Fix bone resampling breaking hitbox interpolation (#73)
Reviewed-on: #73 Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
This commit was merged in pull request #73.
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 runtime::{
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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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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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}
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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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fn model_scale_affects_gameplay_bones_without_changing_visual_locals() {
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let mut root = FixedMat4::IDENTITY;
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