Kelsidavis-WoWee/docs
Paul b4989dc11f feat(animation): decompose AnimationController into FSM-based architecture
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).
2026-04-05 12:27:35 +03:00
..
AMD_FSR2_INTEGRATION.md Add FSR3 Generic API path and harden runtime diagnostics 2026-03-09 12:51:59 -07:00
ANIMATION_SYSTEM.md feat(animation): decompose AnimationController into FSM-based architecture 2026-04-05 12:27:35 +03:00
architecture.md docs: rewrite architecture.md to reflect current Vulkan-based codebase 2026-03-30 18:36:09 -07:00
asset-pipeline-gui.md Add Asset Browser tab to pipeline GUI with inline previews 2026-02-23 20:35:32 -08:00
authentication.md docs: fix stale references across 10 documentation files 2026-03-30 18:33:21 -07:00
commonsound_manifest.txt Fix combat vocalizations with correct MPQ paths, add combat idle stance 2026-02-19 21:50:32 -08:00
packet-framing.md docs: fix stale references across 10 documentation files 2026-03-30 18:33:21 -07:00
perf_baseline.md chore(testing): add unit tests and update core render/network pipelines 2026-04-03 09:41:34 +03:00
quickstart.md docs: fix stale references across 10 documentation files 2026-03-30 18:33:21 -07:00
realm-list.md Add CI security suite and scrub hardcoded local host/path defaults 2026-02-19 06:46:11 -08:00
server-setup.md docs: fix stale references across 10 documentation files 2026-03-30 18:33:21 -07:00
SKY_SYSTEM.md Implement WoW-accurate DBC-driven sky system with lore-faithful celestial bodies 2026-02-10 14:36:17 -08:00
sound manifest speech-enUS.MPQ .txt Fix combat vocalizations with correct MPQ paths, add combat idle stance 2026-02-19 21:50:32 -08:00
srp-implementation.md docs: fix stale references across 10 documentation files 2026-03-30 18:33:21 -07:00
status.md docs: update README, CHANGELOG, and status to v1.8.9-preview 2026-03-30 17:40:47 -07:00
WARDEN_IMPLEMENTATION.md docs: fix stale references across 10 documentation files 2026-03-30 18:33:21 -07:00
WARDEN_QUICK_REFERENCE.md docs: fix stale references across 10 documentation files 2026-03-30 18:33:21 -07:00