Improve ECB behaviour, add ECB interpolation, wall/ceiling support etc
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This commit is contained in:
2026-10-13 19:35:44 +02:00
parent f1da5c1172
commit a18acb6775
7 changed files with 874 additions and 163 deletions
+20 -4
View File
@@ -1,12 +1,25 @@
use bevy::prelude::*;
use crate::{
camera::MatchCamera, fighter::{
FighterECB, FighterFacingDirection, FighterHitboxes, FighterHitstop, FighterHitstopShake, FighterInvulnerabilityState, FighterLedgeInformation, FighterPendingRespawn, FighterPreviousFacingDirection, FighterPreviousTranslation, FighterSurfaceState, FighterTranslation, FighterVelocity, animation::FighterAnimationFrame, attack::{
camera::MatchCamera,
fighter::{
FighterECB, FighterFacingDirection, FighterHitboxes, FighterHitstop, FighterHitstopShake,
FighterInvulnerabilityState, FighterLedgeInformation, FighterPendingRespawn,
FighterPreviousFacingDirection, FighterPreviousTranslation, FighterSurfaceState,
FighterTranslation, FighterVelocity,
animation::FighterAnimationFrame,
attack::{
FighterDamage, FighterKnockbackVelocity, FighterPendingHitReaction, FighterPendingHits,
FighterSolvedHurtboxes, FighterStaleMoveQueue,
}, baked_animation::FighterBoneMatrices, state::FighterState,
}, input::FighterInput, match_runtime::MatchState, player::Player, stage::line::StageCollision,
},
baked_animation::FighterBoneMatrices,
ecb::FighterDesiredECB,
state::FighterState,
},
input::FighterInput,
match_runtime::MatchState,
player::Player,
stage::line::StageCollision,
};
#[derive(Resource, Default)]
@@ -27,6 +40,7 @@ struct FighterCheckpoint {
entity: Entity,
handle: usize,
ecb: FighterECB,
desired_ecb: FighterDesiredECB,
previous_ecb: crate::fighter::ecb::FighterPreviousECB,
velocity: FighterVelocity,
translation: FighterTranslation,
@@ -131,6 +145,7 @@ pub(super) fn save_or_restore(world: &mut World) {
let mut entity = world.entity_mut(saved.entity);
entity.insert(saved.ecb);
entity.insert(saved.desired_ecb);
entity.insert(saved.previous_ecb);
entity.insert(saved.velocity);
entity.insert(saved.translation);
@@ -169,6 +184,7 @@ fn capture_fighter(world: &World, entity: Entity) -> Option<FighterCheckpoint> {
entity,
handle: fighter.get::<Player>()?.handle,
ecb: *fighter.get::<FighterECB>()?,
desired_ecb: *fighter.get::<FighterDesiredECB>()?,
previous_ecb: *fighter.get::<crate::fighter::ecb::FighterPreviousECB>()?,
velocity: *fighter.get::<FighterVelocity>()?,
translation: *fighter.get::<FighterTranslation>()?,
+476 -39
View File
@@ -1,11 +1,17 @@
//! Resolving an integrated fighter position against the stage.
use crate::fighter::ecb::FighterPreviousECB;
use crate::fighter::{FighterECB, FighterPreviousTranslation, FighterTranslation};
use crate::fighter::ecb::{self as ecb_module, FighterDesiredECB};
use crate::fighter::{FighterPreviousTranslation, FighterTranslation};
use crate::fighter::FighterVelocity;
#[cfg(test)]
use crate::fighter::{FighterECB, ecb::FighterPreviousECB};
use crate::math::int::FGi32;
use crate::math::rect::FGRect;
use crate::math::segment::FGSegment2d;
use crate::math::vec::FGVec2;
use crate::stage::line::{StageCollision, StageLineID, StagePolyType, StageVertexID};
use crate::stage::line::{
StageCollision, StageLineID, StagePolyLineSegmentType, StagePolyType, StageVertexID,
};
/*
pub fn collide_fighter_with_scene(
fighters: Query<(&FighterECB, &mut FighterVelocity, &mut FighterTranslation)>,
@@ -36,10 +42,14 @@ pub fn collide_fighter_with_scene(
pub struct AirCollisionWithStageResult {
pub line_id: StageLineID,
pub hit_position: FGVec2,
/// Fighter origin at the collision substep. The ECB remains local to this
/// origin; callers must not rebase the ECB by the frame-sized movement.
pub resolved_translation: FGVec2,
pub hit_normal: FGVec2,
}
pub fn air_collide_with_stage(
#[cfg(test)]
fn air_collide_with_stage(
prev_translation: &FighterPreviousTranslation,
translation: &FighterTranslation,
prev_ecb: &FighterPreviousECB,
@@ -48,42 +58,298 @@ pub fn air_collide_with_stage(
ignored_polys: &[usize],
can_ignore_soft_platforms: bool,
) -> Option<AirCollisionWithStageResult> {
let ray_segment = FGSegment2d::new(
prev_translation.0 + prev_ecb.get_bottom_point(),
translation.0 + ecb.get_bottom_point(),
);
let mut translation = *translation;
let mut velocity = FighterVelocity::default();
air_collide_with_stage_substepped(
prev_translation,
&mut translation,
&mut velocity,
&mut ecb_module::FighterECB {
top: prev_ecb.top,
bottom: prev_ecb.bottom,
left: prev_ecb.left,
right: prev_ecb.right,
},
&FighterDesiredECB::from(*ecb),
stage_collision,
ignored_polys,
can_ignore_soft_platforms,
)
}
/// Sweeps movement and ECB shape changes together.
pub(crate) fn collision_step_count(max_change: FGi32) -> u32 {
let six = FGi32::lit("6.0");
if max_change <= six {
return 1;
}
let mut quotient = 0;
let mut remainder = max_change;
while remainder >= six {
quotient += 1;
remainder -= six;
}
quotient + 1
}
pub fn air_collide_with_stage_substepped(
prev_translation: &FighterPreviousTranslation,
translation: &mut FighterTranslation,
velocity: &mut FighterVelocity,
ecb: &mut crate::fighter::FighterECB,
desired: &FighterDesiredECB,
stage_collision: &StageCollision,
ignored_polys: &[usize],
can_ignore_soft_platforms: bool,
) -> Option<AirCollisionWithStageResult> {
let requested_translation = translation.0;
let movement = requested_translation - prev_translation.0;
let mut largest_change = movement.x.abs().max(movement.y.abs());
largest_change = largest_change.max(ecb_module::ecb_max_delta(ecb, desired));
let steps = collision_step_count(largest_change);
let step_count = FGi32::from_num(steps);
let movement_per_step = movement / step_count;
let mut current_position = prev_translation.0;
let mut current_ecb = *ecb;
let mut collision_offset = FGVec2::ZERO;
for step in 0..steps {
let previous_position = current_position;
let previous_ecb = current_ecb;
let remaining_steps = FGi32::from_num(steps - step);
ecb_module::interpolate_ecb(&mut current_ecb, *desired, FGi32::ONE / remaining_steps);
current_position = if step + 1 == steps {
// Fixed-point division may truncate. Always make the final
// substep land exactly on the requested frame endpoint.
