Fix ledge transitions and root motion loops (#91)
## Summary - resolve each ledge action to the walkable segment on the stage-interior side - preserve repeating root-motion displacement across every animation cycle - add regression coverage for left/right ledge segments and multiple root-motion wraps - Implement ledge intangibility Reviewed-on: #91 Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
This commit was merged in pull request #91.
This commit is contained in:
@@ -45,11 +45,6 @@ fixed_math = "0.4.1"
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[profile.dev.package."*"]
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opt-level = 3
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# The rollback simulation runs multiple times per rendered frame in sync-test
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# mode, so optimizing the game crate is important even for development builds.
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[profile.dev]
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opt-level = 1
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[profile.production]
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inherits = "release"
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lto = "thin"
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@@ -487,7 +487,7 @@ mod tests {
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}
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#[test]
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fn repeating_root_motion_preserves_cycle_displacement_at_wrap() {
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fn repeating_root_motion_preserves_cycle_displacement_at_every_wrap() {
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let names = ["root".into()];
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let parents = [None];
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let pose = |x| FixedMat4::IDENTITY.with_translation(FGVec3::lit(x, "0", "0"));
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@@ -498,7 +498,13 @@ mod tests {
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repeat: true,
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};
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for (frame_number, x) in [(0, "0"), (1, "1")] {
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for (frame_number, x, expected_delta) in [
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(0, "0", FGVec3::ZERO),
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(1, "1", FGVec3::lit("1", "0", "0")),
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(2, "0", FGVec3::lit("1", "0", "0")),
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(3, "1", FGVec3::lit("1", "0", "0")),
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(4, "0", FGVec3::lit("1", "0", "0")),
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] {
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matrices.set_pose_with_frame(
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frame(frame_number),
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Some(0),
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@@ -511,20 +517,8 @@ mod tests {
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&[pose(x)],
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FGi32::ONE,
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);
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assert_eq!(matrices.root_motion_delta(), expected_delta);
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}
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matrices.set_pose_with_frame(
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frame(2),
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Some(0),
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Some(FGVec3::ZERO),
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FGVec3::lit("2", "0", "0"),
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Some(2),
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AnimKind::Wait,
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&names,
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&parents,
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&[pose("0")],
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FGi32::ONE,
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);
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assert_eq!(matrices.root_motion_delta(), FGVec3::lit("1", "0", "0"));
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}
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#[test]
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@@ -110,6 +110,9 @@ impl BakedFighterAnimations {
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.get(&kind)
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.and_then(|index| self.clips.get(*index))
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}
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pub fn get_animation_duration(&self, kind: AnimKind) -> Option<usize> {
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self.clip(kind).map(|clip| clip.frames.len())
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}
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}
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#[derive(Component, Clone, Debug, Default, Hash)]
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@@ -411,7 +414,9 @@ impl FighterBoneMatrices {
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previous.kind == animation_frame.kind
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&& previous.frame.saturating_add(1) == animation_frame.frame
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})
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&& root_motion_loop_frame_count == Some(animation_frame.frame)
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&& root_motion_loop_frame_count.is_some_and(|loop_frame_count| {
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loop_frame_count > 0 && animation_frame.frame % loop_frame_count == 0
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})
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{
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delta = delta + root_motion_cycle_delta;
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}
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@@ -7,7 +7,7 @@ use crate::fighter::FighterFacingDirection;
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use crate::input::FighterCommands;
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use crate::math::int::FGi32;
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use crate::math::vec::FGVec2;
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use crate::stage::line::{StageLedgeSide, StageLineID, StageVertexID};
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use crate::stage::line::{StageLedgeSide, StageVertexID};
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#[derive(Debug, Clone, Hash)]
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pub enum LedgeAction {
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@@ -96,17 +96,15 @@ impl FighterStateImpl for LedgeActionState {
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let normalized_root_position = FGVec2::new(normalized_root_position.x * ledge_modifier, normalized_root_position.y);
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if normalized_root_position.x.is_positive() && normalized_root_position.y.is_positive() {
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self.is_in_grounded_phase = true;
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let segment_id = StageLineID {
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polygon: self.ledge_id.polygon,
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segment: self.ledge_id.vertex
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};
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let Some(poly) = state_context.stage_collision.get_segment(segment_id) else {
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let Some((segment_id, _)) = state_context
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.stage_collision
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.find_ledge_ground_segment(self.ledge_id)
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else {
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return;
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};
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state_context.translation.0 = poly.segment.point1();
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self.is_in_grounded_phase = true;
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state_context.translation.0 = ledge.position;
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state_context.surface.land(segment_id);
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}
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}
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@@ -136,4 +134,3 @@ impl FighterStateImpl for LedgeActionState {
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self.is_in_grounded_phase
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}
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}
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@@ -3,9 +3,9 @@ use crate::fighter::animation::AnimKind;
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use crate::fighter::state::air::AirborneStateCommon;
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use crate::fighter::state::fall::FallState;
