mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-05-05 08:43:50 +00:00
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:
parent
d54e262048
commit
e58f9b4b40
59 changed files with 3903 additions and 483 deletions
|
|
@ -60,7 +60,7 @@ struct TerrainChunkGPU {
|
|||
float boundingSphereRadius = 0.0f;
|
||||
glm::vec3 boundingSphereCenter = glm::vec3(0.0f);
|
||||
|
||||
// Phase 2.2: Offsets into mega buffers for indirect drawing (-1 = not in mega buffer)
|
||||
// Offsets into mega buffers for indirect drawing (-1 = not in mega buffer)
|
||||
int32_t megaBaseVertex = -1;
|
||||
uint32_t megaFirstIndex = 0;
|
||||
uint32_t vertexCount = 0;
|
||||
|
|
@ -206,7 +206,7 @@ private:
|
|||
int renderedChunks = 0;
|
||||
int culledChunks = 0;
|
||||
|
||||
// Phase 2.2: Mega vertex/index buffers for indirect drawing
|
||||
// Mega vertex/index buffers for indirect drawing
|
||||
// All terrain chunks share a single VB + IB, eliminating per-chunk rebinds.
|
||||
// Indirect draw commands are built CPU-side each frame for visible chunks.
|
||||
VkBuffer megaVB_ = VK_NULL_HANDLE;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue