feat: port anim interpolator (ping-pong spritesheet cell + color glow) on nowMs

BlendMath.PingPong + SnapshotVisibleObjects(nowMs); no-arg overload keeps
headless callers deterministic (parity held, 76/76 + sweep 284/13).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
gamer147
2026-07-08 22:05:00 -04:00
parent 370ea10b6d
commit 81a878cd0b
3 changed files with 117 additions and 4 deletions

View File

@@ -0,0 +1,57 @@
using System.Linq;
using Age.Engine.Model;
using Xunit;
public class AnimInterpolatorTests
{
private static GfxState VisibleObj(long handle)
{
var g = new GfxState();
g.SetSurface(1, resId: 5, colorKey: -1);
g.BindDraw(handle, 1, 0, 0, 256, 64, 100, 100); // 256x64 sheet, base pos (100,100)
return g;
}
[Fact]
public void PingPong_FoldsAtHalfPeriod()
{
Assert.Equal(0, BlendMath.PingPong(now: 0, start: 0, period: 1000));
Assert.Equal(500, BlendMath.PingPong(now: 500, start: 0, period: 1000)); // peak at half
Assert.Equal(0, BlendMath.PingPong(now: 1000, start: 0, period: 1000)); // back to base
}
[Fact]
public void SrcRect_StaticCell_SelectsSubRect()
{
var g = VisibleObj(0x100);
g.SetSrcRect(0x100, gridW: 4, gridH: 1, cell: 2, period: 0); // static cell 2 of 4 across 256px
var ro = g.SnapshotVisibleObjects(0).Single();
Assert.Equal(128, ro.SrcX); // cell 2 * 64
Assert.Equal(64, ro.W);
}
[Fact]
public void SrcRect_Animated_PingPongsCellAcrossGrid()
{
var g = VisibleObj(0x100);
g.SetSrcRect(0x100, gridW: 4, gridH: 1, cell: 0, period: 1000);
g.SnapshotVisibleObjects(0); // seeds start=0
var half = g.SnapshotVisibleObjects(500).Single();
Assert.Equal(192, half.SrcX); // t=1 -> last cell (3) * 64
var back = g.SnapshotVisibleObjects(1000).Single();
Assert.Equal(0, back.SrcX); // ping-ponged back to cell 0
}
[Fact]
public void ColorAnim_PingPongsAlphaTowardTarget()
{
var g = VisibleObj(0x100);
// base = opaque white (no static color); target = alpha 0 (fade out) => pulses opaque<->transparent
g.SetColorAnim(0x100, period: 1000, target: GfxState.PackColor(0x00, 0x000000));
g.SnapshotVisibleObjects(0); // seeds start=0
var opaque = g.SnapshotVisibleObjects(0).Single();
Assert.Equal(255, opaque.Alpha); // t=0 -> base opaque
var peak = g.SnapshotVisibleObjects(500).Single();
Assert.Equal(0, peak.Alpha); // t=1 -> target alpha 0
}
}

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@@ -19,4 +19,15 @@ public static class BlendMath
public static (int A, int R, int G, int B) UnpackArgb(long packed)
=> ((int)((packed >> 24) & 0xff), (int)((packed >> 16) & 0xff),
(int)((packed >> 8) & 0xff), (int)(packed & 0xff));
/// <summary>Ping-pong (triangle-wave) progress of gfx_object_anim_interpolate: fold (now-start) mod
/// period at period/2 so the value ramps to the peak at half-period then back. Returns u in
/// [0, period/2]; the interpolation weight toward the target is u / (period/2).</summary>
public static long PingPong(long now, long start, long period)
{
if (period <= 0) return 0;
long u = ((now - start) % period + period) % period;
if (u >= period / 2) u = period - u;
return u;
}
}