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use crate::fighter::state::FighterState;
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use crate::fighter::FighterFacingDirection;
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use crate::fighter::state::jump::JumpStateInitiator;
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use crate::fighter::state::ledge_action::{LedgeActionState};
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use crate::fighter::{FighterFacingDirection, FighterInvulnerabilityState};
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use crate::input::FighterCommands;
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use crate::math::vec::FGVec2;
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use crate::stage::line::{StageLedgeSide, StageVertexID};
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@@ -58,6 +58,14 @@ impl FighterStateImpl for LedgeWaitState {
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fn on_enter(&mut self, state_context: &mut EnterContext) {
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state_context.velocity.0 = FGVec2::ZERO;
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state_context.knockback_velocity.0 = FGVec2::ZERO;
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*state_context.vulnerability = FighterInvulnerabilityState::Intangible {
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frames_remaining: Some(
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state_context
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.game_settings
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.fighter_common
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.ledge_grab_invulnerability_duration,
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),
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};
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let Some(ledge) = state_context.stage_collision.find_ledge_by_vertex(self.ledge_id) else {
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return;
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};
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@@ -127,4 +135,3 @@ fn is_ledge_drop_input(
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false
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}
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@@ -195,6 +195,10 @@ impl EnterContext<'_> {
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+ animation_position_to_gameplay(position, self.facing_direction),
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)
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}
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pub fn get_animation_duration(&self, kind: AnimKind) -> Option<usize> {
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self.baked_animations.get_animation_duration(kind)
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}
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}
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pub struct ExitContext<'a> {
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@@ -52,6 +52,7 @@ pub struct FighterSettingsCommon {
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pub intangible_pulse_duration: u32,
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pub angel_platform_invulnerability_duration: u32,
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pub ledge_grab_invulnerability_duration: u32,
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/// When hit while the receiver is in the air, use this angle
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pub sakurai_angle_aerial_angle: FGi32,
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@@ -95,6 +95,32 @@ impl StageCollision {
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self.ledges.iter().find(|ledge| ledge.id == vertex)
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}
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/// Returns the walkable segment on the stage side of a ledge.
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pub fn find_ledge_ground_segment(
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&self,
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vertex: StageVertexID,
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) -> Option<(StageLineID, &StagePolyLineSegment)> {
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let ledge = self.find_ledge_by_vertex(vertex)?;
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let polygon = self.stage_polys.get(vertex.polygon)?;
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let segment = match ledge.hang_side {
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StageLedgeSide::Left => vertex.vertex,
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StageLedgeSide::Right => {
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if vertex.vertex > 0 {
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vertex.vertex - 1
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} else if matches!(polygon.poly_type, StagePolyType::Closed) {
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polygon.segments.len().checked_sub(1)?
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} else {
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return None;
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}
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}
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};
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let line_id = StageLineID {
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polygon: vertex.polygon,
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segment,
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};
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Some((line_id, polygon.get_segment(segment)?))
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}
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pub fn get_segment(&self, segment: StageLineID) -> Option<&StagePolyLineSegment> {
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self.stage_polys.get(segment.polygon).map(|poly| poly.segments.get(segment.segment))?
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}
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@@ -428,6 +428,7 @@ impl StageCameraProfile {
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#[cfg(test)]
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mod tests {
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use super::*;
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use crate::stage::line::StageLineID;
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fn platform(ledges: Vec<StageLedgeDefinition>) -> StagePolyDefinition {
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StagePolyDefinition {
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@@ -461,6 +462,35 @@ mod tests {
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assert_eq!(ledges[1].position, FGVec2::lit("5", "0"));
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}
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#[test]
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fn ledge_ground_segments_point_toward_the_stage_interior() {
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let definition = platform(vec![
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StageLedgeDefinition {
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vertex: 0,
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hang_side: StageLedgeSide::Left,
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},
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StageLedgeDefinition {
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vertex: 1,
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hang_side: StageLedgeSide::Right,
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},
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]);
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let collision = StageCollision {
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stage_polys: vec![StagePoly::build(definition.poly_type, &definition.lines)],
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ledges: definition.resolved_ledges(0).collect(),
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};
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for vertex in [0, 1] {
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let (line_id, segment) = collision
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.find_ledge_ground_segment(StageVertexID { polygon: 0, vertex })
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.unwrap();
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assert_eq!(line_id, StageLineID { polygon: 0, segment: 0 });
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assert!(matches!(
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segment.segment_type,
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StagePolyLineSegmentType::Floor
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));
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}
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}
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#[test]
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fn invalid_and_duplicate_ledge_vertices_are_rejected() {
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let missing = platform(vec![StageLedgeDefinition {
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