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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).
54 lines
1.9 KiB
C++
54 lines
1.9 KiB
C++
#pragma once
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#include <cstdint>
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#include <glm/glm.hpp>
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namespace wowee {
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namespace audio { enum class FootstepSurface : uint8_t; }
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namespace rendering {
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class Renderer;
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// ============================================================================
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// FootstepDriver — extracted from AnimationController
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//
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// Owns animation-driven footstep event detection, surface resolution,
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// and player/mount footstep tracking state.
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// ============================================================================
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class FootstepDriver {
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public:
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FootstepDriver() = default;
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/// Process footstep events for this frame (called from Renderer::update).
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void update(float deltaTime, Renderer* renderer,
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bool mounted, uint32_t mountInstanceId, bool taxiFlight,
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bool isFootstepState);
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/// Detect if a footstep event should trigger based on animation phase crossing.
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bool shouldTriggerFootstepEvent(uint32_t animationId, float animationTimeMs,
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float animationDurationMs);
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/// Resolve the surface type under the character for footstep sound selection.
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audio::FootstepSurface resolveFootstepSurface(Renderer* renderer) const;
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private:
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// Player footstep event tracking (animation-driven)
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uint32_t footstepLastAnimationId_ = 0;
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float footstepLastNormTime_ = 0.0f;
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bool footstepNormInitialized_ = false;
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// Footstep surface cache (avoid expensive queries every step)
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mutable audio::FootstepSurface cachedFootstepSurface_{};
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mutable glm::vec3 cachedFootstepPosition_{0.0f, 0.0f, 0.0f};
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mutable float cachedFootstepUpdateTimer_{999.0f};
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// Mount footstep tracking (separate from player's)
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uint32_t mountFootstepLastAnimId_ = 0;
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float mountFootstepLastNormTime_ = 0.0f;
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bool mountFootstepNormInitialized_ = false;
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};
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} // namespace rendering
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} // namespace wowee
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