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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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@ -15,6 +15,7 @@
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* the original WoW Model Viewer (charcontrol.h, REGION_FAC=2).
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*/
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#include "rendering/character_renderer.hpp"
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#include "rendering/animation_ids.hpp"
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#include "rendering/vk_context.hpp"
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#include "rendering/vk_texture.hpp"
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#include "rendering/vk_pipeline.hpp"
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@ -34,6 +35,7 @@
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#include <cmath>
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#include <filesystem>
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#include <future>
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#include <numeric>
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#include <thread>
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#include <functional>
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#include <unordered_map>
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@ -261,7 +263,8 @@ bool CharacterRenderer::initialize(VkContext* ctx, VkDescriptorSetLayout perFram
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.setVertexInput({charBinding}, charAttrs)
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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, depthWrite, VK_COMPARE_OP_LESS_OR_EQUAL)
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.setDepthTest(true, depthWrite, VK_COMPARE_OP_LESS)
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.setDepthBias(0.0f, 0.0f)
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.setColorBlendAttachment(blendState)
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.setMultisample(samples);
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if (alphaToCoverage)
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@ -269,7 +272,7 @@ bool CharacterRenderer::initialize(VkContext* ctx, VkDescriptorSetLayout perFram
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return builder
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.setLayout(pipelineLayout_)
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.setRenderPass(mainPass)
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.setDynamicStates({VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR})
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.setDynamicStates({VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR, VK_DYNAMIC_STATE_DEPTH_BIAS})
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.build(device, vkCtx_->getPipelineCache());
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};
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@ -1733,9 +1736,9 @@ void CharacterRenderer::update(float deltaTime, const glm::vec3& cameraPos) {
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inst.animationTime -= static_cast<float>(seq.duration);
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}
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} else {
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// One-shot animation finished: return to Stand (0) unless dead
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if (inst.currentAnimationId != 1 /*Death*/) {
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playAnimation(pair.first, 0, true);
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// One-shot animation finished: return to Stand unless dead
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if (inst.currentAnimationId != anim::DEATH) {
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playAnimation(pair.first, anim::STAND, true);
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} else {
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// Stay on last frame of death
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inst.animationTime = static_cast<float>(seq.duration);
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@ -2380,8 +2383,24 @@ void CharacterRenderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet,
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return gpuModel.data.materials[b.materialIndex].blendMode;
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return 0;
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};
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// Sort batches by (priorityPlane, materialLayer) so equipment layers
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// render in the order the M2 format intends. priorityPlane separates
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// overlay effects; materialLayer orders coplanar body parts.
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std::vector<size_t> sortedBatchIndices(gpuModel.data.batches.size());
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std::iota(sortedBatchIndices.begin(), sortedBatchIndices.end(), 0);
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std::stable_sort(sortedBatchIndices.begin(), sortedBatchIndices.end(),
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[&](size_t a, size_t b) {
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const auto& ba = gpuModel.data.batches[a];
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const auto& bb = gpuModel.data.batches[b];
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if (ba.priorityPlane != bb.priorityPlane)
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return ba.priorityPlane < bb.priorityPlane;
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return ba.materialLayer < bb.materialLayer;
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});
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for (int pass = 0; pass < 2; pass++) {
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for (const auto& batch : gpuModel.data.batches) {
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for (size_t bi : sortedBatchIndices) {
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const auto& batch = gpuModel.data.batches[bi];
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uint16_t bm = getBatchBlendMode(batch);
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if (pass == 0 && bm != 0) continue; // pass 0: opaque only
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if (pass == 1 && bm == 0) continue; // pass 1: non-opaque only
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@ -2599,6 +2618,10 @@ void CharacterRenderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet,
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vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS,
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pipelineLayout_, 1, 1, &materialSet, 0, nullptr);
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// Per-batch depth bias from materialLayer to separate coplanar
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// armor pieces (chest/legs/gloves) that share identical depth.
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vkCmdSetDepthBias(cmd, static_cast<float>(batch.materialLayer) * 0.5f, 0.0f, 0.0f);
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vkCmdDrawIndexed(cmd, batch.indexCount, 1, batch.indexStart, 0, 0);
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}
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} // end pass loop
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@ -3030,8 +3053,8 @@ void CharacterRenderer::moveInstanceTo(uint32_t instanceId, const glm::vec3& des
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// Stop at current location.
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inst.position = destination;
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inst.isMoving = false;
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if (inst.currentAnimationId == 4 || inst.currentAnimationId == 5) {
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playAnimation(instanceId, 0, true);
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if (inst.currentAnimationId == anim::WALK || inst.currentAnimationId == anim::RUN) {
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playAnimation(instanceId, anim::STAND, true);
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}
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return;
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}
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@ -3509,7 +3532,8 @@ void CharacterRenderer::recreatePipelines() {
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.setVertexInput({charBinding}, charAttrs)
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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, depthWrite, VK_COMPARE_OP_LESS_OR_EQUAL)
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.setDepthTest(true, depthWrite, VK_COMPARE_OP_LESS)
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.setDepthBias(0.0f, 0.0f)
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.setColorBlendAttachment(blendState)
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.setMultisample(samples);
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if (alphaToCoverage)
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@ -3517,7 +3541,7 @@ void CharacterRenderer::recreatePipelines() {
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return builder
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.setLayout(pipelineLayout_)
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.setRenderPass(mainPass)
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.setDynamicStates({VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR})
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.setDynamicStates({VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR, VK_DYNAMIC_STATE_DEPTH_BIAS})
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.build(device, vkCtx_->getPipelineCache());
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};
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