Kelsidavis-WoWee/include/rendering/animation/i_anim_renderer.hpp
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

31 lines
1.1 KiB
C++

#pragma once
#include "rendering/animation/anim_capability_set.hpp"
#include "rendering/animation/anim_event.hpp"
#include <cstdint>
#include <vector>
namespace wowee {
namespace pipeline { struct M2Sequence; }
namespace rendering {
// ============================================================================
// IAnimRenderer
//
// Abstraction for renderer animation operations. Sub-FSMs and animators
// talk to this interface, not to CharacterRenderer directly.
// ============================================================================
class IAnimRenderer {
public:
virtual void playAnimation(uint32_t instanceId, uint32_t animId, bool loop) = 0;
virtual bool hasAnimation(uint32_t instanceId, uint32_t animId) const = 0;
virtual bool getAnimationState(uint32_t instanceId, uint32_t& outAnimId,
float& outTimeMs, float& outDurMs) const = 0;
virtual bool getAnimationSequences(uint32_t instanceId,
std::vector<pipeline::M2Sequence>& out) const = 0;
virtual ~IAnimRenderer() = default;
};
} // namespace rendering
} // namespace wowee