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Author SHA1 Message Date
EIREXE 46c2af8114 Implement crouching
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CI / production-build (pull_request) Successful in 10m9s
2026-09-25 19:59:53 +02:00
EIREXE b56b7b0421 Merge pull request 'Add shifting ECB based on bone positions (melee-like)' (#61) from ecb into master
CI / build-and-test (push) Successful in 1m32s
CI / production-build (push) Successful in 11m4s
Reviewed-on: #61
2026-09-25 14:42:54 +00:00
EIREXE 84e731fbc8 Fix various runtime shenanigans
CI / build-and-test (pull_request) Successful in 1m32s
CI / production-build (pull_request) Successful in 10m22s
2026-09-25 16:29:11 +02:00
EIREXE 65727ed04f Remove gizmo shenanigans 2026-09-25 16:00:21 +02:00
11 changed files with 178 additions and 18 deletions
+3
View File
@@ -84,6 +84,9 @@ pub enum AnimKind {
AirDodge, AirDodge,
Fall, Fall,
Turn, Turn,
CrouchEnter,
CrouchIdle,
CrouchExit,
FlinchGround, FlinchGround,
FlinchAir, FlinchAir,
-1
View File
@@ -605,7 +605,6 @@ impl Plugin for FighterAttackPlugin {
intersect_attacks_with_hurtboxes, intersect_attacks_with_hurtboxes,
) )
.chain() .chain()
.after(crate::fighter::baked_animation::update_fighter_bone_matrices)
.in_set(GameplaySet::Attacks), .in_set(GameplaySet::Attacks),
); );
} }
+5 -2
View File
@@ -219,6 +219,7 @@ mod tests {
second.translate(FGVec3::lit("0", "3", "0")); second.translate(FGVec3::lit("0", "3", "0"));
let mut matrices = FighterBoneMatrices::default(); let mut matrices = FighterBoneMatrices::default();
matrices.set_pose( matrices.set_pose(
AnimKind::Wait,
&["root".into(), "hand".into()], &["root".into(), "hand".into()],
&[None, Some(0)], &[None, Some(0)],
&[first, second], &[first, second],
@@ -239,6 +240,7 @@ mod tests {
hand.translate(FGVec3::lit("0", "3", "0")); hand.translate(FGVec3::lit("0", "3", "0"));
let mut matrices = FighterBoneMatrices::default(); let mut matrices = FighterBoneMatrices::default();
matrices.set_pose( matrices.set_pose(
AnimKind::Wait,
&["root".into(), "hand".into()], &["root".into(), "hand".into()],
&[None, Some(0)], &[None, Some(0)],
&[root, hand], &[root, hand],
@@ -266,9 +268,9 @@ mod tests {
let parents = [None, Some(0)]; let parents = [None, Some(0)];
let pose = [FixedMat4::IDENTITY, FixedMat4::IDENTITY]; let pose = [FixedMat4::IDENTITY, FixedMat4::IDENTITY];
matrices.set_pose(&names, &parents, &pose, FGi32::ONE); matrices.set_pose(AnimKind::Wait, &names, &parents, &pose, FGi32::ONE);
let capacities = matrices.buffer_capacities(); let capacities = matrices.buffer_capacities();
matrices.set_pose(&names, &parents, &pose, FGi32::ONE); matrices.set_pose(AnimKind::Wait, &names, &parents, &pose, FGi32::ONE);
assert_eq!(capacities, matrices.buffer_capacities()); assert_eq!(capacities, matrices.buffer_capacities());
} }
@@ -281,6 +283,7 @@ mod tests {
hand.translate(FGVec3::lit("0", "2", "0")); hand.translate(FGVec3::lit("0", "2", "0"));
let mut matrices = FighterBoneMatrices::default(); let mut matrices = FighterBoneMatrices::default();
matrices.set_pose( matrices.set_pose(
AnimKind::Wait,
&["root".into(), "hand".into()], &["root".into(), "hand".into()],
&[None, Some(0)], &[None, Some(0)],
&[root, hand], &[root, hand],
+12
View File
@@ -71,6 +71,7 @@ pub struct FighterBoneMatrices {
local_matrices: Vec<FixedMat4>, local_matrices: Vec<FixedMat4>,
previous_local_matrices: Vec<FixedMat4>, previous_local_matrices: Vec<FixedMat4>,
model_matrices: Vec<Option<FixedMat4>>, model_matrices: Vec<Option<FixedMat4>>,
presentation_kind: Option<AnimKind>,
} }
#[derive(Component, Clone, Debug, Default)] #[derive(Component, Clone, Debug, Default)]
@@ -138,6 +139,7 @@ impl FighterBoneMatrices {
} }
pub(super) fn set_pose( pub(super) fn set_pose(
&mut self, &mut self,
kind: AnimKind,
bone_names: &[String], bone_names: &[String],
