Fix bone resampling breaking hitbox interpolation.
This commit is contained in:
@@ -8,7 +8,7 @@ pub use crate::math::fixed_transform::FixedMat4;
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pub use asset_baking::{BakedAnimationAssetProcessingPlugin, BakedAnimationPlugin};
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pub use asset_baking::{BakedAnimationAssetProcessingPlugin, BakedAnimationPlugin};
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pub use runtime::{
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pub use runtime::{
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BakedAnimationClip, BakedFighterAnimations, FighterBoneIndexMap, FighterBoneMatrices,
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BakedAnimationClip, BakedFighterAnimations, FighterBoneIndexMap, FighterBoneMatrices,
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update_fighter_bone_matrices,
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resample_fighter_bone_matrices, update_fighter_bone_matrices,
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};
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};
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pub const BAKED_ANIMATION_FPS: u32 = 60;
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pub const BAKED_ANIMATION_FPS: u32 = 60;
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@@ -275,6 +275,31 @@ mod tests {
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assert_eq!(capacities, matrices.buffer_capacities());
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assert_eq!(capacities, matrices.buffer_capacities());
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}
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}
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#[test]
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fn same_frame_resample_preserves_previous_gameplay_pose() {
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let names = ["root".into()];
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let parents = [None];
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let mut pose_a = FixedMat4::IDENTITY;
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pose_a.translate(FGVec3::lit("1", "0", "0"));
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let mut pose_b = FixedMat4::IDENTITY;
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pose_b.translate(FGVec3::lit("2", "0", "0"));
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let mut snapped_pose = FixedMat4::IDENTITY;
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snapped_pose.translate(FGVec3::lit("3", "0", "0"));
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let mut matrices = FighterBoneMatrices::default();
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matrices.set_pose(AnimKind::Wait, &names, &parents, &[pose_a], FGi32::ONE);
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matrices.set_pose(AnimKind::Wait, &names, &parents, &[pose_b], FGi32::ONE);
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matrices.resample_pose(
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AnimKind::Landing,
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&names,
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&parents,
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&[snapped_pose],
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FGi32::ONE,
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);
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assert_eq!(matrices.get_index(0), Some((pose_a, snapped_pose)));
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}
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#[test]
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#[test]
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fn model_scale_affects_gameplay_bones_without_changing_visual_locals() {
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fn model_scale_affects_gameplay_bones_without_changing_visual_locals() {
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let mut root = FixedMat4::IDENTITY;
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let mut root = FixedMat4::IDENTITY;
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@@ -144,6 +144,27 @@ impl FighterBoneMatrices {
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parents: &[Option<usize>],
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parents: &[Option<usize>],
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local: &[FixedMat4],
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local: &[FixedMat4],
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model_scale: FGi32,
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model_scale: FGi32,
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) {
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self.sample_pose(kind, bone_names, parents, local, model_scale, true);
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}
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pub(super) fn resample_pose(
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&mut self,
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kind: AnimKind,
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bone_names: &[String],
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parents: &[Option<usize>],
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local: &[FixedMat4],
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model_scale: FGi32,
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) {
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self.sample_pose(kind, bone_names, parents, local, model_scale, false);
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}
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fn sample_pose(
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&mut self,
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kind: AnimKind,
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bone_names: &[String],
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parents: &[Option<usize>],
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local: &[FixedMat4],
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model_scale: FGi32,
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advance_history: bool,
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) {
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) {
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assert_eq!(
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assert_eq!(
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bone_names.len(),
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bone_names.len(),
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@@ -167,9 +188,11 @@ impl FighterBoneMatrices {
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self.local_matrices.reserve(local.len());
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self.local_matrices.reserve(local.len());
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self.previous_local_matrices.reserve(local.len());
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self.previous_local_matrices.reserve(local.len());
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self.model_matrices.reserve(local.len());
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self.model_matrices.reserve(local.len());
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if advance_history {
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std::mem::swap(&mut self.matrices, &mut self.previous_frame_matrices);
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std::mem::swap(&mut self.matrices, &mut self.previous_frame_matrices);
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let animation_changed = self.presentation_kind != Some(kind);
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std::mem::swap(&mut self.local_matrices, &mut self.previous_local_matrices);
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std::mem::swap(&mut self.local_matrices, &mut self.previous_local_matrices);
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}
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let animation_changed = self.presentation_kind != Some(kind);
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self.local_matrices.clear();
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self.local_matrices.clear();
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self.local_matrices.extend_from_slice(local);
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self.local_matrices.extend_from_slice(local);
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self.model_matrices.resize(local.len(), None);
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self.model_matrices.resize(local.len(), None);
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@@ -215,6 +238,56 @@ pub fn update_fighter_bone_matrices(
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manifests: Res<Assets<FighterManifest>>,
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manifests: Res<Assets<FighterManifest>>,
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) {
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) {
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for (frame, animations, fighter, mut matrices, mut bone_indices) in &mut fighters {
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for (frame, animations, fighter, mut matrices, mut bone_indices) in &mut fighters {
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sample_fighter_bone_matrices(
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frame,
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animations,
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fighter,
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&mut matrices,
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&mut bone_indices,
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&baked_assets,
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&manifests,
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true,
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);
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}
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}
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/// Resamples the current pose after collision-driven state transitions without
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/// advancing the previous-frame pose used for swept gameplay volumes.
