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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).
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53 changed files with 5110 additions and 2099 deletions
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@ -4,22 +4,31 @@
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#include <string>
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#include <vector>
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#include <glm/glm.hpp>
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#include "rendering/animation/footstep_driver.hpp"
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#include "rendering/animation/sfx_state_driver.hpp"
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#include "rendering/animation/weapon_type.hpp"
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#include "rendering/animation/anim_capability_set.hpp"
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#include "rendering/animation/character_animator.hpp"
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namespace wowee {
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namespace audio { enum class FootstepSurface : uint8_t; }
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namespace rendering {
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class Renderer;
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/// Ranged weapon type for animation selection (bow/gun/crossbow/thrown)
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enum class RangedWeaponType : uint8_t { NONE = 0, BOW, GUN, CROSSBOW, THROWN };
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// ============================================================================
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// AnimationController — extracted from Renderer (§4.2)
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// AnimationController — thin adapter wrapping CharacterAnimator
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//
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// Owns the character locomotion state machine, mount animation state,
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// emote system, footstep triggering, surface detection, melee combat
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// animation, and activity SFX transition tracking.
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// Bridges the Renderer world (camera state, CharacterRenderer, audio)
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// and the pure-logic CharacterAnimator + sub-FSMs. Public API unchanged.
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//
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// Responsibilities:
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// · Collect inputs from renderer/camera → CharacterAnimator::FrameInput
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// · Forward state-changing calls → CharacterAnimator
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// · Read AnimOutput from CharacterAnimator → apply via CharacterRenderer
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// · Mount discovery (needs renderer for sequence queries)
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// · Mount positioning (needs renderer for attachment queries)
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// · Melee/ranged resolution (needs renderer for sequence queries)
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// · Footstep and SFX drivers (already extracted)
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// ============================================================================
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class AnimationController {
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public:
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@ -28,6 +37,11 @@ public:
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void initialize(Renderer* renderer);
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/// Probe (or re-probe) animation capabilities for the current character model.
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/// Called once during initialize() / onCharacterFollow() and after model changes.
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void probeCapabilities();
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const AnimCapabilitySet& getCapabilities() const { return characterAnimator_.getCapabilities(); }
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// ── Per-frame update hooks (called from Renderer::update) ──────────────
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// Runs the character animation state machine (mounted + unmounted).
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void updateCharacterAnimation();
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@ -47,7 +61,7 @@ public:
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// ── Emote support ──────────────────────────────────────────────────────
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void playEmote(const std::string& emoteName);
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void cancelEmote();
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bool isEmoteActive() const { return emoteActive_; }
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bool isEmoteActive() const { return characterAnimator_.getActivity().isEmoteActive(); }
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static std::string getEmoteText(const std::string& emoteName,
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const std::string* targetName = nullptr);
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static uint32_t getEmoteDbcId(const std::string& emoteName);
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@ -58,7 +72,7 @@ public:
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// ── Targeting / combat ─────────────────────────────────────────────────
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void setTargetPosition(const glm::vec3* pos);
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void setInCombat(bool combat) { inCombat_ = combat; }
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void setInCombat(bool combat);
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bool isInCombat() const { return inCombat_; }
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const glm::vec3* getTargetPosition() const { return targetPosition_; }
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void resetCombatVisualState();
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@ -70,30 +84,19 @@ public:
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/// is2HLoose: true for polearms/staves (use ATTACK_2H_LOOSE instead of ATTACK_2H)
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void setEquippedWeaponType(uint32_t inventoryType, bool is2HLoose = false,
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bool isFist = false, bool isDagger = false,
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bool hasOffHand = false, bool hasShield = false) {
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equippedWeaponInvType_ = inventoryType;
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equippedIs2HLoose_ = is2HLoose;
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equippedIsFist_ = isFist;
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equippedIsDagger_ = isDagger;
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equippedHasOffHand_ = hasOffHand;
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equippedHasShield_ = hasShield;
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meleeAnimId_ = 0; // Force re-resolve on next swing
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}
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bool hasOffHand = false, bool hasShield = false);
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/// Play a special attack animation for a melee ability (spellId → SPECIAL_1H/2H/SHIELD_BASH/WHIRLWIND)
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void triggerSpecialAttack(uint32_t spellId);
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// ── Sprint aura animation ────────────────────────────────────────────
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void setSprintAuraActive(bool active) { sprintAuraActive_ = active; }
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void setSprintAuraActive(bool active);
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// ── Ranged combat ──────────────────────────────────────────────────────
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void setEquippedRangedType(RangedWeaponType type) {
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equippedRangedType_ = type;
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rangedAnimId_ = 0; // Force re-resolve
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}
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void setEquippedRangedType(RangedWeaponType type);
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/// Trigger a ranged shot animation (Auto Shot, Shoot, Throw)
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void triggerRangedShot();
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RangedWeaponType getEquippedRangedType() const { return equippedRangedType_; }
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void setCharging(bool charging) { charging_ = charging; }
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RangedWeaponType getEquippedRangedType() const { return weaponLoadout_.rangedType; }
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void setCharging(bool charging);
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bool isCharging() const { return charging_; }
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// ── Spell casting ──────────────────────────────────────────────────────
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@ -122,7 +125,7 @@ public:
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// ── Health-based idle ──────────────────────────────────────────────────
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/// When true, idle/combat-idle will prefer STAND_WOUND if the model has it.
