Kelsidavis-WoWee/include/rendering/animation/animation_manager.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
// Renamed from PlayerAnimator/NpcAnimator dual-map → unified CharacterAnimator registry.
// NpcAnimator removed — all characters use the same generic CharacterAnimator.
#include "rendering/animation/character_animator.hpp"
#include "rendering/animation/anim_capability_set.hpp"
#include <cstdint>
#include <unordered_map>
#include <memory>
namespace wowee {
namespace rendering {
// ============================================================================
// AnimationManager
//
// Central registry for all character animators. Owned by Renderer, replaces
// scattered AnimationController* passing.
//
// Single animator type:
// CharacterAnimator — generic animator for any character (player, NPC,
// companion). Full FSM composition with priority
// resolver.
//
// AnimationController becomes a thin shim delegating to this manager
// until all callsites are migrated.
// ============================================================================
class AnimationManager {
public:
AnimationManager() = default;
// ── Character animators ─────────────────────────────────────────────
/// Get or create a CharacterAnimator for the given instance ID.
CharacterAnimator& getOrCreate(uint32_t instanceId);
/// Get existing CharacterAnimator (nullptr if not found).
CharacterAnimator* get(uint32_t instanceId);
/// Remove a character animator.
void remove(uint32_t instanceId);
// ── Per-frame ───────────────────────────────────────────────────────
/// Update all registered animators.
void updateAll(float dt);
// ── Counts ──────────────────────────────────────────────────────────
size_t count() const { return animators_.size(); }
private:
std::unordered_map<uint32_t, std::unique_ptr<CharacterAnimator>> animators_;
};
} // namespace rendering
} // namespace wowee