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pub fn resample_fighter_bone_matrices(
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mut fighters: Query<(
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&FighterAnimationFrame,
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&FighterAnimations,
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&Fighter,
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&mut FighterBoneMatrices,
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&mut FighterBoneIndexMap,
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)>,
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baked_assets: Res<Assets<BakedFighterAnimations>>,
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manifests: Res<Assets<FighterManifest>>,
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) {
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for (frame, animations, fighter, mut matrices, mut bone_indices) in &mut fighters {
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sample_fighter_bone_matrices(
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frame,
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animations,
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fighter,
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&mut matrices,
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&mut bone_indices,
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&baked_assets,
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&manifests,
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false,
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);
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}
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}
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fn sample_fighter_bone_matrices(
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frame: &FighterAnimationFrame,
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animations: &FighterAnimations,
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fighter: &Fighter,
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matrices: &mut FighterBoneMatrices,
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bone_indices: &mut FighterBoneIndexMap,
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baked_assets: &Assets<BakedFighterAnimations>,
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manifests: &Assets<FighterManifest>,
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advance_history: bool,
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) {
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let baked = baked_assets
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let baked = baked_assets
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.get(&animations.baked)
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.get(&animations.baked)
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.expect("fighter baked animation asset should be loaded before the match starts");
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.expect("fighter baked animation asset should be loaded before the match starts");
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@@ -228,6 +301,7 @@ pub fn update_fighter_bone_matrices(
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let manifest = manifests
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let manifest = manifests
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.get(&fighter.manifest)
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.get(&fighter.manifest)
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.expect("fighter manifest should be loaded before the match starts");
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.expect("fighter manifest should be loaded before the match starts");
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if advance_history {
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matrices.set_pose(
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matrices.set_pose(
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frame.kind,
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frame.kind,
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&baked.bone_names,
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&baked.bone_names,
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@@ -235,6 +309,15 @@ pub fn update_fighter_bone_matrices(
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pose,
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pose,
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manifest.model_scale,
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manifest.model_scale,
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);
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);
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} else {
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matrices.resample_pose(
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frame.kind,
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&baked.bone_names,
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&baked.parents,
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pose,
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manifest.model_scale,
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);
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}
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if bone_indices.0.is_empty() {
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if bone_indices.0.is_empty() {
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bone_indices.0.extend(
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bone_indices.0.extend(
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baked
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baked
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@@ -245,7 +328,6 @@ pub fn update_fighter_bone_matrices(
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);
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);
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}
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}
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}
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}
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}
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fn resolve_model_transform(
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fn resolve_model_transform(
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index: usize,
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index: usize,
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+1
-1
@@ -183,7 +183,7 @@ impl Plugin for FighterPlugin {
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GgrsSchedule,
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GgrsSchedule,
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(
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(
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(blast_zones::apply_blast_zones, ecb::update_ecb, ecb::decrement_ecb_lockout, state::state_collision_interrupt_system).chain(),
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(blast_zones::apply_blast_zones, ecb::update_ecb, ecb::decrement_ecb_lockout, state::state_collision_interrupt_system).chain(),
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baked_animation::update_fighter_bone_matrices,
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baked_animation::resample_fighter_bone_matrices,
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)
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)
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.chain()
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.chain()
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.in_set(GameplaySet::Collision),
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.in_set(GameplaySet::Collision),
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