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).
This commit is contained in:
Paul 2026-04-05 12:27:35 +03:00
parent e58f9b4b40
commit b4989dc11f
53 changed files with 5110 additions and 2099 deletions

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@ -1,4 +1,4 @@
# Phase 0: Unit test infrastructure using Catch2 v3 (amalgamated)
# Unit test infrastructure using Catch2 v3 (amalgamated)
# Catch2 amalgamated as a library target
add_library(catch2_main STATIC
@ -139,7 +139,7 @@ register_test_target(test_frustum)
add_executable(test_animation_ids
test_animation_ids.cpp
${TEST_COMMON_SOURCES}
${CMAKE_SOURCE_DIR}/src/rendering/animation_ids.cpp
${CMAKE_SOURCE_DIR}/src/rendering/animation/animation_ids.cpp
${CMAKE_SOURCE_DIR}/src/pipeline/dbc_loader.cpp
)
target_include_directories(test_animation_ids PRIVATE ${TEST_INCLUDE_DIRS})
@ -148,6 +148,55 @@ target_link_libraries(test_animation_ids PRIVATE catch2_main)
add_test(NAME animation_ids COMMAND test_animation_ids)
register_test_target(test_animation_ids)
# ── test_locomotion_fsm ──────────────────────────────────────
add_executable(test_locomotion_fsm
test_locomotion_fsm.cpp
${TEST_COMMON_SOURCES}
${CMAKE_SOURCE_DIR}/src/rendering/animation/locomotion_fsm.cpp
)
target_include_directories(test_locomotion_fsm PRIVATE ${TEST_INCLUDE_DIRS})
target_include_directories(test_locomotion_fsm SYSTEM PRIVATE ${TEST_SYSTEM_INCLUDE_DIRS})
target_link_libraries(test_locomotion_fsm PRIVATE catch2_main)
add_test(NAME locomotion_fsm COMMAND test_locomotion_fsm)
register_test_target(test_locomotion_fsm)
# ── test_combat_fsm ──────────────────────────────────────────
add_executable(test_combat_fsm
test_combat_fsm.cpp
${TEST_COMMON_SOURCES}
${CMAKE_SOURCE_DIR}/src/rendering/animation/combat_fsm.cpp
)
target_include_directories(test_combat_fsm PRIVATE ${TEST_INCLUDE_DIRS})
target_include_directories(test_combat_fsm SYSTEM PRIVATE ${TEST_SYSTEM_INCLUDE_DIRS})
target_link_libraries(test_combat_fsm PRIVATE catch2_main)
add_test(NAME combat_fsm COMMAND test_combat_fsm)
register_test_target(test_combat_fsm)
# ── test_activity_fsm ────────────────────────────────────────
add_executable(test_activity_fsm
test_activity_fsm.cpp
${TEST_COMMON_SOURCES}
${CMAKE_SOURCE_DIR}/src/rendering/animation/activity_fsm.cpp
)
target_include_directories(test_activity_fsm PRIVATE ${TEST_INCLUDE_DIRS})
target_include_directories(test_activity_fsm SYSTEM PRIVATE ${TEST_SYSTEM_INCLUDE_DIRS})
target_link_libraries(test_activity_fsm PRIVATE catch2_main)
add_test(NAME activity_fsm COMMAND test_activity_fsm)
register_test_target(test_activity_fsm)
# NPC animator tests removed — NpcAnimator replaced by generic CharacterAnimator
# ── test_anim_capability ─────────────────────────────────────
# Header-only struct tests — no source files needed
add_executable(test_anim_capability
test_anim_capability.cpp
)
target_include_directories(test_anim_capability PRIVATE ${TEST_INCLUDE_DIRS})
target_include_directories(test_anim_capability SYSTEM PRIVATE ${TEST_SYSTEM_INCLUDE_DIRS})
target_link_libraries(test_anim_capability PRIVATE catch2_main)
add_test(NAME anim_capability COMMAND test_anim_capability)
register_test_target(test_anim_capability)