requested_translation + collision_offset
} else {
prev_translation.0
+ movement_per_step * FGi32::from_num(step + 1)
+ collision_offset
};
let lower_edges = [
(
previous_ecb.bottom,
previous_ecb.left,
current_ecb.bottom,
current_ecb.left,
),
(
previous_ecb.bottom,
previous_ecb.right,
current_ecb.bottom,
current_ecb.right,
),
];
if let Some(result) = sweep_edges(
stage_collision,
previous_position,
current_position,
&lower_edges,
StagePolyLineSegmentType::Floor,
ignored_polys,
can_ignore_soft_platforms,
) {
*ecb = current_ecb;
translation.0 = current_position + result.correction;
velocity.0 -= velocity.0.project_onto_normalized(result.hit_normal);
let bottom_contact = translation.0 + current_ecb.bottom;
return Some(AirCollisionWithStageResult {
line_id: result.line_id,
hit_position: bottom_contact,
resolved_translation: translation.0,
hit_normal: result.hit_normal,
});
}
let upper_edges = [
(
previous_ecb.top,
previous_ecb.left,
current_ecb.top,
current_ecb.left,
),
(
previous_ecb.top,
previous_ecb.right,
current_ecb.top,
current_ecb.right,
),
];
if let Some(contact) = sweep_edges(
stage_collision,
previous_position,
current_position,
&upper_edges,
StagePolyLineSegmentType::Ceiling,
ignored_polys,
true,
) {
current_position += contact.correction;
collision_offset += contact.correction;
velocity.0 -= velocity.0.project_onto_normalized(contact.hit_normal);
}
let side_edges = [
(
previous_ecb.bottom,
previous_ecb.right,
current_ecb.bottom,
current_ecb.right,
),
(
previous_ecb.right,
previous_ecb.top,
current_ecb.right,
current_ecb.top,
),
(
previous_ecb.top,
previous_ecb.left,
current_ecb.top,
current_ecb.left,
),
(
previous_ecb.left,
previous_ecb.bottom,
current_ecb.left,
current_ecb.bottom,
),
];
if let Some(contact) = sweep_edges(
stage_collision,
previous_position,
current_position,
&side_edges,
StagePolyLineSegmentType::Wall,
ignored_polys,
true,
) {
current_position += contact.correction;
collision_offset += contact.correction;
velocity.0 -= velocity.0.project_onto_normalized(contact.hit_normal);
}
}
*ecb = current_ecb;
translation.0 = current_position;
None
}
struct PointSweepResult {
line_id: StageLineID,
hit_normal: FGVec2,
correction: FGVec2,
}
fn sweep_edges(
stage_collision: &StageCollision,
previous_position: FGVec2,
current_position: FGVec2,
edges: &[(FGVec2, FGVec2, FGVec2, FGVec2)],
segment_type: StagePolyLineSegmentType,
ignored_polys: &[usize],
ignore_platforms: bool,
) -> Option<PointSweepResult> {
stage_collision
.stage_polys
.iter()
.enumerate()
.filter(|(poly_idx, poly)| {
!ignored_polys.contains(poly_idx)
&& !(can_ignore_soft_platforms && matches!(poly.poly_type, StagePolyType::Platform))
&& !(ignore_platforms && matches!(poly.poly_type, StagePolyType::Platform))
})
.filter_map(|(poly_idx, poly)| {
poly.intersect_ray(ray_segment).map(|intersect_result| {
(
AirCollisionWithStageResult {
line_id: {
StageLineID {
polygon: poly_idx,
segment: intersect_result.segment_idx,
.flat_map(|(poly_idx, poly)| {
poly.segments
.iter()
.enumerate()
.filter(move |(_, segment)| segment.segment_type == segment_type)
.filter_map(move |(segment_idx, segment)| {
edges
.iter()
.filter_map(|(previous_a, previous_b, current_a, current_b)| {
let previous_a = previous_position + *previous_a;
let previous_b = previous_position + *previous_b;
let current_a = current_position + *current_a;
let current_b = current_position + *current_b;
let previous_min = segment
.normal
.dot(previous_a - segment.segment.point1())
.min(segment.normal.dot(previous_b - segment.segment.point1()));
let current_a_distance =
segment.normal.dot(current_a - segment.segment.point1());
let current_b_distance =
segment.normal.dot(current_b - segment.segment.point1());
let current_min = current_a_distance.min(current_b_distance);
if previous_min < crate::math::int::FGWide::ZERO
|| current_min > crate::math::int::FGWide::ZERO
{
return None;
}
},
hit_position: intersect_result.position,
hit_normal: intersect_result.normal,
},
intersect_result
.position
.distance_squared(ray_segment.point2()),
)
})
let boundary = [
FGSegment2d::new(previous_a, previous_b),
FGSegment2d::new(previous_a, current_a),
FGSegment2d::new(previous_b, current_b),
FGSegment2d::new(current_a, current_b),
];
let quad = [previous_a, previous_b, current_b, current_a];
let position = boundary
.iter()
.filter_map(|edge| segment.segment.segment_intersection(edge))
.max_by_key(|position| position.distance_squared(current_a))
.or_else(|| {
[segment.segment.point1(), segment.segment.point2()]
.into_iter()
.find(|point| point_in_convex_quad(*point, quad))
})?;
let penetration = FGi32::from_num(-current_min);
Some((position, segment.normal * penetration))
})
.max_by_key(|(position, _)| {
position.distance_squared(segment.segment.point1())
})
.map(|(position, correction)| {
(
PointSweepResult {
line_id: StageLineID {
polygon: poly_idx,
segment: segment_idx,
},
hit_normal: segment.normal,
correction,
},
position.distance_squared(segment.segment.point2()),
)
})
})
})
.max_by(|(_, a), (_, b)| a.cmp(b))
.map(|(result, _)| result)
}
fn point_in_convex_quad(point: FGVec2, quad: [FGVec2; 4]) -> bool {
let mut has_positive = false;
let mut has_negative = false;
for (a, b) in quad.into_iter().zip(quad.into_iter().cycle().skip(1)).take(4) {
let edge = b - a;
let offset = point - a;
let cross = crate::math::int::FGWide::from_num(edge.x)
* crate::math::int::FGWide::from_num(offset.y)
- crate::math::int::FGWide::from_num(edge.y)
* crate::math::int::FGWide::from_num(offset.x);
has_positive |= cross > crate::math::int::FGWide::ZERO;
has_negative |= cross < crate::math::int::FGWide::ZERO;
