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Replace the 2,200-line monolithic AnimationController (goto-driven, single class, untestable) with a composed FSM architecture per refactor.md. New subsystem (src/rendering/animation/ — 16 headers, 10 sources): - CharacterAnimator: FSM composer implementing ICharacterAnimator - LocomotionFSM: idle/walk/run/sprint/jump/swim/strafe - CombatFSM: melee/ranged/spell cast/stun/hit reaction/charge - ActivityFSM: emote/loot/sit-down/sitting/sit-up - MountFSM: idle/run/flight/taxi/fidget/rear-up (per-instance RNG) - AnimCapabilitySet + AnimCapabilityProbe: probe once at model load, eliminate per-frame hasAnimation() linear search - AnimationManager: registry of CharacterAnimator by GUID - EmoteRegistry: DBC-backed emote command → animId singleton - FootstepDriver, SfxStateDriver: extracted from AnimationController animation_ids.hpp/.cpp moved to animation/ subdirectory (452 named constants); all include paths updated. AnimationController retained as thin adapter (~400 LOC): collects FrameInput, delegates to CharacterAnimator, applies AnimOutput. Priority order: Mount > Stun > HitReaction > Spell > Charge > Melee/Ranged > CombatIdle > Emote > Loot > Sit > Locomotion. STAY_IN_STATE policy when all FSMs return valid=false. Bugs fixed: - Remove static mt19937 in mount fidget (shared state across all mounted units) — replaced with per-instance seeded RNG - Remove goto from mounted animation branch (skipped init) - Remove per-frame hasAnimation() calls (now one probe at load) - Fix VK_INDEX_TYPE_UINT16 → UINT32 in shadow pass Tests (4 new suites, all ASAN+UBSan clean): - test_locomotion_fsm: 167 assertions - test_combat_fsm: 125 cases - test_activity_fsm: 112 cases - test_anim_capability: 56 cases docs/ANIMATION_SYSTEM.md added (architecture reference).
35 lines
920 B
C++
35 lines
920 B
C++
#pragma once
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#include <cstdint>
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namespace wowee {
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namespace rendering {
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class Renderer;
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class FootstepDriver;
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// ============================================================================
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// SfxStateDriver — extracted from AnimationController
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//
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// Tracks state transitions for activity SFX (jump, landing, swim) and
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// mount ambient sounds.
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// ============================================================================
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class SfxStateDriver {
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public:
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SfxStateDriver() = default;
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/// Track state transitions and trigger appropriate SFX.
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void update(float deltaTime, Renderer* renderer,
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bool mounted, bool taxiFlight,
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FootstepDriver& footstepDriver);
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private:
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bool initialized_ = false;
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bool prevGrounded_ = true;
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bool prevJumping_ = false;
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bool prevFalling_ = false;
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bool prevSwimming_ = false;
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};
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} // namespace rendering
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} // namespace wowee
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