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shinespark/src/fighter/baked_animation/visual_binding.rs
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EIREXE 0454ca9e8a
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Split baked animation modules (#38)
Fixes #19

Splits the baked animation implementation into focused fixed-transform, runtime, visual-binding, and asset-baking modules behind the existing public facade. Preserves public APIs, serialized field order, TypePath, plugin registration, schedules, and runtime behavior.

Reviewed-on: #38
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-17 14:03:09 +00:00

108 lines
3.7 KiB
Rust

use bevy::prelude::*;
use bevy::world_serialization::{WorldInstanceReady, WorldInstanceSpawner};
use bevy_ggrs::GgrsFrameTiming;
use std::collections::{HashMap, HashSet};
use super::{BakedFighterAnimations, FighterBoneMatrices};
use crate::fighter::visual::FighterAnimations;
#[derive(Component)]
pub(super) struct BakedFighterBone {
fighter: Entity,
index: usize,
}
pub(super) fn bind_fighter_visual_bones(
ready: On<WorldInstanceReady>,
mut commands: Commands,
spawner: Res<WorldInstanceSpawner>,
fighters: Query<&FighterAnimations>,
baked_assets: Res<Assets<BakedFighterAnimations>>,
nodes: Query<(&Name, Option<&ChildOf>)>,
animation_players: Query<(), With<AnimationPlayer>>,
) {
let fighter = ready.entity;
let Ok(animations) = fighters.get(fighter) else {
return;
};
let baked = baked_assets
.get(&animations.baked)
.expect("fighter baked animation asset should be loaded before its visual scene");
let entities = spawner
.iter_instance_entities(ready.instance_id)
.collect::<HashSet<_>>();
for &entity in &entities {
if animation_players.contains(entity) {
commands.entity(entity).remove::<AnimationPlayer>();
}
}
let mut indices = HashMap::with_capacity(baked.bone_names.len());
for (index, name) in baked.bone_names.iter().enumerate() {
let key = (baked.parents[index], name.as_str());
assert!(
indices.insert(key, index).is_none(),
"fighter GLTF has duplicate node names under the same parent"
);
}
let mut assigned = HashMap::new();
let mut remaining = entities.iter().copied().collect::<Vec<_>>();
while !remaining.is_empty() {
let mut next = Vec::new();
let mut progress = false;
for entity in remaining {
let Ok((name, parent)) = nodes.get(entity) else {
continue;
};
let parent = parent.map(ChildOf::parent);
let parent_index = match parent {
Some(parent) if entities.contains(&parent) => {
if let Some(index) = assigned.get(&parent) {
Some(*index)
} else if nodes.get(parent).ok().is_some_and(|(name, _)| {
baked.bone_names.iter().any(|bone| bone == name.as_str())
}) {
next.push(entity);
continue;
} else {
None
}
}
_ => None,
};
if let Some(&index) = indices.get(&(parent_index, name.as_str())) {
assigned.insert(entity, index);
progress = true;
}
}
if !progress {
break;
}
remaining = next;
}
if assigned.len() != baked.bone_names.len() {
warn!(fighter = ?fighter, bound = assigned.len(), expected = baked.bone_names.len(), "could not bind every baked fighter node to its visual scene");
}
for (entity, index) in assigned {
commands
.entity(entity)
.insert(BakedFighterBone { fighter, index });
}
}
pub(super) fn apply_baked_fighter_visual_pose(
mut nodes: Query<(&mut Transform, &BakedFighterBone)>,
fighters: Query<&FighterBoneMatrices>,
timing: Res<GgrsFrameTiming>,
) {
let overstep_fraction = timing.overstep_fraction();
for (mut transform, bone) in &mut nodes {
let Ok(matrices) = fighters.get(bone.fighter) else {
continue;
};
let Some(local) = matrices.presentation_local(bone.index, overstep_fraction) else {
continue;
};
*transform = local;
}
}