if has_positive && has_negative {
return false;
}
}
true
}
#[derive(Clone)]
pub struct AirCollisionWithLedgeResult {
pub ledge: StageVertexID,
@@ -93,9 +359,11 @@ pub fn air_collide_with_ledges(
ledge_box: &FGRect,
stage_collision: &StageCollision,
) -> Option<AirCollisionWithLedgeResult> {
stage_collision.intersect_ledges(ledge_box).map(|result| {
AirCollisionWithLedgeResult { ledge: result.vertex_id }
})
stage_collision
.intersect_ledges(ledge_box)
.map(|result| AirCollisionWithLedgeResult {
ledge: result.vertex_id,
})
}
#[cfg(test)]
@@ -126,6 +394,173 @@ mod tests {
)
}
fn single_segment(
start: FGVec2,
end: FGVec2,
segment_type: StagePolyLineSegmentType,
) -> StagePoly {
let segment = FGSegment2d::new(start, end);
StagePoly {
poly_type: StagePolyType::Closed,
segments: vec![crate::stage::line::StagePolyLineSegment {
segment,
normal: segment.left_normal(),
segment_type,
}],
}
}
#[test]
fn melee_step_count_adds_one_step_after_each_six_unit_block() {
assert_eq!(collision_step_count(FGi32::lit("6")), 1);
assert_eq!(collision_step_count(FGi32::lit("6.01")), 2);
assert_eq!(collision_step_count(FGi32::lit("12")), 3);
assert_eq!(collision_step_count(FGi32::lit("18")), 4);
}
#[test]
fn collision_result_keeps_ecb_local_to_resolved_origin() {
let stage_collision = StageCollision {
stage_polys: vec![horizontal_platform("0")],
..StageCollision::default()
};
let previous_translation = FighterPreviousTranslation(FGVec2::lit("0", "2"));
let mut translation = FighterTranslation(FGVec2::lit("0", "-1"));
let mut velocity = FighterVelocity(FGVec2::lit("0", "-3"));
let mut ecb = FighterECB {
top: FGVec2::lit("0", "2"),
bottom: FGVec2::lit("0", "-1"),
left: FGVec2::lit("-1", "0.5"),
right: FGVec2::lit("1", "0.5"),
};
let desired = FighterDesiredECB::from(ecb);
let collision = air_collide_with_stage_substepped(
&previous_translation,
&mut translation,
&mut velocity,
&mut ecb,
&desired,
&stage_collision,
&[],
false,
)
.expect("the floor should be hit");
assert_eq!(
collision.resolved_translation + ecb.bottom,
collision.hit_position
);
assert_eq!(velocity.0.y, FGi32::ZERO);
}
#[test]
fn airborne_side_point_resolves_wall_and_projects_velocity() {
let stage_collision = StageCollision {
stage_polys: vec![single_segment(
FGVec2::lit("2", "2"),
FGVec2::lit("2", "-2"),
StagePolyLineSegmentType::Wall,
)],
..StageCollision::default()
};
let previous = FighterPreviousTranslation(FGVec2::lit("4", "0"));
let mut translation = FighterTranslation(FGVec2::lit("0", "0"));
let mut velocity = FighterVelocity(FGVec2::lit("-4", "0"));
let mut ecb = FighterECB {
top: FGVec2::lit("0", "1"),
bottom: FGVec2::lit("0", "-1"),
left: FGVec2::lit("-1", "0"),
right: FGVec2::lit("1", "0"),
};
let desired = FighterDesiredECB::from(ecb);
assert!(air_collide_with_stage_substepped(
&previous,
&mut translation,
&mut velocity,
&mut ecb,
&desired,
&stage_collision,
&[],
false,
)
.is_none());
assert_eq!(translation.0, FGVec2::lit("3", "0"));
assert_eq!(velocity.0.x, FGi32::ZERO);
}
#[test]
fn stage_corner_cannot_pass_through_middle_of_diamond_edge() {
let stage_collision = StageCollision {
stage_polys: vec![single_segment(
FGVec2::lit("2", "0.6"),
FGVec2::lit("2", "0.4"),
StagePolyLineSegmentType::Wall,
)],
..StageCollision::default()
};
let previous = FighterPreviousTranslation(FGVec2::lit("4", "0"));
let mut translation = FighterTranslation(FGVec2::ZERO);
let mut velocity = FighterVelocity(FGVec2::lit("-4", "0"));
let mut ecb = FighterECB {
top: FGVec2::lit("0", "1"),
bottom: FGVec2::lit("0", "-1"),
left: FGVec2::lit("-1", "0"),
right: FGVec2::lit("1", "0"),
};
let desired = FighterDesiredECB::from(ecb);
assert!(air_collide_with_stage_substepped(
&previous,
&mut translation,
&mut velocity,
&mut ecb,
&desired,
&stage_collision,
&[],
false,
)
.is_none());
assert_eq!(translation.0.x, FGi32::lit("3"));
assert_eq!(velocity.0.x, FGi32::ZERO);
}
#[test]
fn airborne_top_point_resolves_ceiling_and_projects_velocity() {
let stage_collision = StageCollision {
stage_polys: vec![single_segment(
FGVec2::lit("2", "2"),
FGVec2::lit("-2", "2"),
StagePolyLineSegmentType::Ceiling,
)],
..StageCollision::default()
};
let previous = FighterPreviousTranslation(FGVec2::ZERO);
let mut translation = FighterTranslation(FGVec2::lit("0", "4"));
let mut velocity = FighterVelocity(FGVec2::lit("0", "4"));
let mut ecb = FighterECB {
top: FGVec2::lit("0", "1"),
bottom: FGVec2::lit("0", "-1"),
left: FGVec2::lit("-1", "0"),
right: FGVec2::lit("1", "0"),
};
let desired = FighterDesiredECB::from(ecb);
assert!(air_collide_with_stage_substepped(
&previous,
&mut translation,
&mut velocity,
&mut ecb,
&desired,
&stage_collision,
&[],
false,
)
.is_none());
assert_eq!(translation.0, FGVec2::lit("0", "1"));
assert_eq!(velocity.0.y, FGi32::ZERO);
}
#[test]
fn airborne_collision_skips_ignored_polygons() {
let stage_collision = StageCollision {
@@ -183,16 +618,18 @@ mod tests {
right: FGVec2::ZERO,
};
assert!(air_collide_with_stage(
&previous_translation,
&translation,
&previous_ecb,
&ecb,
&stage_collision,
&[],
true,
)
.is_none());
assert!(
air_collide_with_stage(
&previous_translation,
&translation,
&previous_ecb,
&ecb,
&stage_collision,
&[],
true,
)
.is_none()
);
assert_eq!(
air_collide_with_stage(
+207 -24
View File
@@ -4,14 +4,12 @@ use crate::{
fighter::{
FighterFacingDirection, FighterSurfaceState, FighterTranslation,
baked_animation::FighterBoneMatrices,
}, math::{int::FGi32, vec::FGVec2},
},
math::{int::FGi32, vec::FGVec2},
};
/// Environment collision box: the diamond used to resolve a fighter against
/// the stage. Purely geometry — the collision response lives in
/// [`super::collision`].