# ── ASAN / UBSan for test targets ────────────────────────────
if(WOWEE_ENABLE_ASAN AND NOT MSVC)
foreach(_t IN LISTS ALL_TEST_TARGETS)

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tests/test_activity_fsm.cpp Normal file
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@ -0,0 +1,112 @@
// ActivityFSM unit tests
#include <catch_amalgamated.hpp>
#include "rendering/animation/activity_fsm.hpp"
#include "rendering/animation/animation_ids.hpp"
using namespace wowee::rendering;
namespace anim = wowee::rendering::anim;
static AnimCapabilitySet makeActivityCaps() {
AnimCapabilitySet caps;
caps.resolvedStand = anim::STAND;
caps.resolvedSitDown = anim::SIT_GROUND_DOWN;
caps.resolvedSitLoop = anim::SITTING;
caps.resolvedSitUp = anim::SIT_GROUND_UP;
caps.resolvedKneel = anim::KNEEL_LOOP;
caps.resolvedLoot = anim::LOOT;
return caps;
}
static ActivityFSM::Input idleInput() {
ActivityFSM::Input in;
in.grounded = true;
return in;
}
TEST_CASE("ActivityFSM: NONE by default", "[activity]") {
ActivityFSM fsm;
CHECK(fsm.getState() == ActivityFSM::State::NONE);
CHECK_FALSE(fsm.isActive());
}
TEST_CASE("ActivityFSM: emote starts and returns valid output", "[activity]") {
ActivityFSM fsm;
auto caps = makeActivityCaps();
fsm.startEmote(anim::EMOTE_WAVE, false);
CHECK(fsm.getState() == ActivityFSM::State::EMOTE);
CHECK(fsm.isEmoteActive());
auto in = idleInput();
auto out = fsm.resolve(in, caps);
REQUIRE(out.valid);
CHECK(out.animId == anim::EMOTE_WAVE);
CHECK(out.loop == false);
}
TEST_CASE("ActivityFSM: emote cancelled by movement", "[activity]") {
ActivityFSM fsm;
auto caps = makeActivityCaps();
fsm.startEmote(anim::EMOTE_WAVE, false);
auto in = idleInput();
in.moving = true;
auto out = fsm.resolve(in, caps);
// After movement, emote should be cancelled
CHECK_FALSE(fsm.isEmoteActive());
CHECK(fsm.getState() == ActivityFSM::State::NONE);
}
TEST_CASE("ActivityFSM: looting starts and stops", "[activity]") {
ActivityFSM fsm;
auto caps = makeActivityCaps();
fsm.startLooting();
CHECK(fsm.getState() == ActivityFSM::State::LOOTING);
auto in = idleInput();
auto out = fsm.resolve(in, caps);
REQUIRE(out.valid);
// stopLooting transitions through LOOT_END (KNEEL_END one-shot) before NONE
fsm.stopLooting();
CHECK(fsm.getState() == ActivityFSM::State::LOOT_END);
}
TEST_CASE("ActivityFSM: sit stand state triggers sit down", "[activity]") {
ActivityFSM fsm;
auto caps = makeActivityCaps();
fsm.setStandState(ActivityFSM::STAND_STATE_SIT);
CHECK(fsm.getState() == ActivityFSM::State::SIT_DOWN);
auto in = idleInput();
in.sitting = true;
auto out = fsm.resolve(in, caps);
REQUIRE(out.valid);
}
TEST_CASE("ActivityFSM: cancel emote explicitly", "[activity]") {
ActivityFSM fsm;
auto caps = makeActivityCaps();
fsm.startEmote(anim::EMOTE_DANCE, true);
CHECK(fsm.isEmoteActive());
CHECK(fsm.getEmoteAnimId() == anim::EMOTE_DANCE);
fsm.cancelEmote();
CHECK_FALSE(fsm.isEmoteActive());
CHECK(fsm.getState() == ActivityFSM::State::NONE);
}
TEST_CASE("ActivityFSM: reset clears all state", "[activity]") {
ActivityFSM fsm;
fsm.startEmote(anim::EMOTE_WAVE, false);
CHECK(fsm.isActive());
fsm.reset();
CHECK(fsm.getState() == ActivityFSM::State::NONE);
CHECK_FALSE(fsm.isActive());
}

