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shinespark/src/fighter/ecb.rs
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Add mechanism to ignore platforms (#63)
Reviewed-on: #63
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-25 21:43:49 +00:00

156 lines
4.7 KiB
Rust

use bevy::prelude::*;
use crate::{
fighter::{
FighterFacingDirection, FighterSurfaceState, FighterTranslation,
baked_animation::FighterBoneMatrices,
}, 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)]
pub struct FighterECB {
pub top: FGVec2,
pub bottom: FGVec2,
pub left: FGVec2,
pub right: FGVec2,
}
#[derive(Component, Debug, Clone)]
pub struct FighterECBBoneIndices {
pub indices: Vec<usize>,
}
#[derive(Component, Debug, Clone, Copy, Default, Hash)]
pub struct FighterPreviousECB {
pub top: FGVec2,
pub bottom: FGVec2,
pub left: FGVec2,
pub right: FGVec2,
}
impl From<FighterECB> for FighterPreviousECB {
fn from(ecb: FighterECB) -> Self {
Self {
top: ecb.top,
bottom: ecb.bottom,
left: ecb.left,
right: ecb.right,
}
}
}
pub fn snapshot_fighter_ecb(fighters: Query<(&FighterECB, &mut FighterPreviousECB)>) {
for (ecb, mut previous_ecb) in fighters {
*previous_ecb = (*ecb).into();
}
}
impl FighterECB {
pub fn to_3d_lineloop(&self, trf: Transform) -> [Vec3; 4] {
[self.top, self.right, self.bottom, self.left]
.map(|point| trf.transform_point(Vec3::new(point.x.to_num(), point.y.to_num(), 0.0)))
}
pub fn get_bottom_point(&self) -> FGVec2 {
self.bottom
}
}
impl FighterPreviousECB {
pub fn to_3d_lineloop(&self, trf: Transform) -> [Vec3; 4] {
[self.top, self.right, self.bottom, self.left]
.map(|point| trf.transform_point(Vec3::new(point.x.to_num(), point.y.to_num(), 0.0)))
}
pub fn get_bottom_point(&self) -> FGVec2 {
self.bottom
}
}
pub fn update_ecb(
query: Query<(
&mut FighterECB,
&FighterSurfaceState,
&FighterECBBoneIndices,
&FighterBoneMatrices,
&FighterTranslation,
&FighterFacingDirection,
)>,
) {
for (mut ecb, 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 pt = trf.transform_point(bone_matrix.get_translation());
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 midpoint_height = (max_y + min_y) / FGi32::lit("2.0");
let top = FGVec2::new(FGi32::ZERO, max_y);
let bottom = FGVec2::new(FGi32::ZERO, min_y);
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 {
*ecb_lock_frames_remaining
} else {
0
};
ecb.top = top;
if ecb_lock_frames_remaining == 0 {
ecb.bottom = bottom;
}
ecb.left = left;
ecb.right = right;
if surface_state.is_grounded() {
ecb.bottom = FGVec2::ZERO;
}
}
}
pub fn decrement_ecb_lockout(surface_states: Query<&mut FighterSurfaceState>) {
for mut state in surface_states {
state.tick_ecb_lock();
state.tick_ignored_polygons();
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn previous_ecb_copies_current_dimensions() {
let current = FighterECB {
bottom: FGVec2::lit("0.0", "-0.5"),
top: FGVec2::lit("0.0", "0.5"),
left: FGVec2::lit("-0.5", "0.0"),
right: FGVec2::lit("0.5", "0.0"),
};
let previous = FighterPreviousECB::from(current);
assert_eq!(previous.top, current.top);
assert_eq!(previous.bottom, current.bottom);
assert_eq!(previous.left, current.left);
assert_eq!(previous.right, current.right);
}
}