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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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@ -4212,6 +4212,37 @@ void M2Renderer::setInstanceAnimationFrozen(uint32_t instanceId, bool frozen) {
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}
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}
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void M2Renderer::setInstanceAnimation(uint32_t instanceId, uint32_t animationId, bool loop) {
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auto idxIt = instanceIndexById.find(instanceId);
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if (idxIt == instanceIndexById.end()) return;
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auto& inst = instances[idxIt->second];
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if (!inst.cachedModel) return;
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const auto& seqs = inst.cachedModel->sequences;
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// Find the first sequence matching the requested animation ID
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for (int i = 0; i < static_cast<int>(seqs.size()); ++i) {
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if (seqs[i].id == animationId) {
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inst.currentSequenceIndex = i;
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inst.animDuration = static_cast<float>(seqs[i].duration);
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inst.animTime = 0.0f;
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inst.animSpeed = 1.0f;
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// Use playingVariation=true for one-shot (returns to idle when done)
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inst.playingVariation = !loop;
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return;
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}
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}
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}
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bool M2Renderer::hasAnimation(uint32_t instanceId, uint32_t animationId) const {
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auto idxIt = instanceIndexById.find(instanceId);
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if (idxIt == instanceIndexById.end()) return false;
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const auto& inst = instances[idxIt->second];
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if (!inst.cachedModel) return false;
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for (const auto& seq : inst.cachedModel->sequences) {
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if (seq.id == animationId) return true;
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}
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return false;
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}
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float M2Renderer::getInstanceAnimDuration(uint32_t instanceId) const {
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auto idxIt = instanceIndexById.find(instanceId);
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if (idxIt == instanceIndexById.end()) return 0.0f;
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