Implement root motion into grounded attacks and implement dash attack
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This commit is contained in:
2026-10-05 21:51:07 +02:00
parent 256485ce44
commit 3816e16432
11 changed files with 213 additions and 25 deletions
+1
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@@ -100,4 +100,5 @@ pub enum AnimKind {
AttackDownTilt,
AttackNeutralAir,
AttackForwardAir,
AttackDash,
}
+2
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@@ -221,6 +221,7 @@ pub enum AttackKind {
UpSmash,
DownSmash,
ForwardSmash,
DashAttack,
}
impl AttackKind {
@@ -238,6 +239,7 @@ impl AttackKind {
AttackKind::UpSmash => AnimKind::AttackUpTilt,
AttackKind::DownSmash => AnimKind::AttackUpTilt,
AttackKind::ForwardSmash => AnimKind::AttackUpTilt,
AttackKind::DashAttack => AnimKind::AttackDash,
}
}
}
+32
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@@ -364,6 +364,38 @@ mod tests {
assert_eq!(matrices.root_motion_delta(), FGVec3::lit("4", "0", "0"));
}
#[test]
fn root_motion_translation_is_removed_from_published_pose() {
let names = ["root".into(), "hand".into()];
let parents = [None, Some(0)];
let mut root = FixedMat4::IDENTITY;
root.translate(FGVec3::lit("3", "4", "5"));
let mut hand = FixedMat4::IDENTITY;
hand.translate(FGVec3::lit("1", "2", "0"));
let mut matrices = FighterBoneMatrices::default();
let frame = crate::fighter::animation::FighterAnimationFrame::new(AnimKind::Wait, false);
matrices.set_pose_with_frame(
frame,
"root",
FGVec3::ZERO,
None,
AnimKind::Wait,
&names,
&parents,
&[root, hand],
FGi32::ONE,
);
assert_eq!(matrices.root_motion_delta(), FGVec3::ZERO);
assert_eq!(matrices.local(0).unwrap().get_translation(), FGVec3::ZERO);
assert_eq!(matrices.get_current("root").unwrap().get_translation(), FGVec3::ZERO);
assert_eq!(
matrices.get_current("hand").unwrap().get_translation(),
FGVec3::lit("1", "2", "0")
);
}
#[test]
fn repeating_root_motion_preserves_cycle_displacement_at_wrap() {
let names = ["root".into()];
+41 -8
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@@ -122,6 +122,10 @@ pub struct FighterBoneMatrices {
model_matrices: Vec<Option<FixedMat4>>,
presentation_kind: Option<AnimKind>,
previous_animation_frame: Option<FighterAnimationFrame>,
/// The raw, scaled model-space root translation used as the baseline for
/// root-motion extraction. This is kept separately because the published
/// pose has the root translation removed.
previous_root_motion_translation: Option<FGVec3>,
root_motion_delta: crate::math::vec3::FGVec3,
}
@@ -351,6 +355,17 @@ impl FighterBoneMatrices {
}
self.local_matrices.clear();
self.local_matrices.extend_from_slice(local);
let root_index = if root_motion_bone.is_empty() {
None
} else {
Some(
self.bone_names
.iter()
.position(|name| name == root_motion_bone)
.expect("configured root motion bone should exist"),
)
};
self.model_matrices.resize(local.len(), None);
self.model_matrices.fill(None);
for index in 0..local.len() {
@@ -365,6 +380,26 @@ impl FighterBoneMatrices {
[FGi32::ZERO, FGi32::ZERO, FGi32::ZERO, FGi32::ONE],
],
};
let raw_root_motion_translation = root_index.map(|root_index| {
model_scale
.mul(
self.model_matrices[root_index]
.expect("baked bone hierarchy should be valid"),
)
.get_translation()
});
// Gameplay owns the root's displacement. Keep rotation and scale in
// the animation, but remove its translation before publishing the pose
// used by visuals and gameplay volumes.
