feat(animation): 452 named constants, 30-phase character animation state machine
Add animation_ids.hpp/cpp with all 452 WoW animation ID constants (anim::STAND,
anim::RUN, anim::FIRE_BOW, ... anim::FLY_BACKWARDS, etc.), nameFromId() O(1)
lookup, and flyVariant() compact 218-element ground→FLY_* resolver.
Expand AnimationController into a full state machine with 20+ named states:
spell cast (directed→omni→cast fallback chain, instant one-shot release),
hit reactions (WOUND/CRIT/DODGE/BLOCK/SHIELD_BLOCK), stun, wounded idle,
stealth animation substitution, loot, fishing channel, sit/sleep/kneel
down→loop→up transitions, sheathe/unsheathe combat enter/exit, ranged weapons
(BOW/GUN/CROSSBOW/THROWN with reload states), game object OPEN/CLOSE/DESTROY,
vehicle enter/exit, mount flight directionals (FLY_LEFT/RIGHT/UP/DOWN/BACKWARDS),
emote state variants, off-hand/pierce/dual-wield alternation, NPC
birth/spawn/drown/rise, sprint aura override, totem idle, NPC greeting/farewell.
Add spell_defines.hpp with SpellEffect (~45 constants) and SpellMissInfo
(12 constants) namespaces; replace all magic numbers in spell_handler.cpp.
Add GAMEOBJECT_BYTES_1 to update field table (all 4 expansion JSONs) and wire
GameObjectStateCallback. Add DBC cross-validation on world entry.
Expand tools/_ANIM_NAMES from ~35 to 452 entries in m2_viewer.py and
asset_pipeline_gui.py. Add tests/test_animation_ids.cpp.
Bug fixes included:
- Stand state 1 was animating READY_2H(27) — fixed to SITTING(97)
- Spell casts ended freeze-frame — add one-shot release animation
- NPC 2H swing probe chain missing ATTACK_2H_LOOSE (polearm/staff)
- Chair sits (states 2/4/5/6) incorrectly played floor-sit transition
- STOP(3) used for all spell casts — replaced with model-aware chain
2026-04-04 23:02:53 +03:00
|
|
|
// Frustum plane extraction and intersection tests
|
2026-04-03 09:41:34 +03:00
|
|
|
#include <catch_amalgamated.hpp>
|
|
|
|
|
#include "rendering/frustum.hpp"
|
|
|
|
|
|
|
|
|
|
#include <glm/glm.hpp>
|
|
|
|
|
#include <glm/gtc/matrix_transform.hpp>
|
|
|
|
|
|
|
|
|
|
using wowee::rendering::Frustum;
|
|
|
|
|
using wowee::rendering::Plane;
|
|
|
|
|
|
|
|
|
|
TEST_CASE("Plane distanceToPoint", "[frustum]") {
|
|
|
|
|
// Plane facing +Y at y=5
|
|
|
|
|
Plane p(glm::vec3(0.0f, 1.0f, 0.0f), -5.0f);
|
|
|
|
|
|
|
|
|
|
// Point at y=10 → distance = 10 + (-5) = 5 (in front)
|
|
|
|
|
REQUIRE(p.distanceToPoint(glm::vec3(0, 10, 0)) == Catch::Approx(5.0f));
|
|
|
|
|
|
|
|
|
|
// Point at y=5 → distance = 0 (on plane)
|
|
|
|
|
REQUIRE(p.distanceToPoint(glm::vec3(0, 5, 0)) == Catch::Approx(0.0f));
|
|
|
|
|
|
|
|
|
|
// Point at y=0 → distance = -5 (behind)
|
|
|
|
|
REQUIRE(p.distanceToPoint(glm::vec3(0, 0, 0)) == Catch::Approx(-5.0f));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
TEST_CASE("Frustum extractFromMatrix with identity", "[frustum]") {
|
|
|
|
|
Frustum f;
|
|
|
|
|
f.extractFromMatrix(glm::mat4(1.0f));
|
|
|
|
|
|
|
|
|
|
// Identity matrix gives clip-space frustum: [-1,1]^3 (or [0,1] for z)
|
|
|
|
|
// The origin should be inside
|
|
|
|
|
REQUIRE(f.containsPoint(glm::vec3(0.0f, 0.0f, 0.5f)));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
TEST_CASE("Frustum containsPoint perspective", "[frustum]") {
|
|
|
|
|
// Create a typical perspective projection and look-at
|
|
|
|
|
glm::mat4 proj = glm::perspective(glm::radians(90.0f), 1.0f, 0.1f, 100.0f);
|
|
|
|
|
glm::mat4 view = glm::lookAt(
|
|
|
|
|
glm::vec3(0, 0, 0), // eye
|
|
|
|
|
glm::vec3(0, 0, -1), // center (looking -Z)
|
|
|
|
|
glm::vec3(0, 1, 0) // up
|
|
|
|
|
);
|
|
