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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
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59 changed files with 3903 additions and 483 deletions
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@ -84,7 +84,7 @@ bool Celestial::initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayout)
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.setVertexInput({binding}, {posAttr, uvAttr})
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.setTopology(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST)
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.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
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.setDepthTest(true, false, VK_COMPARE_OP_LESS_OR_EQUAL) // test on, write off (sky layer)
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.setNoDepthTest() // Sky layer: celestials always render (skybox doesn't write depth)
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.setColorBlendAttachment(PipelineBuilder::blendAdditive())
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.setMultisample(vkCtx_->getMsaaSamples())
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.setLayout(pipelineLayout_)
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@ -411,6 +411,12 @@ float Celestial::calculateCelestialAngle(float timeOfDay, float riseTime, float
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void Celestial::update(float deltaTime) {
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sunHazeTimer_ += deltaTime;
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// Keep timer in a range where GPU sin() precision is reliable (< ~10000).
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// The noise period repeats at multiples of 1.0 on each axis, so fmod by a
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// large integer preserves visual continuity.
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if (sunHazeTimer_ > 10000.0f) {
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sunHazeTimer_ = std::fmod(sunHazeTimer_, 10000.0f);
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}
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if (!moonPhaseCycling_) {
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return;
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