change camera movement smoothing when movement is similar

This commit is contained in:
2025-01-30 18:36:01 +01:00
parent e7cd411802
commit ada74a584c
2 changed files with 18 additions and 9 deletions

View File

@ -6,7 +6,7 @@
/* By: tomoron <tomoron@student.42angouleme.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2025/01/22 16:34:53 by tomoron #+# #+# */
/* Updated: 2025/01/29 23:57:21 by tomoron ### ########.fr */
/* Updated: 2025/01/30 18:34:15 by tomoron ### ########.fr */
/* */
/* ************************************************************************** */
@ -320,14 +320,14 @@ glm::quat eulerToQuaternion(float pitch, float yaw)
//}
glm::vec2 Renderer::sphereInterpolate(glm::vec2 from, glm::vec2 to, float time)
glm::vec2 Renderer::bezierSphereInterpolate(glm::vec4 control, glm::vec2 from, glm::vec2 to, float time)
{
glm::vec2 delta;
glm::vec2 p1, p2;
float t;
p1 = glm::vec2(0.20, 0);
p2 = glm::vec2(0.80, 1);
p1 = glm::vec2(control.x, control.y);
p2 = glm::vec2(control.z, control.w);
t = time;
for(int i = 0; i < 5; i++) {
float currentX = 3.0f * ((1 - t) * (1 - t)) * t * p1.x + 3.0f * (1 - t) * (t * t) * p2.x + (t * t * t);
@ -369,6 +369,9 @@ void Renderer::makeMovement(float timeFromStart, float curSplitTimeReset)
glm::vec3 pos;
glm::vec2 dir;
float normalTime;
bool smallDistPrev;
bool smallDistNext;
glm::vec4 bezierControl;
from = _path[_curPathIndex];
to = _path[_curPathIndex + 1];
@ -376,18 +379,24 @@ void Renderer::makeMovement(float timeFromStart, float curSplitTimeReset)
prev = _path[_curPathIndex - 1];
else
prev = from;
if((size_t)_curPathIndex + 3 == _path.size())
if((size_t)_curPathIndex + 2 < _path.size())
next = _path[_curPathIndex + 2];
else
next = to;
cam = _scene->getCamera();
pathTime = (to.time - from.time) * 60;
normalTime = 1 - ((pathTime - timeFromStart) / pathTime);
pos = hermiteInterpolate((glm::vec3 [4]){prev.pos, from.pos, to.pos, next.pos}, normalTime);
dir = sphereInterpolate(from.dir, to.dir, normalTime);
smallDistPrev = glm::distance((to.dir - from.dir) / glm::vec2(pathTime), (from.dir - prev.dir) / glm::vec2((from.time - prev.time) * 60)) < 40;
smallDistNext = glm::distance((to.dir - from.dir) / glm::vec2(pathTime), (next.dir - to.dir) / glm::vec2((next.time - to.time) * 60)) < 40;
bezierControl.x = 0.2f;
bezierControl.y = !_curPathIndex || smallDistPrev ? .1f : .0f;
bezierControl.z = 0.8f;
bezierControl.w = (size_t)_curPathIndex + 2 >= _path.size() || smallDistNext ? .9f : 1.0f;
dir = bezierSphereInterpolate(bezierControl, from.dir, to.dir, normalTime);
if(std::isnan(dir.x) || std::isnan(dir.y))
dir = from.dir;
if(timeFromStart >= pathTime)