#[derive(Component, Debug, Clone, Copy, Hash, Default)]
#[require(FighterPreviousECB)]
#[require(FighterPreviousECB, FighterDesiredECB)]
pub struct FighterECB {
pub top: FGVec2,
pub bottom: FGVec2,
@@ -19,6 +17,14 @@ pub struct FighterECB {
pub right: FGVec2,
}
#[derive(Component, Debug, Clone, Copy, Hash, Default)]
pub struct FighterDesiredECB {
pub top: FGVec2,
pub bottom: FGVec2,
pub left: FGVec2,
pub right: FGVec2,
}
#[derive(Component, Debug, Clone)]
pub struct FighterECBBoneIndices {
pub indices: Vec<usize>,
@@ -43,12 +49,96 @@ impl From<FighterECB> for FighterPreviousECB {
}
}
impl From<FighterECB> for FighterDesiredECB {
fn from(ecb: FighterECB) -> Self {
Self {
top: ecb.top,
bottom: ecb.bottom,
left: ecb.left,
right: ecb.right,
}
}
}
impl FighterDesiredECB {
pub fn as_ecb(self) -> FighterECB {
FighterECB {
top: self.top,
bottom: self.bottom,
left: self.left,
right: self.right,
}
}
pub fn validate(&mut self) {
let minimum = FGi32::lit("1.0");
if (self.top.y - self.bottom.y).abs() < minimum {
self.top.y += minimum;
let midpoint = (self.top.y + self.bottom.y) / FGi32::lit("2.0");
self.left.y = midpoint;
self.right.y = midpoint;
}
if self.top.y < minimum {
self.top.y = minimum;
}
if self.left.x > -minimum {
self.left.x = -minimum;
}
if self.right.x < minimum {
self.right.x = minimum;
}
if self.top.y < self.bottom.y {
self.top.y = self.bottom.y + minimum;
}
let midpoint = (self.top.y + self.bottom.y) / FGi32::lit("2.0");
if self.left.y < self.bottom.y || self.left.y > self.top.y {
self.left.y = midpoint;
}
if self.right.y < self.bottom.y || self.right.y > self.top.y {
self.left.y = midpoint;
self.right.y = midpoint;
}
let epsilon = FGi32::from_bits(66);
if self.top.y - self.right.y < epsilon
|| self.right.y - self.bottom.y < epsilon
{
self.right.y = midpoint;
}
if self.top.y - self.left.y < epsilon
|| self.left.y - self.bottom.y < epsilon
{
self.left.y = midpoint;
}
}
}
pub fn snapshot_fighter_ecb(fighters: Query<(&FighterECB, &mut FighterPreviousECB)>) {
for (ecb, mut previous_ecb) in fighters {
*previous_ecb = (*ecb).into();
}
}
pub fn interpolate_ecb(ecb: &mut FighterECB, desired: FighterDesiredECB, time: FGi32) {
let lerp = |a: FGVec2, b: FGVec2| a + (b - a) * time;
ecb.top = lerp(ecb.top, desired.top);
ecb.bottom = lerp(ecb.bottom, desired.bottom);
ecb.left = lerp(ecb.left, desired.left);
ecb.right = lerp(ecb.right, desired.right);
}
pub fn ecb_max_delta(ecb: &FighterECB, desired: &FighterDesiredECB) -> FGi32 {
[
(desired.left.x - ecb.left.x).abs(),
(desired.right.x - ecb.right.x).abs(),
(desired.top.y - ecb.top.y).abs(),
(desired.right.y - ecb.right.y).abs(),
]
.into_iter()
.max()
.unwrap_or(FGi32::ZERO)
}
impl FighterECB {
pub fn to_3d_lineloop(&self, trf: Transform) -> [Vec3; 4] {
[self.top, self.right, self.bottom, self.left]
@@ -58,6 +148,17 @@ impl FighterECB {
pub fn get_bottom_point(&self) -> FGVec2 {
self.bottom
}
/// Change the local origin to the bottom point without moving the ECB in
/// world space. Grounded fighters use the floor contact as their origin.
pub fn rebase_onto_bottom(&mut self) -> FGVec2 {
let bottom = self.bottom;
self.top -= bottom;
self.left -= bottom;
self.right -= bottom;
self.bottom = FGVec2::ZERO;
bottom
}
}
impl FighterPreviousECB {
@@ -73,7 +174,7 @@ impl FighterPreviousECB {
pub fn update_ecb(
query: Query<(
&mut FighterECB,
&mut FighterDesiredECB,
&FighterSurfaceState,
&FighterECBBoneIndices,
&FighterBoneMatrices,
@@ -81,23 +182,44 @@ pub fn update_ecb(
&FighterFacingDirection,
)>,
) {
for (mut ecb, surface_state, bone_indices, bone_matrices, translation, facing_dir) in query {
for (mut desired, surface_state, bone_indices, bone_matrices, translation, facing_dir) in query
{
let trf = translation.get_3d_transform(facing_dir);
let transformed_ecb_bones = bone_indices.indices.iter().filter_map(|idx| {
let Some((_, bone_matrix)) = bone_matrices.get_by_idx(*idx) else {
return None;
};
let transformed_ecb_bones = bone_indices
.indices
.iter()
.filter_map(|idx| {
let Some((_, bone_matrix)) = bone_matrices.get_by_idx(*idx) else {
return None;
};
let pt = trf.transform_point(bone_matrix.get_translation());
let pt = trf.transform_point(bone_matrix.get_translation());
Some(FGVec2::new(pt.x, pt.y) - translation.0)
}).collect::<Vec<_>>();
Some(FGVec2::new(pt.x, pt.y) - translation.0)
})
.collect::<Vec<_>>();
let max_x = transformed_ecb_bones.iter().max_by(|a, b| a.x.cmp(&b.x)).map(|final_val| final_val.x).unwrap_or(FGi32::lit("0.5"));
let min_x = transformed_ecb_bones.iter().min_by(|a, b| a.x.cmp(&b.x)).map(|final_val| final_val.x).unwrap_or(FGi32::lit("-0.5"));
let max_y = transformed_ecb_bones.iter().max_by(|a, b| a.y.cmp(&b.y)).map(|final_val| final_val.y).unwrap_or(FGi32::lit("0.5"));
let min_y = transformed_ecb_bones.iter().min_by(|a, b| a.y.cmp(&b.y)).map(|final_val| final_val.y).unwrap_or(FGi32::lit("-0.5"));
let max_x = transformed_ecb_bones
.iter()
.max_by(|a, b| a.x.cmp(&b.x))
.map(|final_val| final_val.x)
.unwrap_or(FGi32::lit("0.5"));
let min_x = transformed_ecb_bones
.iter()
.min_by(|a, b| a.x.cmp(&b.x))
.map(|final_val| final_val.x)
.unwrap_or(FGi32::lit("-0.5"));
let max_y = transformed_ecb_bones
.iter()
.max_by(|a, b| a.y.cmp(&b.y))
.map(|final_val| final_val.y)
.unwrap_or(FGi32::lit("0.5"));
let min_y = transformed_ecb_bones
.iter()
.min_by(|a, b| a.y.cmp(&b.y))
.map(|final_val| final_val.y)
.unwrap_or(FGi32::lit("-0.5"));
let midpoint_height = (max_y + min_y) / FGi32::lit("2.0");
let top = FGVec2::new(FGi32::ZERO, max_y);
@@ -105,24 +227,29 @@ pub fn update_ecb(
let left = FGVec2::new(min_x, midpoint_height);
let right = FGVec2::new(max_x, midpoint_height);
let ecb_lock_frames_remaining = if let FighterSurfaceState::Airborne { ecb_lock_frames_remaining, .. } = surface_state {
let ecb_lock_frames_remaining = if let FighterSurfaceState::Airborne {
ecb_lock_frames_remaining,
..
