fix: align animation pacing and transforms with native

This commit is contained in:
gamer147
2026-07-10 15:41:17 -04:00
parent 29b2dfca27
commit 014d128ccd
16 changed files with 515 additions and 101 deletions

View File

@@ -234,6 +234,12 @@ public sealed class GfxState
lock (_lock) { AnimClockDurationTicks = durationTicks; AnimClockGeneration++; }
}
/// <summary>Op 0x243: reset the separate global animation-service clock.</summary>
public void ResetAnimClock()
{
lock (_lock) { AnimClockDurationTicks = 0; AnimClockGeneration++; }
}
/// <summary>Back-compat: snapshot with no animation clock (nowMs = 0) — deterministic, for headless
/// callers and existing tests.</summary>
public IReadOnlyList<RenderObject> SnapshotVisibleObjects() => SnapshotVisibleObjects(0);

View File

@@ -0,0 +1,11 @@
namespace Age.Engine.Model;
/// <summary>The axis-aligned 2D reduction of AGE's row-vector object matrix. Native composition is
/// T(-anchor) * scale * middle(rotation) * translation * T(anchor). With rotation deferred, a point is
/// therefore anchor + (point-anchor)*scale + translation; Z remains a retained 3D channel, not opacity.</summary>
public static class Transform2DMath
{
public static (double X, double Y) Apply(double x, double y, TransformState transform)
=> (transform.AnchorX + (x - transform.AnchorX) * transform.ScaleX + transform.TranslateX,
transform.AnchorY + (y - transform.AnchorY) * transform.ScaleY + transform.TranslateY);
}