parents: &[Option<usize>], parents: &[Option<usize>],
local: &[FixedMat4], local: &[FixedMat4],
@@ -166,6 +168,7 @@ impl FighterBoneMatrices {
self.previous_local_matrices.reserve(local.len()); self.previous_local_matrices.reserve(local.len());
self.model_matrices.reserve(local.len()); self.model_matrices.reserve(local.len());
std::mem::swap(&mut self.matrices, &mut self.previous_frame_matrices); std::mem::swap(&mut self.matrices, &mut self.previous_frame_matrices);
let animation_changed = self.presentation_kind != Some(kind);
std::mem::swap(&mut self.local_matrices, &mut self.previous_local_matrices); std::mem::swap(&mut self.local_matrices, &mut self.previous_local_matrices);
self.local_matrices.clear(); self.local_matrices.clear();
self.local_matrices.extend_from_slice(local); self.local_matrices.extend_from_slice(local);
@@ -189,6 +192,14 @@ impl FighterBoneMatrices {
model_scale.mul(matrix.expect("baked bone hierarchy should be valid")) model_scale.mul(matrix.expect("baked bone hierarchy should be valid"))
}), }),
); );
// A state transition is a discontinuity, not an animation frame to
// interpolate from the previous clip. Keep the presentation pose at
// the new clip's first/current frame immediately.
if animation_changed {
self.previous_local_matrices
.clone_from(&self.local_matrices);
}
self.presentation_kind = Some(kind);
} }
} }
@@ -218,6 +229,7 @@ pub fn update_fighter_bone_matrices(
.get(&fighter.manifest) .get(&fighter.manifest)
.expect("fighter manifest should be loaded before the match starts"); .expect("fighter manifest should be loaded before the match starts");
matrices.set_pose( matrices.set_pose(
frame.kind,
&baked.bone_names, &baked.bone_names,
&baked.parents, &baked.parents,
pose, pose,
+15 -1
View File
@@ -27,6 +27,7 @@ use crate::game_settings::GameSettings;
use crate::input::FighterInput; use crate::input::FighterInput;
use crate::math::int::FGi32; use crate::math::int::FGi32;
use crate::math::vec::FGVec2; use crate::math::vec::FGVec2;
use crate::math::vec3::FGVec3;
use crate::player::Player; use crate::player::Player;
pub fn debug_draw_ecb( pub fn debug_draw_ecb(
@@ -39,6 +40,12 @@ pub fn debug_draw_ecb(
mut gizmos: Gizmos, mut gizmos: Gizmos,
) { ) {
for (ecb, trf, ecb_prev, trf_prev) in ecbs { for (ecb, trf, ecb_prev, trf_prev) in ecbs {
gizmos.cross(
FGVec3::new(trf.0.x, trf.0.y, FGi32::ZERO).to_vec3(),
2.0,
bevy::color::palettes::css::BLUE,
);
let transformed = let transformed =
ecb.to_3d_lineloop(Transform::from_xyz(trf.x.to_num(), trf.y.to_num(), 0.0)); ecb.to_3d_lineloop(Transform::from_xyz(trf.x.to_num(), trf.y.to_num(), 0.0));
gizmos.lineloop(transformed, YELLOW); gizmos.lineloop(transformed, YELLOW);
@@ -153,7 +160,14 @@ pub fn fighter_debug(
Ok(()) Ok(())
} }
pub fn animation_debug(query: Query<(&FighterTranslation, &FighterFacingDirection, &FighterBoneMatrices)>, mut gizmos: Gizmos) { pub fn animation_debug(
query: Query<(
&FighterTranslation,
&FighterFacingDirection,
&FighterBoneMatrices,
)>,
mut gizmos: Gizmos,
) {
for (global_transform, facing_dir, matrices) in query { for (global_transform, facing_dir, matrices) in query {
let global_transform = global_transform.get_3d_transform(facing_dir); let global_transform = global_transform.get_3d_transform(facing_dir);
let marker_transform = global_transform.to_mat4(); let marker_transform = global_transform.to_mat4();
+2 -7
View File
@@ -80,13 +80,10 @@ pub fn update_ecb(
&FighterTranslation, &FighterTranslation,
&FighterFacingDirection, &FighterFacingDirection,
)>, )>,
mut gizmos: Gizmos
) { ) {
for (mut ecb, surface_state, bone_indices, bone_matrices, translation, facing_dir) in query { for (mut ecb, surface_state, bone_indices, bone_matrices, translation, facing_dir) in query {
let trf = translation.get_3d_transform(facing_dir); let trf = translation.get_3d_transform(facing_dir);