} = surface_state
{
*ecb_lock_frames_remaining
} else {
0
};
ecb.top = top;
desired.top = top;
if ecb_lock_frames_remaining == 0 {
ecb.bottom = bottom;
desired.bottom = bottom;
}
ecb.left = left;
ecb.right = right;
desired.left = left;
desired.right = right;
if surface_state.is_grounded() {
ecb.bottom = FGVec2::ZERO;
desired.bottom = FGVec2::ZERO;
}
desired.validate();
}
}
@@ -152,4 +279,60 @@ mod tests {
assert_eq!(previous.left, current.left);
assert_eq!(previous.right, current.right);
}
#[test]
fn interpolation_reaches_target_with_full_step() {
let mut current = FighterECB {
top: FGVec2::lit("0", "1"),
bottom: FGVec2::lit("0", "0"),
left: FGVec2::lit("-1", "0.5"),
right: FGVec2::lit("1", "0.5"),
};
let desired = FighterDesiredECB {
top: FGVec2::lit("0", "3"),
bottom: FGVec2::lit("0", "-1"),
left: FGVec2::lit("-2", "1"),
right: FGVec2::lit("2", "1"),
};
interpolate_ecb(&mut current, desired, FGi32::ONE);
assert_eq!(current.top, desired.top);
assert_eq!(current.bottom, desired.bottom);
assert_eq!(current.left, desired.left);
assert_eq!(current.right, desired.right);
}
#[test]
fn validation_repairs_tiny_and_out_of_range_diamond() {
let mut desired = FighterDesiredECB {
top: FGVec2::lit("0", "0.25"),
bottom: FGVec2::lit("0", "0"),
left: FGVec2::lit("0", "4"),
right: FGVec2::lit("0", "-4"),
};
desired.validate();
assert_eq!(desired.top.y, FGi32::lit("1.25"));
assert_eq!(desired.left.x, FGi32::lit("-1"));
assert_eq!(desired.right.x, FGi32::lit("1"));
assert_eq!(desired.left.y, FGi32::lit("0.625"));
assert_eq!(desired.right.y, FGi32::lit("0.625"));
}
#[test]
fn rebasing_onto_bottom_preserves_world_points() {
let origin = FGVec2::lit("4", "8");
let mut ecb = FighterECB {
top: FGVec2::lit("0", "3"),
bottom: FGVec2::lit("0", "-1"),
left: FGVec2::lit("-2", "1"),
right: FGVec2::lit("2", "1"),
};
let old_world_points = [ecb.top, ecb.bottom, ecb.left, ecb.right].map(|p| origin + p);
let new_origin = origin + ecb.bottom;
ecb.rebase_onto_bottom();
let new_world_points = [ecb.top, ecb.bottom, ecb.left, ecb.right].map(|p| new_origin + p);
assert_eq!(old_world_points, new_world_points);
assert_eq!(ecb.bottom, FGVec2::ZERO);
}
}
+43 -17
View File
@@ -10,6 +10,7 @@ pub mod animation;
pub mod attack;
pub mod attributes;
pub mod baked_animation;
pub mod blast_zones;
pub mod collision;
pub mod debug;
pub mod ecb;
@@ -21,7 +22,6 @@ pub mod push;
pub mod state;
pub mod surface;
pub mod visual;
pub mod blast_zones;
// The fighter components are re-exported so the rest of the crate can say
// `fighter::FighterVelocity` without caring which file it lives in. Named
@@ -37,13 +37,25 @@ pub use motion::{
pub use surface::FighterSurfaceState;
use crate::{
AppState, fighter::{
AppState,
fighter::{
attack::{
AttackKind, FighterAttackPlugin, FighterAttackScriptAssets, FighterDamage,
FighterKnockbackVelocity, FighterPendingHitReaction, FighterSolvedHurtboxes,
FighterStaleMoveQueue,
}, baked_animation::FighterBoneIndexMap, ecb::FighterECBBoneIndices, manifest::FighterManifest, state::{FighterState, air::AirborneStateCommon, fall::FallState}, visual::{FighterAnimations, FighterInvulnerabilityVisualState},
}, game_settings::GameSettings, input::FighterInput, math::{int::FGi32, vec::FGVec2}, player::Player, schedule::GameplaySet, scripting::FighterAttackScript,
},
baked_animation::FighterBoneIndexMap,
ecb::{FighterDesiredECB, FighterECBBoneIndices},
manifest::FighterManifest,
state::{FighterState, air::AirborneStateCommon, fall::FallState},
visual::{FighterAnimations, FighterInvulnerabilityVisualState},
},
game_settings::GameSettings,
input::FighterInput,
math::{int::FGi32, vec::FGVec2},
player::Player,
schedule::GameplaySet,
scripting::FighterAttackScript,
};
use state::state_interrupt_system;
@@ -102,7 +114,8 @@ impl FighterLedgeInformation {
}
fn tick(&mut self) {
self.regrab_lockout_remaining_frames = self.regrab_lockout_remaining_frames.saturating_sub(1);
self.regrab_lockout_remaining_frames =
self.regrab_lockout_remaining_frames.saturating_sub(1);
}
}
@@ -135,8 +148,12 @@ mod ledge_grab_lockout_tests {
pub enum FighterInvulnerabilityState {
#[default]
Vulnerable,
Invulnerable { frames_remaining: Option<u32> },
Intangible { frames_remaining: Option<u32> }
Invulnerable {
frames_remaining: Option<u32>,
},
Intangible {
frames_remaining: Option<u32>,
},
}
impl FighterFacingDirection {
@@ -197,7 +214,7 @@ pub struct FighterPendingRespawn(bool);
FighterKnockbackVelocity,
FighterTranslation,
FighterInvulnerabilityState,
FighterInvulnerabilityVisualState,
FighterInvulnerabilityVisualState
)]
pub struct Fighter {
pub manifest: Handle<FighterManifest>,
@@ -226,7 +243,11 @@ impl Plugin for FighterPlugin {
)
.add_systems(
GgrsSchedule,
(state::state_update_system, decay_hitstop, decay_invulnerability)
(
state::state_update_system,
decay_hitstop,
decay_invulnerability,
)
.chain()
.in_set(GameplaySet::StateUpdate),
)
@@ -241,11 +262,12 @@ impl Plugin for FighterPlugin {
(
(
blast_zones::apply_blast_zones,
ecb::update_ecb,
ecb::decrement_ecb_lockout,
ecb::update_ecb,
state::state_collision_interrupt_system,
decay_ledge_grab_lockout,
).chain(),
)
.chain(),
baked_animation::resample_fighter_bone_matrices,
)
.chain()
@@ -272,6 +294,8 @@ impl Plugin for FighterPlugin {
// is a desync waiting to happen.