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@ -0,0 +1,56 @@
// AnimCapabilitySet unit tests
#include <catch_amalgamated.hpp>
#include "rendering/animation/anim_capability_set.hpp"
using namespace wowee::rendering;
TEST_CASE("AnimCapabilitySet: default-constructed has all zero IDs", "[capability]") {
AnimCapabilitySet caps;
CHECK(caps.resolvedStand == 0);
CHECK(caps.resolvedWalk == 0);
CHECK(caps.resolvedRun == 0);
CHECK(caps.resolvedSprint == 0);
CHECK(caps.resolvedJumpStart == 0);
CHECK(caps.resolvedJump == 0);
CHECK(caps.resolvedJumpEnd == 0);
CHECK(caps.resolvedSwimIdle == 0);
CHECK(caps.resolvedSwim == 0);
CHECK(caps.resolvedCombatIdle == 0);
CHECK(caps.resolvedMelee1H == 0);
CHECK(caps.resolvedMelee2H == 0);
CHECK(caps.resolvedStun == 0);
CHECK(caps.resolvedMount == 0);
CHECK(caps.resolvedStealthIdle == 0);
CHECK(caps.resolvedLoot == 0);
}
TEST_CASE("AnimCapabilitySet: default-constructed has all flags false", "[capability]") {
AnimCapabilitySet caps;
CHECK_FALSE(caps.hasStand);
CHECK_FALSE(caps.hasWalk);
CHECK_FALSE(caps.hasRun);
CHECK_FALSE(caps.hasSprint);
CHECK_FALSE(caps.hasWalkBackwards);
CHECK_FALSE(caps.hasJump);
CHECK_FALSE(caps.hasSwim);
CHECK_FALSE(caps.hasMelee);
CHECK_FALSE(caps.hasStealth);
CHECK_FALSE(caps.hasDeath);
CHECK_FALSE(caps.hasMount);
}
TEST_CASE("AnimOutput::ok creates valid output", "[capability]") {
auto out = AnimOutput::ok(42, true);
CHECK(out.valid);
CHECK(out.animId == 42);
CHECK(out.loop == true);
}
TEST_CASE("AnimOutput::stay creates invalid output", "[capability]") {
auto out = AnimOutput::stay();
CHECK_FALSE(out.valid);
CHECK(out.animId == 0);
CHECK(out.loop == false);
}

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@ -1,6 +1,6 @@
// Animation ID validation tests — covers nameFromId() and validateAgainstDBC()
#include <catch_amalgamated.hpp>
#include "rendering/animation_ids.hpp"
#include "rendering/animation/animation_ids.hpp"
#include "pipeline/dbc_loader.hpp"
#include <cstring>
#include <vector>

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// CombatFSM unit tests
#include <catch_amalgamated.hpp>
#include "rendering/animation/combat_fsm.hpp"
#include "rendering/animation/animation_ids.hpp"
using namespace wowee::rendering;
namespace anim = wowee::rendering::anim;
static AnimCapabilitySet makeCombatCaps() {
AnimCapabilitySet caps;
caps.resolvedStand = anim::STAND;
caps.resolvedCombatIdle = anim::READY_UNARMED;
caps.resolvedMelee1H = anim::ATTACK_1H;
caps.resolvedMelee2H = anim::ATTACK_2H;
caps.resolvedMeleeUnarmed = anim::ATTACK_UNARMED;
caps.resolvedStun = anim::STUN;
caps.resolvedUnsheathe = anim::UNSHEATHE;
caps.resolvedSheathe = anim::SHEATHE;
caps.hasMelee = true;
return caps;
}
static CombatFSM::Input combatInput() {
CombatFSM::Input in;
in.inCombat = true;
in.grounded = true;
return in;
}
static WeaponLoadout unarmedLoadout() {
return WeaponLoadout{}; // Default is unarmed (inventoryType=0)
}
TEST_CASE("CombatFSM: INACTIVE by default", "[combat]") {
CombatFSM fsm;
CHECK(fsm.getState() == CombatFSM::State::INACTIVE);
CHECK_FALSE(fsm.isActive());
}
TEST_CASE("CombatFSM: INACTIVE → UNSHEATHE on COMBAT_ENTER event", "[combat]") {
CombatFSM fsm;
fsm.onEvent(AnimEvent::COMBAT_ENTER);