gizmos.cross(trf.get_translation().to_vec3(), 2.0, bevy::color::palettes::css::BLUE);
let transformed_ecb_bones = bone_indices.indices.iter().filter_map(|idx| { let transformed_ecb_bones = bone_indices.indices.iter().filter_map(|idx| {
let Some((_, bone_matrix)) = bone_matrices.get_by_idx(*idx) else { let Some((_, bone_matrix)) = bone_matrices.get_by_idx(*idx) else {
return None; return None;
@@ -114,10 +111,8 @@ pub fn update_ecb(
0 0
}; };
dbg!(ecb_lock_frames_remaining);
ecb.top = top; ecb.top = top;
if ecb_lock_frames_remaining == 0 { if ecb_lock_frames_remaining == 0 {
ecb.bottom = bottom; ecb.bottom = bottom;
} }
@@ -134,7 +129,7 @@ pub fn update_ecb(
pub fn decrement_ecb_lockout(surface_states: Query<&mut FighterSurfaceState>) { pub fn decrement_ecb_lockout(surface_states: Query<&mut FighterSurfaceState>) {
for mut state in surface_states { for mut state in surface_states {
state.tick_ecb_lock(); state.tick_ecb_lock();
} }
} }
#[cfg(test)] #[cfg(test)]
+7 -2
View File
@@ -171,10 +171,15 @@ impl Plugin for FighterPlugin {
)*/ )*/
.add_systems( .add_systems(
GgrsSchedule, GgrsSchedule,
(ecb::update_ecb, state::state_collision_interrupt_system, ecb::decrement_ecb_lockout).chain().in_set(GameplaySet::Collision), (
(ecb::update_ecb, ecb::decrement_ecb_lockout, state::state_collision_interrupt_system).chain(),
baked_animation::update_fighter_bone_matrices,
)
.chain()
.in_set(GameplaySet::Collision),
) )
.add_systems( .add_systems(
Update, PostUpdate,
( (
motion::apply_fighter_translation_to_visuals, motion::apply_fighter_translation_to_visuals,
animation::apply_animation, animation::apply_animation,
+126
View File
@@ -0,0 +1,126 @@
use super::{
CollisionContext, EnterContext, FighterStateImpl, InterruptContext, UpdateContext, ground,
};
use crate::fighter::animation::AnimKind;
use crate::fighter::state::{FighterState, dash, ground_attack, turn, walk};
use crate::fighter::state::ground::{grounded_movement_common_interrupts, grounded_movement_standstill_common_interrupts};
#[derive(Debug, Clone, Hash)]
pub enum CrouchSubState {
Entering,
Idle,
Exiting
}
#[derive(Debug, Clone, Hash)]
pub struct CrouchState {
sub_state: CrouchSubState
}
pub fn crouch_idle_interrupts(
state_context: &InterruptContext,
) -> Option<FighterState> {
if let Some(state) = ground_attack::check_interrupt(state_context) {
Some(state)
} else if let Some(state) = dash::check_input(state_context) {
Some(state)
} else if let Some(state) = turn::check_input(state_context) {
Some(state)
} else if let Some(state) = walk::check_input(state_context) {
Some(state)
} else {
None
}
}
pub fn crouch_entering_interrupts(
state_context: &InterruptContext,
) -> Option<FighterState> {
if let Some(state) = ground_attack::check_interrupt(state_context) {
Some(state)
} else {
None
}
}
impl FighterStateImpl for CrouchState {
const NAME: &'static str = "Crouch";
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
if let Some(state) = grounded_movement_common_interrupts(state_context) {
return Some(state);
}
match self.sub_state {
CrouchSubState::Entering => {
// While entering the crouch animation we do not allow movement inputs, but we do allow attacks and jumps
if state_context.is_current_animation_finished() {
return Some(FighterState::Crouch(
CrouchState {
sub_state: CrouchSubState::Idle,
}
));
} else {
return crouch_entering_interrupts(state_context);
}
},
CrouchSubState::Idle => {
if state_context.input.get_last_frame().movement.y > -state_context.game_settings.input_common.run_stick_threshold {
return Some(FighterState::Crouch (
CrouchState {
sub_state: CrouchSubState::Exiting,
}
));
} else {
return crouch_idle_interrupts(state_context);
}
},
CrouchSubState::Exiting => {
if state_context.is_current_animation_finished() {