|
|
|
glm::mat4 vp = proj * view;
|
|
|
|
|
|
|
|
|
|
Frustum f;
|
|
|
|
|
f.extractFromMatrix(vp);
|
|
|
|
|
|
|
|
|
|
// Point in front (at -Z)
|
|
|
|
|
REQUIRE(f.containsPoint(glm::vec3(0, 0, -10)));
|
|
|
|
|
|
|
|
|
|
// Point behind camera (at +Z) should be outside
|
|
|
|
|
REQUIRE_FALSE(f.containsPoint(glm::vec3(0, 0, 10)));
|
|
|
|
|
|
|
|
|
|
// Point very far away inside the frustum
|
|
|
|
|
REQUIRE(f.containsPoint(glm::vec3(0, 0, -50)));
|
|
|
|
|
|
|
|
|
|
// Point beyond far plane
|
|
|
|
|
REQUIRE_FALSE(f.containsPoint(glm::vec3(0, 0, -200)));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
TEST_CASE("Frustum intersectsSphere", "[frustum]") {
|
|
|
|
|
glm::mat4 proj = glm::perspective(glm::radians(60.0f), 1.0f, 1.0f, 100.0f);
|
|
|
|
|
glm::mat4 view = glm::lookAt(
|
|
|
|
|
glm::vec3(0, 0, 0),
|
|
|
|
|
glm::vec3(0, 0, -1),
|
|
|
|
|
glm::vec3(0, 1, 0)
|
|
|
|
|
);
|
|
|
|
|
Frustum f;
|
|
|
|
|
f.extractFromMatrix(proj * view);
|
|
|
|
|
|
|
|
|
|
// Sphere clearly inside
|
|
|
|
|
REQUIRE(f.intersectsSphere(glm::vec3(0, 0, -10), 1.0f));
|
|
|
|
|
|
|
|
|
|
// Sphere behind camera
|
|
|
|
|
REQUIRE_FALSE(f.intersectsSphere(glm::vec3(0, 0, 50), 1.0f));
|
|
|
|
|
|
|
|
|
|
// Large sphere that straddles the near plane
|
|
|
|
|
REQUIRE(f.intersectsSphere(glm::vec3(0, 0, 0), 5.0f));
|
|
|
|
|
|
|
|
|
|
// Sphere at edge of frustum — large radius should still intersect
|
|
|
|
|
REQUIRE(f.intersectsSphere(glm::vec3(0, 0, -105), 10.0f));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
TEST_CASE("Frustum intersectsAABB", "[frustum]") {
|
|
|
|
|
glm::mat4 proj = glm::perspective(glm::radians(60.0f), 1.0f, 1.0f, 100.0f);
|
|
|
|
|
glm::mat4 view = glm::lookAt(
|
|
|
|
|
glm::vec3(0, 0, 0),
|
|
|
|
|
glm::vec3(0, 0, -1),
|
|
|
|
|
glm::vec3(0, 1, 0)
|
|
|
|
|
);
|
|
|
|
|
Frustum f;
|
|
|
|
|
f.extractFromMatrix(proj * view);
|
|
|
|
|
|
|
|
|
|
// Box inside frustum
|
|
|
|
|
REQUIRE(f.intersectsAABB(glm::vec3(-1, -1, -11), glm::vec3(1, 1, -9)));
|
|
|
|
|
|
|
|
|
|
// Box behind camera
|
|
|
|
|
REQUIRE_FALSE(f.intersectsAABB(glm::vec3(-1, -1, 5), glm::vec3(1, 1, 10)));
|
|
|
|
|
|
|
|
|
|
// Box beyond far plane
|
|
|
|
|
REQUIRE_FALSE(f.intersectsAABB(glm::vec3(-1, -1, -200), glm::vec3(1, 1, -150)));
|
|
|
|
|
|
|
|
|
|
// Large box straddling near/far
|
|
|
|
|
REQUIRE(f.intersectsAABB(glm::vec3(-5, -5, -50), glm::vec3(5, 5, 0)));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
TEST_CASE("Frustum getPlane returns 6 planes", "[frustum]") {
|
|
|
|
|
glm::mat4 proj = glm::perspective(glm::radians(90.0f), 1.0f, 1.0f, 100.0f);
|
|
|
|
|
Frustum f;
|
|
|
|
|
f.extractFromMatrix(proj);
|
|
|
|
|
|
|
|
|
|
// Access all 6 planes — should not crash
|
|
|
|
|
for (int i = 0; i < 6; ++i) {
|
|
|
|
|
const auto& p = f.getPlane(static_cast<Frustum::Side>(i));
|
|
|
|
|
// Normal should be a unit vector (after normalization)
|
|
|
|
|
float len = glm::length(p.normal);
|
|
|
|
|
REQUIRE(len == Catch::Approx(1.0f).margin(0.01f));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
TEST_CASE("Frustum box far right is outside", "[frustum]") {
|
|
|
|
|
glm::mat4 proj = glm::perspective(glm::radians(45.0f), 1.0f, 1.0f, 100.0f);
|
|
|
|
|
glm::mat4 view = glm::lookAt(
|
|
|
|
|
glm::vec3(0, 0, 0),
|
|
|
|
|
glm::vec3(0, 0, -1),
|
|
|
|
|
glm::vec3(0, 1, 0)
|
|
|
|
|
);
|
|
|
|
|
Frustum f;
|
|
|
|
|
f.extractFromMatrix(proj * view);
|
|
|
|
|
|
|
|
|
|
// Box far off to the right — outside the frustum
|
|
|
|
|
REQUIRE_FALSE(f.intersectsAABB(glm::vec3(200, 0, -10), glm::vec3(201, 1, -9)));
|
|
|
|
|
}
|