View File

@@ -216,9 +216,16 @@ public sealed class GfxState
lock (_lock) { AnimClockDurationTicks = durationTicks; AnimClockGeneration++; }
}
/// <summary>Visible objects in ascending-handle order (= the engine's z-order), each with its source
/// surface (resId/colorkey) resolved from its live source slot — for the host per-frame compositor.</summary>
public IReadOnlyList<RenderObject> SnapshotVisibleObjects()
/// <summary>Back-compat: snapshot with no animation clock (nowMs = 0) — deterministic, for headless
/// callers and existing tests.</summary>
public IReadOnlyList<RenderObject> SnapshotVisibleObjects() => SnapshotVisibleObjects(0);
/// <summary>Visible objects in ascending-handle order (= z-order), each with its source surface resolved
/// and its active anim channels interpolated at <paramref name="nowMs"/> (the port of
/// gfx_object_anim_interpolate). Position is the base V24 (a direct transform, ops 0x22f/0x229). The
/// src-rect channel (0x239/0x231) selects the spritesheet cell; the color channel (0x232) ping-pongs the
/// alpha/tint. Channel Start fields seed to nowMs on first sight.</summary>
public IReadOnlyList<RenderObject> SnapshotVisibleObjects(long nowMs)
{
lock (_lock)
{
@@ -229,14 +236,44 @@ public sealed class GfxState
if (!o.Visible) continue;
var (resId, ck) = _surfaces.TryGetValue(o.SourceSlot, out var s) ? s : (0L, 0L);
// ---- color: slice-A static base, then op-0x232 ping-pong toward the target ----
int alpha = 255; long tint = 0xFFFFFF; var blend = BlendKind.Opaque;
if (o.HasColor)
{
var (a, r, g, b) = BlendMath.UnpackArgb(o.Color);
alpha = a; tint = ((long)r << 16) | ((long)g << 8) | (long)b; blend = BlendKind.Alpha;
}
if (o.ColorAnim)
{
if (o.ColorStart < 0) o.ColorStart = nowMs;
double t = PingPongWeight(nowMs, o.ColorStart, o.ColorPeriod);
var (ta, tr, tg, tb) = BlendMath.UnpackArgb(o.ColorTarget);
var (ba, br, bg, bb) = (alpha, (int)((tint >> 16) & 0xff), (int)((tint >> 8) & 0xff), (int)(tint & 0xff));
alpha = (int)(ba + (ta - ba) * t);
tint = ((long)(br + (tr - br) * t) << 16) | ((long)(bg + (tg - bg) * t) << 8) | (long)(bb + (tb - bb) * t);
blend = BlendKind.Alpha;
}
list.Add(new RenderObject(kv.Key, resId, ck, o.SrcRect.X, o.SrcRect.Y, o.SrcRect.W, o.SrcRect.H,
// ---- src-rect: pick the spritesheet cell (static or ping-ponged across the grid) ----
int srcX = o.SrcRect.X, srcY = o.SrcRect.Y, w = o.SrcRect.W, h = o.SrcRect.H;
if (o.SrcAnim && o.SrcGridW >= 1)
{
int cellW = (int)(o.SrcRect.W / o.SrcGridW);
int cellH = o.SrcGridH >= 1 ? (int)(o.SrcRect.H / o.SrcGridH) : o.SrcRect.H;
long cell = o.SrcCell;
if (o.SrcPeriod > 0)
{
if (o.SrcStart < 0) o.SrcStart = nowMs;
double t = PingPongWeight(nowMs, o.SrcStart, o.SrcPeriod);
cell = (long)System.Math.Round(t * (o.SrcGridW - 1));
}
long cols = o.SrcGridW;
srcX = o.SrcRect.X + (int)(cell % cols) * cellW;
srcY = o.SrcRect.Y + (int)(cell / cols) * cellH;
w = cellW; h = cellH;
}
list.Add(new RenderObject(kv.Key, resId, ck, srcX, srcY, w, h,
(int)o.V24.X, (int)o.V24.Y,
new AnimState(o.AnimEnabled, o.AnimNormalized,
o.AnimTarget.X, o.AnimTarget.Y, o.AnimTarget.Z,
@@ -247,6 +284,14 @@ public sealed class GfxState
}
}
/// <summary>Ping-pong interpolation weight in [0,1] toward the target: 0 at cycle start, 1 at half-period.</summary>
private static double PingPongWeight(long now, long start, long period)
{
if (period <= 0) return 0;
long half = period / 2; if (half <= 0) return 0;
return (double)BlendMath.PingPong(now, start, period) / half;
}
/// <summary>Pack (alpha, rgb) → 0xAARRGGBB, matching op 0x202/0x203's handler bit-manipulation for the
/// common (non-negative-sentinel) case. The alpha&lt;0 / color&lt;0 native-fetch path is deferred.</summary>
public static long PackColor(long alpha, long color)