CHECK(fsm.getState() == CombatFSM::State::UNSHEATHE);
CHECK(fsm.isActive());
}
TEST_CASE("CombatFSM: stun overrides active combat", "[combat]") {
CombatFSM fsm;
auto caps = makeCombatCaps();
auto wl = unarmedLoadout();
// Enter combat
fsm.onEvent(AnimEvent::COMBAT_ENTER);
// Stun
fsm.setStunned(true);
auto in = combatInput();
auto out = fsm.resolve(in, caps, wl);
CHECK(fsm.isStunned());
REQUIRE(out.valid);
CHECK(out.animId == anim::STUN);
}
TEST_CASE("CombatFSM: stun does not override swimming", "[combat]") {
CombatFSM fsm;
auto caps = makeCombatCaps();
auto wl = unarmedLoadout();
fsm.setStunned(true);
auto in = combatInput();
in.swimming = true;
auto out = fsm.resolve(in, caps, wl);
// Swimming overrides combat entirely — FSM should go inactive
// The exact behavior depends on implementation, but stun should not
// force an animation while swimming
CHECK(fsm.getState() != CombatFSM::State::STUNNED);
}
TEST_CASE("CombatFSM: spell cast sequence", "[combat]") {
CombatFSM fsm;
auto caps = makeCombatCaps();
auto wl = unarmedLoadout();
fsm.startSpellCast(anim::SPELL_PRECAST, anim::SPELL, true, anim::SPELL_CAST);
CHECK(fsm.getState() == CombatFSM::State::SPELL_PRECAST);
auto in = combatInput();
auto out = fsm.resolve(in, caps, wl);
REQUIRE(out.valid);
CHECK(out.animId == anim::SPELL_PRECAST);
}
TEST_CASE("CombatFSM: stopSpellCast transitions to finalize", "[combat]") {
CombatFSM fsm;
auto caps = makeCombatCaps();
auto wl = unarmedLoadout();
fsm.startSpellCast(0, anim::SPELL, true, anim::SPELL_CAST);
// Skip precast (animId=0), go to casting
fsm.setState(CombatFSM::State::SPELL_CASTING);
fsm.stopSpellCast();
CHECK(fsm.getState() == CombatFSM::State::SPELL_FINALIZE);
}
TEST_CASE("CombatFSM: hit reaction", "[combat]") {
CombatFSM fsm;
auto caps = makeCombatCaps();
auto wl = unarmedLoadout();
fsm.triggerHitReaction(anim::COMBAT_WOUND);
CHECK(fsm.getState() == CombatFSM::State::HIT_REACTION);
}
TEST_CASE("CombatFSM: reset clears all state", "[combat]") {
CombatFSM fsm;
fsm.onEvent(AnimEvent::COMBAT_ENTER);
fsm.setStunned(true);
fsm.reset();
CHECK(fsm.getState() == CombatFSM::State::INACTIVE);
CHECK_FALSE(fsm.isStunned());
}

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// LocomotionFSM unit tests
#include <catch_amalgamated.hpp>
#include "rendering/animation/locomotion_fsm.hpp"
#include "rendering/animation/animation_ids.hpp"
using namespace wowee::rendering;
namespace anim = wowee::rendering::anim;
// Helper: create a capability set with basic locomotion resolved
static AnimCapabilitySet makeLocoCaps() {
AnimCapabilitySet caps;
caps.resolvedStand = anim::STAND;
caps.resolvedWalk = anim::WALK;
caps.resolvedRun = anim::RUN;
caps.resolvedSprint = anim::SPRINT;
caps.resolvedWalkBackwards = anim::WALK_BACKWARDS;
caps.resolvedStrafeLeft = anim::SHUFFLE_LEFT;
caps.resolvedStrafeRight = anim::SHUFFLE_RIGHT;
caps.resolvedJumpStart = anim::JUMP_START;
caps.resolvedJump = anim::JUMP;
caps.resolvedJumpEnd = anim::JUMP_END;
caps.resolvedSwimIdle = anim::SWIM_IDLE;
caps.resolvedSwim = anim::SWIM;
caps.hasStand = true;
caps.hasWalk = true;
caps.hasRun = true;
caps.hasSprint = true;
caps.hasWalkBackwards = true;
caps.hasJump = true;