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void setLowHealth(bool low) { lowHealth_ = low; }
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void setLowHealth(bool low);
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// ── Stand state (sit/sleep/kneel transitions) ──────────────────────────
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// WoW UnitStandStateType constants
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@ -166,139 +169,55 @@ public:
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private:
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Renderer* renderer_ = nullptr;
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// Character animation state machine
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enum class CharAnimState {
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IDLE, WALK, RUN, JUMP_START, JUMP_MID, JUMP_END, SIT_DOWN, SITTING,
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SIT_UP, EMOTE, SWIM_IDLE, SWIM, MELEE_SWING, MOUNT, CHARGE, COMBAT_IDLE,
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SPELL_PRECAST, SPELL_CASTING, SPELL_FINALIZE, HIT_REACTION, STUNNED, LOOTING,
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UNSHEATHE, SHEATHE, // Weapon draw/put-away one-shot transitions
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RANGED_SHOOT, RANGED_LOAD // Ranged attack sequence: shoot → reload
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};
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CharAnimState charAnimState_ = CharAnimState::IDLE;
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float locomotionStopGraceTimer_ = 0.0f;
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bool locomotionWasSprinting_ = false;
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// ── CharacterAnimator: owns the complete character animation FSM ─────
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CharacterAnimator characterAnimator_;
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bool capabilitiesProbed_ = false;
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// ── Animation change detection ───────────────────────────────────────
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uint32_t lastPlayerAnimRequest_ = UINT32_MAX;
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bool lastPlayerAnimLoopRequest_ = true;
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float lastDeltaTime_ = 0.0f;
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// Emote state
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bool emoteActive_ = false;
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uint32_t emoteAnimId_ = 0;
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bool emoteLoop_ = false;
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// Spell cast sequence state (PRECAST → CASTING → FINALIZE)
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uint32_t spellPrecastAnimId_ = 0; // One-shot wind-up (phase 1)
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uint32_t spellCastAnimId_ = 0; // Looping cast hold (phase 2)
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uint32_t spellFinalizeAnimId_ = 0; // One-shot release (phase 3)
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bool spellCastLoop_ = false;
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// Hit reaction state
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uint32_t hitReactionAnimId_ = 0;
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// Crowd control
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bool stunned_ = false;
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// Health-based idle
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bool lowHealth_ = false;
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// Stand state (sit/sleep/kneel)
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uint8_t standState_ = 0;
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uint32_t sitDownAnim_ = 0; // Transition-in animation (one-shot)
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uint32_t sitLoopAnim_ = 0; // Looping pose animation
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uint32_t sitUpAnim_ = 0; // Transition-out animation (one-shot)
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// Stealth
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bool stealthed_ = false;
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// Target facing
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// ── Externally-queried state (mirrored to CharacterAnimator) ────────────
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const glm::vec3* targetPosition_ = nullptr;
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bool inCombat_ = false;
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// Footstep event tracking (animation-driven)
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uint32_t footstepLastAnimationId_ = 0;
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float footstepLastNormTime_ = 0.0f;
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bool footstepNormInitialized_ = false;
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// Footstep surface cache (avoid expensive queries every step)
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mutable audio::FootstepSurface cachedFootstepSurface_{};
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mutable glm::vec3 cachedFootstepPosition_{0.0f, 0.0f, 0.0f};
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mutable float cachedFootstepUpdateTimer_{999.0f};
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// Mount footstep tracking (separate from player's)
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uint32_t mountFootstepLastAnimId_ = 0;
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float mountFootstepLastNormTime_ = 0.0f;
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bool mountFootstepNormInitialized_ = false;
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// SFX transition state
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bool sfxStateInitialized_ = false;
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bool sfxPrevGrounded_ = true;
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bool sfxPrevJumping_ = false;
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bool sfxPrevFalling_ = false;
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bool sfxPrevSwimming_ = false;
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// Melee combat
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bool stunned_ = false;
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bool charging_ = false;
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// ── Footstep event tracking (delegated to FootstepDriver) ────────────
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FootstepDriver footstepDriver_;
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// ── SFX transition state (delegated to SfxStateDriver) ───────────────
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SfxStateDriver sfxStateDriver_;
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// ── Melee combat (needs renderer for sequence queries) ───────────────
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float meleeSwingTimer_ = 0.0f;
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float meleeSwingCooldown_ = 0.0f;
