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
This commit is contained in:
Paul 2026-04-04 23:02:53 +03:00
parent d54e262048
commit e58f9b4b40
59 changed files with 3903 additions and 483 deletions

View file

@ -295,7 +295,7 @@ public:
*/
/** Pre-allocate GPU resources (bone SSBOs, descriptors) on main thread before parallel render. */
void prepareRender(uint32_t frameIndex, const Camera& camera);
/** Phase 2.3: Dispatch GPU frustum culling compute shader on primary cmd before render pass. */
/** Dispatch GPU frustum culling compute shader on primary cmd before render pass. */
void dispatchCullCompute(VkCommandBuffer cmd, uint32_t frameIndex, const Camera& camera);
void render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, const Camera& camera);
@ -329,6 +329,11 @@ public:
void setInstancePosition(uint32_t instanceId, const glm::vec3& position);
void setInstanceTransform(uint32_t instanceId, const glm::mat4& transform);
void setInstanceAnimationFrozen(uint32_t instanceId, bool frozen);
/// Set the animation sequence by animation ID (e.g. anim::OPEN, anim::CLOSE).
/// Finds the first sequence with matching ID. Unfreezes the instance and resets time.
void setInstanceAnimation(uint32_t instanceId, uint32_t animationId, bool loop = true);
/// Check if a model instance has a specific animation ID in its sequence table.
bool hasAnimation(uint32_t instanceId, uint32_t animationId) const;
float getInstanceAnimDuration(uint32_t instanceId) const;
void removeInstance(uint32_t instanceId);
void removeInstances(const std::vector<uint32_t>& instanceIds);
@ -439,7 +444,7 @@ private:
void* megaBoneMapped_[2] = {};
VkDescriptorSet megaBoneSet_[2] = {};
// Phase 2.1: GPU instance data SSBO — per-instance transforms, fade, bones for instanced draws.
// GPU instance data SSBO — per-instance transforms, fade, bones for instanced draws.
// Shader reads instanceData[push.instanceDataOffset + gl_InstanceIndex].
struct M2InstanceGPU {
glm::mat4 model; // 64 bytes @ offset 0
@ -458,7 +463,7 @@ private:
VkDescriptorSet instanceSet_[2] = {};
uint32_t instanceDataCount_ = 0; // reset each frame in render()
// Phase 2.3: GPU Frustum Culling via Compute Shader
// GPU Frustum Culling via Compute Shader
// Compute shader tests each M2 instance against frustum planes + distance, writes visibility[].
// CPU reads back visibility to build sortedVisible_ without per-instance frustum/distance tests.
struct CullInstanceGPU { // matches CullInstance in m2_cull.comp.glsl (32 bytes, std430)