;
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t_pathPoint to;
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t_pathPoint prev;
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t_pathPoint next;
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float pathTime;
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Camera *cam;
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glm::vec3 pos;
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@ -517,23 +548,13 @@ void Renderer::makeMovement(float timeFromStart, float curSplitTimeReset)
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bool smallDistNext;
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glm::vec4 bezierControl;
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from = _path[_curPathIndex];
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to = _path[_curPathIndex + 1];
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if(_curPathIndex)
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prev = _path[_curPathIndex - 1];
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else
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prev = from;
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if((size_t)_curPathIndex + 2 < _path.size())
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next = _path[_curPathIndex + 2];
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else
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next = to;
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getInterpolationPoints(prev, from, to, next);
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cam = _scene->getCamera();
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pathTime = (to.time - from.time) * 60;
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normalTime = 1 - ((pathTime - timeFromStart) / pathTime);
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glm::vec3 points[4] = {prev.pos, from.pos, to.pos, next.pos};
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pos = hermiteInterpolate(points, normalTime);
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pos = hermiteInterpolate((glm::vec3 [4]){prev.pos, from.pos, to.pos, next.pos}, normalTime);
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smallDistPrev = glm::distance((to.dir - from.dir) / glm::vec2(pathTime), (from.dir - prev.dir) / glm::vec2((from.time - prev.time) * 60)) < 40;
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smallDistNext = glm::distance((to.dir - from.dir) / glm::vec2(pathTime), (next.dir - to.dir) / glm::vec2((next.time - to.time) * 60)) < 40;
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