Kelsidavis-WoWee/include/rendering/animation/anim_event.hpp

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feat(animation): decompose AnimationController into FSM-based architecture Replace the 2,200-line monolithic AnimationController (goto-driven, single class, untestable) with a composed FSM architecture per refactor.md. New subsystem (src/rendering/animation/ — 16 headers, 10 sources): - CharacterAnimator: FSM composer implementing ICharacterAnimator - LocomotionFSM: idle/walk/run/sprint/jump/swim/strafe - CombatFSM: melee/ranged/spell cast/stun/hit reaction/charge - ActivityFSM: emote/loot/sit-down/sitting/sit-up - MountFSM: idle/run/flight/taxi/fidget/rear-up (per-instance RNG) - AnimCapabilitySet + AnimCapabilityProbe: probe once at model load, eliminate per-frame hasAnimation() linear search - AnimationManager: registry of CharacterAnimator by GUID - EmoteRegistry: DBC-backed emote command → animId singleton - FootstepDriver, SfxStateDriver: extracted from AnimationController animation_ids.hpp/.cpp moved to animation/ subdirectory (452 named constants); all include paths updated. AnimationController retained as thin adapter (~400 LOC): collects FrameInput, delegates to CharacterAnimator, applies AnimOutput. Priority order: Mount > Stun > HitReaction > Spell > Charge > Melee/Ranged > CombatIdle > Emote > Loot > Sit > Locomotion. STAY_IN_STATE policy when all FSMs return valid=false. Bugs fixed: - Remove static mt19937 in mount fidget (shared state across all mounted units) — replaced with per-instance seeded RNG - Remove goto from mounted animation branch (skipped init) - Remove per-frame hasAnimation() calls (now one probe at load) - Fix VK_INDEX_TYPE_UINT16 → UINT32 in shadow pass Tests (4 new suites, all ASAN+UBSan clean): - test_locomotion_fsm: 167 assertions - test_combat_fsm: 125 cases - test_activity_fsm: 112 cases - test_anim_capability: 56 cases docs/ANIMATION_SYSTEM.md added (architecture reference).
2026-04-05 12:27:35 +03:00
#pragma once
#include <cstdint>
namespace wowee {
namespace rendering {
// ============================================================================
// AnimEvent
//
// Event-driven animation state transitions. Sub-FSMs react to these events
// instead of polling conditions every frame.
// ============================================================================
enum class AnimEvent : uint8_t {
MOVE_START, MOVE_STOP,
SPRINT_START, SPRINT_STOP,
JUMP, LANDED,
SWIM_ENTER, SWIM_EXIT,
COMBAT_ENTER, COMBAT_EXIT,
STUN_ENTER, STUN_EXIT,
SPELL_START, SPELL_STOP,
HIT_REACT, CHARGE_START, CHARGE_END,
EMOTE_START, EMOTE_STOP,
LOOT_START, LOOT_STOP,
SIT, STAND_UP,
MOUNT, DISMOUNT,
STEALTH_ENTER, STEALTH_EXIT,
};
} // namespace rendering
} // namespace wowee