if let Some(root_index) = root_index {
self.local_matrices[root_index].translate(FGVec3::ZERO);
self.model_matrices.fill(None);
for index in 0..local.len() {
resolve_model_transform(index, parents, &self.local_matrices, &mut self.model_matrices)
.expect("baked bone hierarchy should be valid");
}
}
self.matrices.clear();
self.matrices.extend(
self.model_matrices.iter().map(|matrix| {
@@ -374,15 +409,12 @@ impl FighterBoneMatrices {
self.root_motion_delta = if advance_history
&& !animation_changed
&& self.previous_animation_frame.is_some()
&& !root_motion_bone.is_empty()
&& let (Some(current), Some(previous)) = (
raw_root_motion_translation,
self.previous_root_motion_translation,
)
{
let root_index = self
.bone_names
.iter()
.position(|name| name == root_motion_bone)
.expect("configured root motion bone should exist");
let mut delta = self.matrices[root_index].get_translation()
- self.previous_frame_matrices[root_index].get_translation();
let mut delta = current - previous;
if animation_frame.repeat
&& self.previous_animation_frame.is_some_and(|previous| {
previous.frame.saturating_add(1) == animation_frame.frame
@@ -395,6 +427,7 @@ impl FighterBoneMatrices {
} else {
FGVec3::ZERO
};
self.previous_root_motion_translation = raw_root_motion_translation;
if advance_history {
self.previous_animation_frame = Some(animation_frame);
}
+11 -1
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@@ -4,7 +4,7 @@ use super::{
};
use crate::fighter::FighterFacingDirection;
use crate::fighter::animation::AnimKind;
use crate::fighter::state::FighterState;
use crate::fighter::state::{FighterState, ground_attack};
use crate::input::FighterCommands::{SmashMoveLeft, SmashMoveRight};
#[derive(Debug, Clone, Hash)]
@@ -23,6 +23,16 @@ impl FighterStateImpl for DashState {
fn check_interrupt(&self, ctx: &mut InterruptContext) -> Option<FighterState> {
let attributes = ctx.fighter_attributes;
if ctx.get_current_animation_frame() <= 2 {
if let Some(state) = ground_attack::check_interrupt(ctx) {
return Some(state);
}
} else {
if let Some(state) = ground_attack::check_interrupt_dash_attack(ctx) {
return Some(state);
}
}
// A reverse dash can interrupt before IASA
if let Some(direction) =
check_smash_input_with_dir(ctx).filter(|direction| *direction != self.direction)
+83 -11
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@@ -1,14 +1,20 @@
use crate::fighter::{
attack::{AttackKind, update_active_attack},
state::{
CollisionContext, EnterContext, ExitContext, FighterState, FighterStateImpl,
InterruptContext, UpdateContext, wait::WaitState,
use bevy::{asset::Assets, log::error};
use crate::{
fighter::{
attack::{AttackKind, FighterAttackScriptAssets, update_active_attack},
state::{
CollisionContext, EnterContext, ExitContext, FighterState, FighterStateImpl,
InterruptContext, UpdateContext, ground, wait::WaitState,
},
},
scripting::FighterAttackScript,
};
#[derive(Clone, Debug, Hash)]
pub struct GroundAttackState {
pub attack_kind: AttackKind,
pub use_root_motion: bool,
}
impl FighterStateImpl for GroundAttackState {
@@ -37,6 +43,18 @@ impl FighterStateImpl for GroundAttackState {
.expect("ground attack must have active hitboxes"),
animation_frame,
);
// root motion
if script.use_root_motion {
state_context.velocity.0.x = state_context.animation_root_motion_delta.x;
ground::apply_grounded_motion(
state_context.velocity,
state_context.translation,
state_context.prev_translation,
);
} else {
ground::update_friction_motion(state_context);
}
}
}
@@ -48,7 +66,7 @@ impl FighterStateImpl for GroundAttackState {
let script = state_context.attack_script_assets.scripts[&self.attack_kind].clone();