.rollback_component_with_copy::<FighterECB>()
.checksum_component_with_hash::<FighterECB>()
.rollback_component_with_copy::<FighterDesiredECB>()
.checksum_component_with_hash::<FighterDesiredECB>()
.rollback_component_with_clone::<FighterStaleMoveQueue>()
.checksum_component_with_hash::<FighterStaleMoveQueue>()
.rollback_component_with_copy::<ecb::FighterPreviousECB>()
@@ -335,8 +359,9 @@ impl Plugin for FighterPlugin {
.run_if(crate::debug_tools::attack_hitboxes_enabled)
.run_if(in_state(AppState::InMatch)),
)
.add_systems(FixedPostUpdate,
visual::update_status_colors.run_if(resource_exists::<GameSettings>)
.add_systems(
FixedPostUpdate,
visual::update_status_colors.run_if(resource_exists::<GameSettings>),
)
.add_systems(
FixedPostUpdate,
@@ -396,10 +421,11 @@ pub fn spawn_fighter(
Transform::from_scale(Vec3::splat(model_scale.to_num())),
(
FighterECB::default(),
FighterDesiredECB::default(),
FighterHitboxes::default(),
FighterECBBoneIndices {
indices: ecb_bone_indices
}
indices: ecb_bone_indices,
},
),
(
FighterVelocity::default(),
@@ -449,7 +475,7 @@ pub fn decay_invulnerability(query: Query<&mut FighterInvulnerabilityState>) {
} else {
None
}
},
}
FighterInvulnerabilityState::Intangible { frames_remaining } => {
if let Some(frames_remaining) = frames_remaining {
*frames_remaining = frames_remaining.saturating_sub(1);
@@ -457,7 +483,7 @@ pub fn decay_invulnerability(query: Query<&mut FighterInvulnerabilityState>) {
} else {
None
}
},
}
};
if let Some(frames_remaining) = frames_remaining {
+4 -6
View File
@@ -134,12 +134,10 @@ pub fn collision_interrupt(
}
let res = ctx.air_collide_with_stage(can_ignore_soft_platforms)?;
let diff = res.hit_position - ctx.translation.0;
ctx.ecb.bottom -= diff;
ctx.ecb.top -= diff;
ctx.ecb.left -= diff;
ctx.ecb.right -= diff;
ctx.translation.0 = res.hit_position;
ctx.translation.0 = res.resolved_translation;
let bottom_offset = ctx.ecb.rebase_onto_bottom();
ctx.translation.0 += bottom_offset;
*ctx.desired_ecb = crate::fighter::ecb::FighterDesiredECB::from(*ctx.ecb);
ctx.presentation_snap.0 = true;
ctx.surface.land(res.line_id, ctx.ledge_info);
Some(FighterState::Land(LandingState::create(landing_type)))
+74 -53
View File
@@ -4,16 +4,18 @@
use crate::fighter::state::air_dodge::AirDodgeState;
use crate::fighter::state::{
CollisionContext, FighterState, InterruptContext, air, crouch, dash, fall, ground_attack, turn, wait, walk,
};
use crate::fighter::{
FighterAttributes, FighterTranslation, FighterVelocity,
CollisionContext, FighterState, InterruptContext, air, crouch, dash, fall, ground_attack, turn,
wait, walk,
};
use crate::fighter::{collision, ecb};
use crate::fighter::{FighterAttributes, FighterTranslation, FighterVelocity};
use crate::game_settings::GameSettings;
use crate::input::FighterInput;
use crate::math::int::{FGWide, FGi32};
use crate::math::vec::FGVec2;
use crate::stage::line::{StageLineID, StagePoly, StagePolyLineSegment, StagePolyLineSegmentType};
use crate::stage::line::{StagePoly, StagePolyLineSegment, StagePolyLineSegmentType};
#[cfg(test)]
use crate::stage::line::StageLineID;
pub fn apply_grounded_friction(friction: FGi32, ground_vel: FGi32) -> FGi32 {
if friction.abs() > ground_vel.abs() {
@@ -148,10 +150,7 @@ fn resolve_grounded_position(
GroundedPositionResult::InAir
}
pub fn apply_grounded_motion(
velocity: &FighterVelocity,
translation: &mut FighterTranslation,
) {
pub fn apply_grounded_motion(velocity: &FighterVelocity, translation: &mut FighterTranslation) {
// Vertical velocity should be 0 on the ground
translation.0 += FGVec2::new(velocity.0.x, FGi32::ZERO);
}
@@ -176,61 +175,80 @@ pub fn collide_with_stage_grounded(
state_context: &mut CollisionContext,
can_walk_off: bool,
) -> GroundedMotionResult {
let translation = &mut state_context.translation;
let ecb = &state_context.ecb;
let stage_collision = state_context.stage_collision;
let Some(current_line_id) = state_context.surface.line_id() else {
let Some(mut line_id) = state_context.surface.line_id() else {
state_context.apply_desired_ecb();
return GroundedMotionResult::InAir;
};
let requested_translation = state_context.translation.0;
let movement = requested_translation - state_context.prev_translation.0;
let largest_change = movement
.x
.abs()
.max(movement.y.abs())
.max(ecb::ecb_max_delta(state_context.ecb, state_context.desired_ecb));
let steps = collision::collision_step_count(largest_change);
let movement_per_step = movement / FGi32::from_num(steps);
let mut current_position = state_context.prev_translation.0;
let mut current_ecb = *state_context.ecb;
let stage_poly = stage_collision.stage_polys.get(current_line_id.polygon);
for step in 0..steps {
ecb::interpolate_ecb(
&mut current_ecb,
*state_context.desired_ecb,
FGi32::ONE / FGi32::from_num(steps - step),
);
current_position = if step + 1 == steps {
requested_translation
} else {
state_context.prev_translation.0
+ movement_per_step * FGi32::from_num(step + 1)
};
if let Some(stage_poly) = stage_poly {
let ecb_bottom_pos = translation.0 + ecb.get_bottom_point();
let Some(stage_poly) = state_context.stage_collision.stage_polys.get(line_id.polygon) else {
*state_context.ecb = current_ecb;
state_context.translation.0 = current_position;
state_context.surface.apply_airborne_policy(
crate::fighter::surface::EcbLockPolicy::StartOnDetach,
state_context.leave_ground_ecb_lock_duration,
);
state_context.ecb_advanced = true;
return GroundedMotionResult::InAir;
};
match resolve_grounded_position(
stage_poly,
current_line_id.segment,
ecb_bottom_pos,
line_id.segment,
current_position + current_ecb.bottom,
can_walk_off,
) {
GroundedPositionResult::InGround {
point,
segment_idx,
blocked,
} => {
let current_segment = stage_poly.get_segment(segment_idx).unwrap();
translation.0 = point - ecb.get_bottom_point();
GroundedPositionResult::InGround { point, segment_idx, blocked } => {
line_id.segment = segment_idx;
current_position = point - current_ecb.bottom;
let segment = stage_poly.get_segment(segment_idx).unwrap();
state_context.velocity.0 = if blocked {
FGVec2::ZERO
} else {
state_context.velocity.0
- state_context
