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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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@ -98,6 +98,10 @@ public:
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using StandUpCallback = std::function<void()>;
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void setStandUpCallback(StandUpCallback cb) { standUpCallback_ = std::move(cb); }
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// Callback invoked when the player sits down via local input (X key).
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using SitDownCallback = std::function<void()>;
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void setSitDownCallback(SitDownCallback cb) { sitDownCallback_ = std::move(cb); }
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// Callback invoked when auto-follow is cancelled by user movement input.
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using AutoFollowCancelCallback = std::function<void()>;
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void setAutoFollowCancelCallback(AutoFollowCancelCallback cb) { autoFollowCancelCallback_ = std::move(cb); }
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@ -310,6 +314,7 @@ private:
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// Movement callback
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MovementCallback movementCallback;
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StandUpCallback standUpCallback_;
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SitDownCallback sitDownCallback_;
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AutoFollowCancelCallback autoFollowCancelCallback_;
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// Movement speeds
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