return grounded_movement_standstill_common_interrupts(state_context);
} else {
return crouch_idle_interrupts(state_context);
}
},
}
}
fn on_enter(&mut self, state_context: &mut EnterContext) {
match self.sub_state {
CrouchSubState::Entering => {
state_context.play_animation(AnimKind::CrouchEnter, false);
},
CrouchSubState::Idle => {
state_context.play_animation(AnimKind::CrouchIdle, true);
},
CrouchSubState::Exiting => {
state_context.play_animation(AnimKind::CrouchExit, false);
},
}
}
fn update(&mut self, state_context: &mut UpdateContext) {
ground::update_friction_motion(state_context);
}
fn check_collision_interrupt(
&mut self,
state_context: &mut CollisionContext,
) -> Option<FighterState> {
ground::collision_interrupt(state_context, false)
}
fn is_visually_grounded<'a>(&'a self) -> bool {
true
}
}
pub fn check_input(state_context: &InterruptContext) -> Option<FighterState> {
let input_frame = state_context.input.get_last_frame();
if input_frame.movement.y <= -state_context.game_settings.input_common.run_stick_threshold {
return Some(FighterState::Crouch(CrouchState {
sub_state: CrouchSubState::Entering
}));
}
None
}
+3 -2
View File
@@ -3,8 +3,7 @@
//! bit-for-bit deterministic for rollback. //! bit-for-bit deterministic for rollback.
use crate::fighter::state::{ use crate::fighter::state::{
CollisionContext, FighterState, InterruptContext, air, dash, fall, ground_attack, turn, wait, CollisionContext, FighterState, InterruptContext, air, crouch, dash, fall, ground_attack, turn, wait, walk,
walk,
}; };
use crate::fighter::{ use crate::fighter::{
FighterAttributes, FighterPreviousTranslation, FighterTranslation, FighterVelocity, FighterAttributes, FighterPreviousTranslation, FighterTranslation, FighterVelocity,
@@ -461,6 +460,8 @@ pub fn grounded_movement_standstill_common_interrupts(
Some(state) Some(state)
} else if let Some(state) = turn::check_input(state_context) { } else if let Some(state) = turn::check_input(state_context) {
Some(state) Some(state)
} else if let Some(state) = crouch::check_input(state_context) {
Some(state)
} else if let Some(state) = walk::check_input(state_context) { } else if let Some(state) = walk::check_input(state_context) {
Some(state) Some(state)
} else if let Some(state) = wait::check_input(state_context) { } else if let Some(state) = wait::check_input(state_context) {
+2
View File
@@ -41,6 +41,7 @@ pub mod run;
pub mod turn; pub mod turn;
pub mod wait; pub mod wait;
pub mod walk; pub mod walk;
pub mod crouch;
#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq)] #[derive(Clone, Copy, Debug, Hash, PartialEq, Eq)]
pub enum SurfacePolicy { pub enum SurfacePolicy {
@@ -211,6 +212,7 @@ impl CollisionContext<'_> {
fighter_states! { fighter_states! {
Wait => wait::WaitState, Wait => wait::WaitState,
Walk => walk::WalkState, Walk => walk::WalkState,
Crouch => crouch::CrouchState,
Dash => dash::DashState, Dash => dash::DashState,
Run => run::RunState, Run => run::RunState,
Fall => fall::FallState, Fall => fall::FallState,
+3 -3
View File
@@ -19,10 +19,10 @@ pub enum GameplaySet {
StateUpdate, StateUpdate,
/// Integrate velocities into positions. /// Integrate velocities into positions.
Physics, Physics,
/// Solve collision boxes
Animation,
/// Resolve the integrated positions against the stage. /// Resolve the integrated positions against the stage.
Collision, Collision,
/// Solve collision boxes
Animation,
/// Resolve attacks /// Resolve attacks
Attacks, Attacks,
} }
@@ -40,8 +40,8 @@ impl Plugin for GameplaySchedulePlugin {
GameplaySet::Interrupt, GameplaySet::Interrupt,
GameplaySet::StateUpdate, GameplaySet::StateUpdate,
GameplaySet::Physics, GameplaySet::Physics,
GameplaySet::Collision,
GameplaySet::Animation, GameplaySet::Animation,
GameplaySet::Collision,
GameplaySet::Attacks, GameplaySet::Attacks,
) )
.chain(), .chain(),