caps.hasSwim = true;
return caps;
}
static LocomotionFSM::Input idle() {
LocomotionFSM::Input in;
in.deltaTime = 0.016f;
return in;
}
TEST_CASE("LocomotionFSM: IDLE → WALK on move start (non-sprinting)", "[locomotion]") {
LocomotionFSM fsm;
auto caps = makeLocoCaps();
auto in = idle();
in.moving = true;
auto out = fsm.resolve(in, caps);
REQUIRE(out.valid);
REQUIRE(out.animId == anim::WALK);
REQUIRE(out.loop == true);
CHECK(fsm.getState() == LocomotionFSM::State::WALK);
}
TEST_CASE("LocomotionFSM: IDLE → RUN on move start (sprinting)", "[locomotion]") {
LocomotionFSM fsm;
auto caps = makeLocoCaps();
auto in = idle();
in.moving = true;
in.sprinting = true;
auto out = fsm.resolve(in, caps);
REQUIRE(out.valid);
REQUIRE(out.animId == anim::RUN);
CHECK(fsm.getState() == LocomotionFSM::State::RUN);
}
TEST_CASE("LocomotionFSM: WALK → IDLE on move stop (after grace)", "[locomotion]") {
LocomotionFSM fsm;
auto caps = makeLocoCaps();
// Start walking
auto in = idle();
in.moving = true;
fsm.resolve(in, caps);
CHECK(fsm.getState() == LocomotionFSM::State::WALK);
// Stop moving — grace timer keeps walk for a bit
in.moving = false;
in.deltaTime = 0.2f; // > grace period (0.12s)
auto out = fsm.resolve(in, caps);
CHECK(fsm.getState() == LocomotionFSM::State::IDLE);
}
TEST_CASE("LocomotionFSM: WALK → JUMP_START on jump", "[locomotion]") {
LocomotionFSM fsm;
auto caps = makeLocoCaps();
// Start walking
auto in = idle();
in.moving = true;
fsm.resolve(in, caps);
// Jump
in.jumping = true;
in.grounded = false;
auto out = fsm.resolve(in, caps);
REQUIRE(out.valid);
REQUIRE(out.animId == anim::JUMP_START);
CHECK(fsm.getState() == LocomotionFSM::State::JUMP_START);
}
TEST_CASE("LocomotionFSM: SWIM_IDLE → SWIM on move start while swimming", "[locomotion]") {
LocomotionFSM fsm;
auto caps = makeLocoCaps();
// Enter swim idle
auto in = idle();
in.swimming = true;
fsm.resolve(in, caps);
CHECK(fsm.getState() == LocomotionFSM::State::SWIM_IDLE);
// Start swimming
in.moving = true;
auto out = fsm.resolve(in, caps);
REQUIRE(out.valid);
REQUIRE(out.animId == anim::SWIM);
CHECK(fsm.getState() == LocomotionFSM::State::SWIM);
}
TEST_CASE("LocomotionFSM: backward walking resolves WALK_BACKWARDS", "[locomotion]") {
LocomotionFSM fsm;
auto caps = makeLocoCaps();
auto in = idle();
in.moving = true;
in.movingBackward = true;
auto out = fsm.resolve(in, caps);
REQUIRE(out.valid);
// Should use WALK_BACKWARDS when available
CHECK(out.animId == anim::WALK_BACKWARDS);
}
TEST_CASE("LocomotionFSM: STAY when WALK_BACKWARDS missing from caps", "[locomotion]") {
LocomotionFSM fsm;
AnimCapabilitySet caps;
caps.resolvedStand = anim::STAND;
caps.resolvedWalk = anim::WALK;
caps.hasStand = true;
caps.hasWalk = true;
// No WALK_BACKWARDS in caps
auto in = idle();
in.moving = true;
in.movingBackward = true;
auto out = fsm.resolve(in, caps);
// Should still resolve something — falls back to walk
REQUIRE(out.valid);
}
TEST_CASE("LocomotionFSM: reset restores IDLE", "[locomotion]") {
LocomotionFSM fsm;
auto caps = makeLocoCaps();
auto in = idle();
in.moving = true;
fsm.resolve(in, caps);
CHECK(fsm.getState() == LocomotionFSM::State::WALK);
fsm.reset();
CHECK(fsm.getState() == LocomotionFSM::State::IDLE);
}