.velocity
.0
.project_onto_normalized(current_segment.normal)
- state_context.velocity.0.project_onto_normalized(segment.normal)
};
state_context.surface.land(StageLineID {
polygon: current_line_id.polygon,
segment: segment_idx,
}, state_context.ledge_info);
GroundedMotionResult::InGround
}
GroundedPositionResult::InAir => {
*state_context.ecb = current_ecb;
state_context.translation.0 = current_position;
state_context.surface.apply_airborne_policy(
crate::fighter::surface::EcbLockPolicy::StartOnDetach,
state_context.leave_ground_ecb_lock_duration,
);
GroundedMotionResult::InAir
state_context.ecb_advanced = true;
return GroundedMotionResult::InAir;
}
}
} else {
state_context.surface.apply_airborne_policy(
crate::fighter::surface::EcbLockPolicy::StartOnDetach,
state_context.leave_ground_ecb_lock_duration,
);
GroundedMotionResult::InAir
}
*state_context.ecb = current_ecb;
state_context.translation.0 = current_position;
state_context.surface.land(line_id, state_context.ledge_info);
state_context.ecb_advanced = true;
GroundedMotionResult::InGround
}
pub fn collision_interrupt(ctx: &mut CollisionContext, can_walk_off: bool) -> Option<FighterState> {
@@ -245,11 +263,13 @@ pub fn collision_interrupt(ctx: &mut CollisionContext, can_walk_off: bool) -> Op
#[cfg(test)]
mod tests {
use super::*;
use crate::fighter::ecb::FighterPreviousECB;
use crate::fighter::{FighterECB, FighterLedgeInformation, FighterPreviousTranslation, FighterSurfaceState};
use crate::math::rect::FGRect;
use crate::stage::line::StagePolyType;
use crate::fighter::ecb::{FighterDesiredECB, FighterPreviousECB};
use crate::fighter::{
FighterECB, FighterLedgeInformation, FighterPreviousTranslation, FighterSurfaceState,
};
use crate::input::FighterInput;
use crate::math::rect::FGRect;
use crate::stage::line::StagePolyType;
fn two_segment_floor() -> StagePoly {
StagePoly::build(
@@ -379,6 +399,7 @@ use crate::stage::line::StagePolyType;
right: FGVec2::lit("0.5", "0.0"),
};
let previous_ecb = FighterPreviousECB::from(ecb);
let mut desired_ecb = FighterDesiredECB::from(ecb);
let mut presentation_snap = crate::fighter::FighterPresentationSnap::default();
let mut context = CollisionContext {
translation: &mut translation,
@@ -387,6 +408,7 @@ use crate::stage::line::StagePolyType;
velocity: &mut velocity,
surface: &mut surface,
ecb: &mut ecb,
desired_ecb: &mut desired_ecb,
ledge_info: &mut ledge_info,
prev_ecb: &previous_ecb,
stage_collision: &stage_collision,
@@ -397,6 +419,7 @@ use crate::stage::line::StagePolyType;
origin: FGVec2::ZERO,
end: FGVec2::ZERO,
},
ecb_advanced: false,
};
assert!(matches!(
@@ -440,6 +463,7 @@ use crate::stage::line::StagePolyType;
right: FGVec2::lit("0.5", "0.0"),
};
let previous_ecb = FighterPreviousECB::from(ecb);
let mut desired_ecb = FighterDesiredECB::from(ecb);
let mut presentation_snap = crate::fighter::FighterPresentationSnap::default();
let mut ledge_info = FighterLedgeInformation::default();
let mut context = CollisionContext {
@@ -449,6 +473,7 @@ use crate::stage::line::StagePolyType;
velocity: &mut velocity,
surface: &mut surface,
ecb: &mut ecb,
desired_ecb: &mut desired_ecb,
ledge_info: &mut ledge_info,
prev_ecb: &previous_ecb,
stage_collision: &stage_collision,
@@ -459,6 +484,7 @@ use crate::stage::line::StagePolyType;
origin: FGVec2::ZERO,
end: FGVec2::ZERO,
},
ecb_advanced: false,
};
assert!(matches!(
@@ -498,15 +524,10 @@ pub fn grounded_movement_standstill_common_interrupts(
pub fn perform_wavedash(input: &FighterInput, game_settings: &GameSettings) -> FighterState {
// If aiming sideways and in the deadzone, do a perfect wavedash
// TODO: Improve this so we don't have to go through the airborne state first
let mut wavedash_dir =
input
.get_last_frame()
.movement
.normalize_or_zero();
let mut wavedash_dir = input.get_last_frame().movement.normalize_or_zero();
let movement = input.get_last_frame().movement;
if movement.y.is_zero() && !movement.x.is_zero() {
wavedash_dir.y =
-game_settings.input_common.stick_deadzone - FGi32::lit("-0.01");
wavedash_dir.y = -game_settings.input_common.stick_deadzone - FGi32::lit("-0.01");
wavedash_dir.x = movement.x.signum();
}
+49 -19
View File
@@ -12,7 +12,7 @@ use crate::fighter::attack::{
};
use crate::fighter::attributes::FighterAttributes;
use crate::fighter::baked_animation::{BakedFighterAnimations, FighterBoneMatrices};
use crate::fighter::ecb::FighterPreviousECB;
use crate::fighter::ecb::{self, FighterDesiredECB, FighterPreviousECB};
use crate::fighter::manifest::FighterManifest;
use crate::fighter::state::hitstun::HitstunState;
use crate::fighter::surface::EcbLockPolicy;
@@ -49,14 +49,14 @@ pub mod ground_attack;
pub mod hitstun;
pub mod jump;
pub mod land;
pub mod ledge_action;
pub mod ledge_grab;
pub mod ledge_wait;
pub mod platform_pass;
pub mod run;
pub mod turn;
pub mod wait;
pub mod walk;
pub mod ledge_wait;
pub mod ledge_action;
pub mod ledge_grab;
#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq)]
pub enum SurfacePolicy {
@@ -192,10 +192,7 @@ impl EnterContext<'_> {
let position = self
.baked_animations
.initial_root_position(self.animation_frame.kind, self.model_scale)?;
Some(
self.translation.0
+ animation_position_to_gameplay(position, self.facing_direction),
)
Some(self.translation.0 + animation_position_to_gameplay(position, self.facing_direction))
}
pub fn get_animation_duration(&self, kind: AnimKind) -> Option<usize> {
@@ -255,6 +252,7 @@ pub struct CollisionContext<'a> {
pub velocity: &'a mut FighterVelocity,
pub surface: &'a mut FighterSurfaceState,
pub ecb: &'a mut FighterECB,
pub desired_ecb: &'a mut FighterDesiredECB,
pub prev_ecb: &'a FighterPreviousECB,
pub stage_collision: &'a StageCollision,
pub leave_ground_ecb_lock_duration: u32,
@@ -262,25 +260,42 @@ pub struct CollisionContext<'a> {
pub ledge_info: &'a mut FighterLedgeInformation,
pub fighter_ledge_collision_box: FGRect,
pub downward_stick_threshold: FGi32,
pub(crate) ecb_advanced: bool,
}
impl CollisionContext<'_> {
/// Commit the target pose before resolving this frame. The collision
/// substep resolver can later replace this with fractional steps.
