Fix fighter visuals after landing snap (#67)
## Summary - Mark landing position corrections as presentation discontinuities. - Render and frame fighters from the current position for the snap frame. - Keep previous translation history unchanged for gameplay collision and attack logic. Reviewed-on: #67 Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
This commit was merged in pull request #67.
This commit is contained in:
+42
-2
@@ -21,6 +21,11 @@ pub struct FighterVelocity(pub FGVec2);
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#[derive(Component, Deref, DerefMut, Default, Clone, Copy, Hash)]
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pub struct FighterPreviousTranslation(pub FGVec2);
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/// Marks a simulation frame whose position changed discontinuously for
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/// presentation purposes (for example, a landing correction).
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#[derive(Component, Default, Clone, Copy, Hash, Debug, PartialEq, Eq)]
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pub struct FighterPresentationSnap(pub bool);
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#[derive(Component, Deref, DerefMut, Default, Clone, Copy, Hash)]
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#[require(FighterPreviousTranslation)]
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pub struct FighterTranslation(pub FGVec2);
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@@ -52,10 +57,31 @@ pub fn sample_presentation_translation(
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}
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}
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pub fn sample_presentation_translation_with_snap(
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previous: FighterPreviousTranslation,
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current: FighterTranslation,
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overstep_fraction: f32,
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mode: PresentationMotionMode,
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snapped: FighterPresentationSnap,
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) -> Vec2 {
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if snapped.0 {
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Vec2::new(current.x.to_num(), current.y.to_num())
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} else {
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sample_presentation_translation(previous, current, overstep_fraction, mode)
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}
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}
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pub fn clear_fighter_presentation_snaps(mut fighters: Query<&mut FighterPresentationSnap>) {
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for mut snap in &mut fighters {
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snap.0 = false;
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}
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}
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pub fn apply_fighter_translation_to_visuals(
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query: Query<(
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&FighterTranslation,
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&FighterPreviousTranslation,
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&FighterPresentationSnap,
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&FighterHitstopShake,
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&mut Transform,
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)>,
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@@ -64,12 +90,13 @@ pub fn apply_fighter_translation_to_visuals(
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game_settings: Res<GameSettings>,
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) {
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let overstep_fraction = timing.overstep_fraction();
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for (translation, previous_translation, hitstop_shake, mut transform) in query {
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let translation = sample_presentation_translation(
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for (translation, previous_translation, presentation_snap, hitstop_shake, mut transform) in query {
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let translation = sample_presentation_translation_with_snap(
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*previous_translation,
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*translation,
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overstep_fraction,
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debug_settings.motion_sampling,
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*presentation_snap,
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);
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transform.translation = Vec3::new(
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translation.x,
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@@ -169,6 +196,19 @@ mod tests {
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assert_eq!(position, Vec2::new(7.0, 14.0));
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}
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#[test]
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fn presentation_translation_uses_current_sample_after_snap() {
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let position = sample_presentation_translation_with_snap(
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FighterPreviousTranslation(FGVec2::new(FGi32::lit("2"), FGi32::lit("4"))),
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FighterTranslation(FGVec2::new(FGi32::lit("6"), FGi32::lit("12"))),
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0.25,
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PresentationMotionMode::Extrapolation,
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FighterPresentationSnap(true),
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);
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assert_eq!(position, Vec2::new(6.0, 12.0));
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}
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#[test]
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fn snapshot_fighter_motion_copies_current_world_state() {
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let mut world = World::new();
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