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float meleeAnimDurationMs_ = 0.0f;
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uint32_t meleeAnimId_ = 0;
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uint32_t specialAttackAnimId_ = 0; // Non-zero during special attack (overrides resolveMeleeAnimId)
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uint32_t equippedWeaponInvType_ = 0;
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bool equippedIs2HLoose_ = false; // Polearm or staff
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bool equippedIsFist_ = false; // Fist weapon
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bool equippedIsDagger_ = false; // Dagger (uses pierce variants)
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bool equippedHasOffHand_ = false; // Has off-hand weapon (dual wield)
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bool equippedHasShield_ = false; // Has shield equipped (for SHIELD_BASH)
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bool meleeOffHandTurn_ = false; // Alternates main/off-hand swings
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uint32_t specialAttackAnimId_ = 0;
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WeaponLoadout weaponLoadout_;
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bool meleeOffHandTurn_ = false;
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// Ranged weapon state
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RangedWeaponType equippedRangedType_ = RangedWeaponType::NONE;
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float rangedShootTimer_ = 0.0f; // Countdown for ranged attack animation
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uint32_t rangedAnimId_ = 0; // Cached ranged attack animation
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// Mount animation capabilities (discovered at mount time, varies per model)
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struct MountAnimSet {
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uint32_t jumpStart = 0; // Jump start animation
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uint32_t jumpLoop = 0; // Jump airborne loop
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uint32_t jumpEnd = 0; // Jump landing
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uint32_t rearUp = 0; // Rear-up / special flourish
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uint32_t run = 0; // Run animation (discovered, don't assume)
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uint32_t stand = 0; // Stand animation (discovered)
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// Flight animations (discovered from mount model)
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uint32_t flyIdle = 0;
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uint32_t flyForward = 0;
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uint32_t flyBackwards = 0;
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uint32_t flyLeft = 0;
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uint32_t flyRight = 0;
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uint32_t flyUp = 0;
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uint32_t flyDown = 0;
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std::vector<uint32_t> fidgets; // Idle fidget animations (head turn, tail swish, etc.)
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};
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enum class MountAction { None, Jump, RearUp };
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// ── Ranged weapon state ──────────────────────────────────────────────
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float rangedShootTimer_ = 0.0f;
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uint32_t rangedAnimId_ = 0;
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// ── Mount state (discovery + positioning need renderer) ──────────────
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uint32_t mountInstanceId_ = 0;
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float mountHeightOffset_ = 0.0f;
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float mountPitch_ = 0.0f; // Up/down tilt (radians)
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float mountRoll_ = 0.0f; // Left/right banking (radians)
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int mountSeatAttachmentId_ = -1; // -1 unknown, -2 unavailable
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float mountPitch_ = 0.0f;
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float mountRoll_ = 0.0f; // External roll for taxi flights (lean roll computed by MountFSM)
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int mountSeatAttachmentId_ = -1;
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glm::vec3 smoothedMountSeatPos_ = glm::vec3(0.0f);
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bool mountSeatSmoothingInit_ = false;
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float prevMountYaw_ = 0.0f; // Previous yaw for turn rate calculation (procedural lean)
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float lastDeltaTime_ = 0.0f; // Cached for use in updateCharacterAnimation()
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MountAction mountAction_ = MountAction::None; // Current mount action (jump/rear-up)
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uint32_t mountActionPhase_ = 0; // 0=start, 1=loop, 2=end (for jump chaining)
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MountAnimSet mountAnims_; // Cached animation IDs for current mount
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float mountIdleFidgetTimer_ = 0.0f; // Timer for random idle fidgets
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float mountIdleSoundTimer_ = 0.0f; // Timer for ambient idle sounds
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uint32_t mountActiveFidget_ = 0; // Currently playing fidget animation ID (0 = none)
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bool taxiFlight_ = false;
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bool taxiAnimsLogged_ = false;
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bool sprintAuraActive_ = false; // Sprint/Dash aura active → use SPRINT anim
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bool sprintAuraActive_ = false;
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// Private animation helpers
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bool shouldTriggerFootstepEvent(uint32_t animationId, float animationTimeMs, float animationDurationMs);
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audio::FootstepSurface resolveFootstepSurface() const;
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// ── Private helpers ──────────────────────────────────────────────────
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uint32_t resolveMeleeAnimId();
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void updateMountedAnimation(float deltaTime);
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void applyMountPositioning(float mountBob, float mountRoll, float characterYaw);
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};
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} // namespace rendering
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