pub fn apply_desired_ecb(&mut self) {
ecb::interpolate_ecb(self.ecb, *self.desired_ecb, FGi32::ONE);
self.ecb_advanced = true;
}
pub fn air_collide_with_stage(
&self,
&mut self,
can_ignore_soft_platforms: bool,
) -> Option<crate::fighter::collision::AirCollisionWithStageResult> {
let ignored_polys = self.surface.ignored_polygon_ids();
let ignore_soft_platforms = can_ignore_soft_platforms
&& self.input.get_last_frame().movement.y <= -self.downward_stick_threshold;
crate::fighter::collision::air_collide_with_stage(
let result = crate::fighter::collision::air_collide_with_stage_substepped(
self.prev_translation,
self.translation,
self.prev_ecb,
self.velocity,
self.ecb,
self.desired_ecb,
self.stage_collision,
&ignored_polys,
ignore_soft_platforms,
)
);
self.ecb_advanced = true;
result
}
fn finish_ecb_frame(&mut self) {
if !self.ecb_advanced {
self.apply_desired_ecb();
}
}
pub fn air_collide_with_ledges(
&self,
@@ -330,6 +345,7 @@ pub struct FighterFrameQuery {
pub knockback_velocity: &'static mut FighterKnockbackVelocity,
pub stale_move_queue: &'static mut FighterStaleMoveQueue,
pub ecb: &'static mut FighterECB,
pub desired_ecb: &'static mut FighterDesiredECB,
pub prev_ecb: &'static FighterPreviousECB,
pub facing_direction: &'static mut FighterFacingDirection,
pub animation_frame: &'static mut FighterAnimationFrame,
@@ -477,6 +493,7 @@ impl<'w, 's> FighterFrameQueryItem<'w, 's> {
velocity: &mut self.velocity,
surface: &mut self.surface,
ecb: &mut self.ecb,
desired_ecb: &mut self.desired_ecb,
ledge_info: &mut self.ledge_information,
prev_ecb: &self.prev_ecb,
stage_collision,
@@ -485,6 +502,7 @@ impl<'w, 's> FighterFrameQueryItem<'w, 's> {
.leave_ground_ecb_frame_lock_duration,
downward_stick_threshold: game_settings.input_common.run_stick_threshold,
fighter_ledge_collision_box,
ecb_advanced: false,
}
}
}
@@ -500,7 +518,6 @@ pub struct StatefulFighterQuery {
pub player: &'static Player,
pub pending_hit_reaction: &'static mut FighterPendingHitReaction,
pub hitstop: &'static mut FighterHitstop,
pub ledge_info: &'static mut FighterLedgeInformation,
pub hitstop_shake: &'static mut FighterHitstopShake,
pub pending_respawn: &'static mut FighterPendingRespawn,
pub damage: &'static mut FighterDamage,
@@ -710,7 +727,6 @@ pub fn state_collision_interrupt_system(
mut pending_respawn,
player,
mut damage,
mut ledge_info,
..
} = fighter;
@@ -761,7 +777,7 @@ pub fn state_collision_interrupt_system(
*damage = FighterDamage::default();
// reset ledge
*ledge_info = FighterLedgeInformation::default();
*frame.ledge_information = FighterLedgeInformation::default();
transition_state(
&mut state,
@@ -781,9 +797,13 @@ pub fn state_collision_interrupt_system(
continue;
}
let new_state = state.check_collision_interrupt(
&mut frame.collision_context(&stage_collision, manifest, &game_settings),
);
let new_state = {
let mut collision_context =
frame.collision_context(&stage_collision, manifest, &game_settings);
let new_state = state.check_collision_interrupt(&mut collision_context);
collision_context.finish_ecb_frame();
new_state
};
if let Some(new_state) = new_state {
transition_state(
&mut state,
@@ -840,19 +860,26 @@ mod tests {
let mut velocity = FighterVelocity::default();
let mut surface = FighterSurfaceState::default();
let mut ecb = FighterECB::default();
let mut desired_ecb = FighterDesiredECB {
top: FGVec2::lit("0", "2"),
bottom: FGVec2::ZERO,
left: FGVec2::lit("-1", "1"),
right: FGVec2::lit("1", "1"),
};
let mut ledge_info = FighterLedgeInformation {
regrab_lockout_remaining_frames: 5,
..default()
};
let previous_ecb = FighterPreviousECB::from(ecb);
let mut presentation_snap = FighterPresentationSnap::default();
let context = CollisionContext {
let mut context = CollisionContext {
translation: &mut translation,
prev_translation: &previous_translation,
input: &input,
velocity: &mut velocity,
surface: &mut surface,
ecb: &mut ecb,
desired_ecb: &mut desired_ecb,
ledge_info: &mut ledge_info,
prev_ecb: &previous_ecb,
stage_collision: &stage_collision,
@@ -863,6 +890,7 @@ mod tests {
end: FGVec2::lit("1", "-1"),
},
downward_stick_threshold: FGi32::ONE,
ecb_advanced: false,
};
assert!(context.air_collide_with_ledges().is_none());
@@ -871,5 +899,7 @@ mod tests {
context.air_collide_with_ledges().map(|result| result.ledge),
Some(ledge_id)
);
context.finish_ecb_frame();
assert_eq!(context.ecb.top, FGVec2::lit("0", "2"));
}
}