state_context.hitboxes.0 = Some(crate::fighter::FighterActiveAttack {
kind: self.attack_kind,
script,
script: script.clone(),
active_hitboxes: Vec::new(),
solved_hitboxes: Vec::new(),
hit_groups: Vec::new(),
@@ -62,9 +80,9 @@ impl FighterStateImpl for GroundAttackState {
fn check_collision_interrupt(
&mut self,
_state_context: &mut CollisionContext,
state_context: &mut CollisionContext,
) -> Option<FighterState> {
None
ground::collision_interrupt(state_context, !self.use_root_motion)
}
fn is_visually_grounded<'a>(&'a self) -> bool {
@@ -72,6 +90,51 @@ impl FighterStateImpl for GroundAttackState {
}
}
impl GroundAttackState {
fn create(
attack_kind: AttackKind,
attack_script_assets: &FighterAttackScriptAssets,
attack_scripts: &Assets<FighterAttackScript>,
) -> Result<Self, AirAttackStateCreateError> {
let asset_script = attack_script_assets.scripts.get(&attack_kind).ok_or(
AirAttackStateCreateError::AttackScriptAssetNotFound {
attack: attack_kind,
},
)?;
let script = attack_scripts.get(asset_script).ok_or(
AirAttackStateCreateError::AttackScriptNotFound {
attack: attack_kind,
},
)?;
Ok(Self {
attack_kind,
use_root_motion: script.use_root_motion
})
}
}
#[derive(thiserror::Error, Debug)]
pub enum AirAttackStateCreateError {
#[error("Attack script: {attack:?} not found")]
AttackScriptNotFound { attack: AttackKind },
#[error("Attack script asset: {attack:?} not found")]
AttackScriptAssetNotFound { attack: AttackKind },
}
pub fn check_interrupt_shared(state_context: &InterruptContext, attack_kind: AttackKind) -> Option<FighterState> {
let state = GroundAttackState::create(attack_kind, state_context.attack_script_assets, state_context.attack_scripts);
match state {
Ok(state) => Some(FighterState::GroundAttack(state)),
Err(create_error) => {
error!("{}", create_error);
None
},
}
}
pub fn check_interrupt(state_context: &InterruptContext) -> Option<FighterState> {
if state_context
.input
@@ -81,9 +144,18 @@ pub fn check_interrupt(state_context: &InterruptContext) -> Option<FighterState>
.input
.get_attack_command_type()
.to_attack_kind_grounded();
Some(FighterState::GroundAttack(GroundAttackState {
attack_kind,
}))
check_interrupt_shared(state_context, attack_kind)
} else {
None
}
}
pub fn check_interrupt_dash_attack(state_context: &InterruptContext) -> Option<FighterState> {
if state_context
.input
.has_command(crate::input::FighterCommands::Attack)
{
check_interrupt_shared(state_context, AttackKind::DashAttack)
} else {
None
}
+17 -1
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@@ -11,7 +11,7 @@ use crate::fighter::attack::{
FighterStaleMoveQueue, HitStop,
};
use crate::fighter::attributes::FighterAttributes;
use crate::fighter::baked_animation::BakedFighterAnimations;
use crate::fighter::baked_animation::{BakedFighterAnimations, FighterBoneMatrices};
use crate::fighter::ecb::FighterPreviousECB;
use crate::fighter::manifest::FighterManifest;
use crate::fighter::state::hitstun::HitstunState;
@@ -29,6 +29,7 @@ use crate::match_loading::MatchConfig;
use crate::match_runtime::MatchState;
use crate::math::int::FGi32;
use crate::math::vec::FGVec2;
use crate::math::vec3::FGVec3;
use crate::player::Player;
use crate::scripting::FighterAttackScript;
use crate::stage::line::StageCollision;
@@ -191,6 +192,9 @@ pub struct UpdateContext<'a> {
pub knockback_velocity: &'a mut FighterKnockbackVelocity,
pub vulnerability: &'a mut FighterInvulnerabilityState,
pub game_settings: &'a GameSettings,
/// Root motion in the fighter's gameplay plane: X is world-right and Y is
/// world-up. Animation +Z is forward and is mirrored by facing direction.
