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rendering: fix NPC movement animation IDs and remove redundant player anim
The renderer's CharAnimState machine already drives player character animations (Run=5, Walk=4, Jump, Swim, etc.) — remove the conflicting camera controller code added in the previous commit. Fix creature movement animations to use the correct WoW M2 IDs: 4=Walk, 5=Run. Both the per-frame sync loop and the SMSG_MONSTER_MOVE spline callback now use Run (5) for NPC movement.
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parent
279c30367a
commit
137b25f318
3 changed files with 8 additions and 30 deletions
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@ -226,9 +226,6 @@ private:
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bool autoRunning = false;
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bool tildeWasDown = false;
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// Movement animation state tracking
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bool prevPlayerMoving_ = false;
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// Movement state tracking (for sending opcodes on state change)
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bool wasMovingForward = false;
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bool wasMovingBackward = false;
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@ -1476,7 +1476,8 @@ void Application::update(float deltaTime) {
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}
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posIt->second = renderPos;
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// Drive movement animation: Run (4) when moving, Stand (0) when idle.
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// Drive movement animation: Run (anim 5) when moving, Stand (0) when idle.
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// WoW M2 animation IDs: 4=Walk, 5=Run. Use Run for all server-driven NPC movement.
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// Only switch on transitions to avoid resetting animation time.
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// Don't override Death (1) animation.
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bool prevMoving = creatureWasMoving_[guid];
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@ -1486,7 +1487,7 @@ void Application::update(float deltaTime) {
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bool gotState = charRenderer->getAnimationState(instanceId, curAnimId, curT, curDur);
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if (!gotState || curAnimId != 1 /*Death*/) {
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charRenderer->playAnimation(instanceId,
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isMovingNow ? 4u : 0u, /*loop=*/true);
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isMovingNow ? 5u : 0u, /*loop=*/true);
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}
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}
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}
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@ -2453,7 +2454,8 @@ void Application::setupUICallbacks() {
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glm::vec3 renderPos = core::coords::canonicalToRender(glm::vec3(x, y, z));
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float durationSec = static_cast<float>(durationMs) / 1000.0f;
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renderer->getCharacterRenderer()->moveInstanceTo(instanceId, renderPos, durationSec);
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// Play Run animation for the duration of the spline move (anim 4).
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// Play Run animation (anim 5) for the duration of the spline move.
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// WoW M2 animation IDs: 4=Walk, 5=Run.
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// Don't override Death animation (1). The per-frame sync loop will return to
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// Stand when movement stops.
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if (durationMs > 0) {
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@ -2461,7 +2463,7 @@ void Application::setupUICallbacks() {
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auto* cr = renderer->getCharacterRenderer();
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bool gotState = cr->getAnimationState(instanceId, curAnimId, curT, curDur);
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if (!gotState || curAnimId != 1 /*Death*/) {
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cr->playAnimation(instanceId, 4u, /*loop=*/true);
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cr->playAnimation(instanceId, 5u, /*loop=*/true);
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}
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if (!isPlayer) creatureWasMoving_[guid] = true;
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}
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@ -1446,29 +1446,8 @@ void CameraController::update(float deltaTime) {
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bool shouldHidePlayer = isFirstPersonView() || (actualDist < MIN_DISTANCE + 0.1f);
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characterRenderer->setInstanceVisible(playerInstanceId, !shouldHidePlayer);
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// Drive movement animation: Run (4) / Walk (5) when moving, Stand (0) when idle.
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// Only transition on state changes to avoid resetting animation time every frame.
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// Skip if current animation is Death (1) — death pose must persist.
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bool nowMoving = isMoving();
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// Use Run (4) when running forward; Walk (5) for backpedal or slow pace.
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uint32_t movingAnim = runPace ? 4u : 5u;
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if (nowMoving != prevPlayerMoving_) {
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prevPlayerMoving_ = nowMoving;
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uint32_t curAnimId = 0; float curT = 0.0f, curDur = 0.0f;
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bool gotState = characterRenderer->getAnimationState(
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playerInstanceId, curAnimId, curT, curDur);
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if (!gotState || curAnimId != 1 /*Death*/) {
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characterRenderer->playAnimation(playerInstanceId,
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nowMoving ? movingAnim : 0u, /*loop=*/true);
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}
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} else if (nowMoving) {
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// Also switch between Run and Walk if pace changes while moving.
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uint32_t curAnimId = 0; float curT = 0.0f, curDur = 0.0f;
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characterRenderer->getAnimationState(playerInstanceId, curAnimId, curT, curDur);
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if (curAnimId != movingAnim && curAnimId != 1 /*Death*/) {
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characterRenderer->playAnimation(playerInstanceId, movingAnim, /*loop=*/true);
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}
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}
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// Note: the Renderer's CharAnimState machine drives player character animations
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// (Run, Walk, Jump, Swim, etc.) — no additional animation driving needed here.
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}
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} else {
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// Free-fly camera mode (original behavior)
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