pub animation_root_motion_delta: FGVec2,
pub animation_frame: u32,
pub fighter_attributes: &'a FighterAttributes,
pub attack_scripts: &'a Assets<FighterAttackScript>,
@@ -198,6 +202,13 @@ pub struct UpdateContext<'a> {
pub facing_direction: &'a FighterFacingDirection,
}
fn animation_root_motion_to_gameplay(
delta: FGVec3,
facing_direction: &FighterFacingDirection,
) -> FGVec2 {
FGVec2::new(delta.z * facing_direction.to_sign(), delta.y)
}
impl UpdateContext<'_> {
pub fn get_current_animation_frame(&self) -> u32 {
self.animation_frame
@@ -275,6 +286,7 @@ pub struct FighterFrameQuery {
pub animation_frame: &'static mut FighterAnimationFrame,
pub vulnerability: &'static mut FighterInvulnerabilityState,
pub fighter: &'static Fighter,
pub bone_matrices: &'static FighterBoneMatrices,
}
impl<'w, 's> FighterFrameQueryItem<'w, 's> {
@@ -365,6 +377,10 @@ impl<'w, 's> FighterFrameQueryItem<'w, 's> {
surface: &mut self.surface,
knockback_velocity: &mut self.knockback_velocity,
game_settings,
animation_root_motion_delta: animation_root_motion_to_gameplay(
self.bone_matrices.root_motion_delta(),
&self.facing_direction,
),
animation_frame: self.animation_frame.frame,
vulnerability: &mut self.vulnerability,
fighter_attributes: attributes,
+4 -1
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@@ -41,6 +41,7 @@ pub enum ViewerAttack {
UpSmash,
DownSmash,
ForwardSmash,
DashAttack,
}
impl From<ViewerAttack> for AttackKind {
@@ -58,6 +59,7 @@ impl From<ViewerAttack> for AttackKind {
ViewerAttack::UpSmash => Self::UpSmash,
ViewerAttack::DownSmash => Self::DownSmash,
ViewerAttack::ForwardSmash => Self::ForwardSmash,
ViewerAttack::DashAttack => Self::DashAttack,
}
}
}
@@ -100,7 +102,7 @@ struct ViewerState {
manifest_path: String,
}
const VIEWER_ATTACKS: [AttackKind; 12] = [
const VIEWER_ATTACKS: [AttackKind; 13] = [
AttackKind::NeutralAir,
AttackKind::ForwardAir,
AttackKind::BackAir,
@@ -113,6 +115,7 @@ const VIEWER_ATTACKS: [AttackKind; 12] = [
AttackKind::UpSmash,
AttackKind::DownSmash,
AttackKind::ForwardSmash,
AttackKind::DashAttack,
];
pub struct HitboxViewerPlugin;
+3 -3
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@@ -17,14 +17,14 @@ pub enum GameplaySet {
Input,
/// Decide whether the current fighter state hands off to another one.
Interrupt,
/// Sample the animation pose selected by the interrupt pass.
Animation,
/// Run the fighter state that survived the interrupt pass.
StateUpdate,
/// Integrate velocities into positions.
Physics,
/// Resolve the integrated positions against the stage.
Collision,
/// Solve collision boxes
Animation,
/// Resolve attacks
Attacks,
/// Advance match rules and detect the end of the match.
@@ -42,9 +42,9 @@ impl Plugin for GameplaySchedulePlugin {
(
GameplaySet::Input,
GameplaySet::Interrupt,
GameplaySet::Animation,
GameplaySet::StateUpdate,
GameplaySet::Physics,
GameplaySet::Animation,
GameplaySet::Collision,
GameplaySet::Attacks,
GameplaySet::MatchRules,
+1
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@@ -17,6 +17,7 @@ pub struct FighterAttackScript {
pub iasa_frame: Option<u32>,
pub wont_autocancel_window: Option<(u32, u32)>,
pub landing_duration: Option<u32>,
pub use_root_motion: bool
}
impl FighterAttackScript {
+18
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@@ -17,6 +17,7 @@ struct MoveCompiler {
iasa_frame: Option<u32>,
landing_duration: Option<u32>,
cursor: u32,
use_root_motion: bool,
}
#[derive(Debug, Serialize, Deserialize, Clone)]
@@ -114,6 +115,10 @@ impl MoveCompiler {
self.iasa_frame = Some(iasa_frame);
}
fn enable_root_motion(&mut self) {
self.use_root_motion = true;
}
fn into_attack_script(mut self) -> Result<FighterAttackScript, String> {
self.remove_all_hitboxes().map_err(|err| err.to_string())?;
let mut hitboxes = self.hitboxes;
@@ -124,6 +129,7 @@ impl MoveCompiler {
iasa_frame: self.iasa_frame,
wont_autocancel_window: self.wont_autocancel_window,
landing_duration: self.landing_duration,
use_root_motion: self.use_root_motion,
})
}
}
@@ -232,6 +238,18 @@ pub fn compile_script(text: &str) -> Result<FighterAttackScript, String> {
);
}
{
let mc = mc.clone();
engine.register_fn(
"enable_root_motion",
move || -> Result<(), Box<EvalAltResult>> {
let mut b = mc.borrow_mut();
b.enable_root_motion();
Ok(())
},
);
}
{
let mc = mc.clone();
engine.register_fn(