feat: split native scale and translation channels
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@@ -2,13 +2,13 @@ using System.Linq;
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namespace Age.Engine.Model;
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/// <summary>Per-object animation channel snapshot for the compositor (cluster 0x21c-0x243). Enabled = the
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/// object has an active anim channel; (TX,TY,TZ) = the transform target it animates toward; Normalized = the
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/// 0x21e ~percent variant; DurationTicks = the object's own duration (anim-start op2). The GLOBAL clock timebase
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/// (duration + generation) is read separately off <see cref="GfxState.AnimClockDurationTicks"/>. Generation bumps
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/// on each anim-start — the compositor re-triggers its wall-clock tween when it changes.</summary>
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public readonly record struct AnimState(bool Enabled, bool Normalized, long TX, long TY, long TZ,
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long DurationTicks, long Generation);
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/// <summary>The sampled native matrix channels carried to the compositor. Op 0x21e owns scale; op 0x220 owns
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/// translation. Z is retained for model fidelity even though the current 2D compositor uses X/Y only.</summary>
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public readonly record struct TransformState(double ScaleX, double ScaleY, double ScaleZ,
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double TranslateX, double TranslateY, double TranslateZ,
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double AnchorX, double AnchorY, double AnchorZ);
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public readonly record struct RotationCycleState(bool Enabled, long PeriodMs, long AxisX, long AxisY, long AxisZ);
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/// <summary>A renderable view of one visible gfx object — the host composites these in ascending-handle order
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/// (= the engine's z-order) each frame. Built by <see cref="GfxState.SnapshotVisibleObjects"/>; the surface
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@@ -20,7 +20,8 @@ public readonly record struct AnimState(bool Enabled, bool Normalized, long TX,
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/// vanish — the grey-background bug).</summary>
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public readonly record struct RenderObject(long Handle, long SurfaceResId, long ColorKey,
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int SrcX, int SrcY, int W, int H, int DstX, int DstY,
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AnimState Anim, int Alpha, long Tint, int TintStrength, BlendKind Blend);
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TransformState Transform, RotationCycleState Rotation,
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int Alpha, long Tint, int TintStrength, BlendKind Blend);
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/// <summary>Host-agnostic model of the AGE native gfx command-buffer (reversed in
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/// docs/engine-re.md, gfx op-contract table). One registry maps an object handle to a GfxObject — the
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@@ -50,16 +51,22 @@ public sealed class GfxState
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public (int X, int Y, int W, int H) SrcRect;
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public bool Visible;
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// ---- animation channel (cluster 0x21c-0x243; see docs/engine-re.md "sprite transform / ANIMATION").
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// 0x21e/0x220 set the transform directly (worker gfx_anim_set_channel@0x47eaa0: obj+0x3c=p1, +0x50=p2,
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// +0xac=target, +0x68=enable); 0x234 anim-start animates toward a target over the GLOBAL clock (0x238).
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// Passive: recorded here, interpolated by the Godot compositor over wall-clock. ----
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public (long X, long Y, long Z) AnimTarget;
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public long AnimParam1, AnimParam2;
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public bool AnimNormalized; // 0x21e (operands ~percent, /_DAT_00571c28) vs 0x220 (absolute)
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public bool AnimEnabled; // obj+0x68
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public long AnimDurationTicks; // 0x234 anim-start op2 (this object's duration; maxed into the clock)
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public long AnimGeneration; // bumped by anim-start (0x234); the compositor's per-object re-trigger
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// ---- independent one-shot matrix channels (gfx_object_apply_transform_channels@0x472f00). ----
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// Scale: current obj+0x6c, target obj+0xac, delay obj+0x3c, duration obj+0x50.
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public (double X, double Y, double Z) ScaleCurrent = (1, 1, 1), ScaleTarget = (1, 1, 1);
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public long ScaleDelayMs, ScaleDurationMs;
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public bool ScaleEnabled;
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// Translation: current obj+0x16c, target obj+0x1ac, delay obj+0x44, duration obj+0x58.
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public (double X, double Y, double Z) TranslationCurrent, TranslationTarget;
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public long TranslationDelayMs, TranslationDurationMs;
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public bool TranslationEnabled;
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// Shared matrix-channel start timestamp obj+0x34, seeded from frame-time ctx+0xb550.
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public long MatrixStartMs = -1;
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// Op 0x234 is a separate cyclic rotation channel (period obj+0x228, axis obj+0x244..0x24c).
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public long RotationPeriodMs;
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public (long X, long Y, long Z) RotationAxis;
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public bool RotationEnabled;
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}
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// ---- geometry/draw object store (V18/V24/draw bind, the compositor's input) ----
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@@ -75,10 +82,8 @@ public sealed class GfxState
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private readonly Dictionary<long, long> _fieldTable = new(); // ctx+0x46d14 (0x216); no family writer -> default 0
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public long CurrentObject { get; private set; }
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// ---- GLOBAL animation clock (op 0x238 set-anim-clock; native ctx+0x51b7c total / +0x51b78 elapsed).
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// Non-blocking: the op only configures duration; the host advances elapsed per-frame and tweens all armed
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// objects over it (docs/engine-re.md, "anim_start/set_anim_clock decoded"). Generation bumps on each set so
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// the compositor resets its wall-clock elapsed. ----
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// ---- Separate global animation service clock (op 0x238; ctx+0x51b7c total / +0x51b78 elapsed).
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// Retained for its opcode family; 0x21e scale and 0x220 translation use frame-time directly instead. ----
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public long AnimClockDurationTicks { get; private set; }
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public long AnimClockGeneration { get; private set; }
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@@ -188,35 +193,42 @@ public sealed class GfxState
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}
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}
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/// <summary>Op 0x21e/0x220 (set-anim-transform): record the transform target + two scalar params on the
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/// object and enable its animation channel. normalized = 0x21e (operands ~percent, /_DAT_00571c28);
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/// absolute = 0x220. Native worker gfx_anim_set_channel@0x47eaa0 sets obj+0x3c=p1, +0x50=p2, +0xac=target,
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/// +0x68=1.</summary>
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public void SetAnimTransform(long handle, long p1, long p2, (long X, long Y, long Z) target, bool normalized)
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/// <summary>Op 0x21e: normalized scale target (100 = identity), with independent delay/duration.</summary>
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public void SetScaleChannel(long handle, long delayMs, long durationMs, (long X, long Y, long Z) percent)
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{
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lock (_lock)
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{
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var o = GetOrCreate(handle);
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o.AnimParam1 = p1; o.AnimParam2 = p2; o.AnimTarget = target;
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o.AnimNormalized = normalized; o.AnimEnabled = true;
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o.ScaleDelayMs = delayMs; o.ScaleDurationMs = durationMs;
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o.ScaleTarget = (percent.X / 100.0, percent.Y / 100.0, percent.Z / 100.0);
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o.ScaleEnabled = durationMs > 0; o.MatrixStartMs = -1;
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}
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}
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/// <summary>Op 0x234 (anim-start): animate the object toward <paramref name="target"/> over the global
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/// clock; <paramref name="durationTicks"/> is this object's duration (native label_1235a maxes them into
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/// the clock). Bumps AnimGeneration — the compositor's per-object re-trigger.</summary>
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public void StartAnim(long handle, long durationTicks, (long X, long Y, long Z) target)
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/// <summary>Op 0x220: absolute translation target, with independent delay/duration.</summary>
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public void SetTranslationChannel(long handle, long delayMs, long durationMs, (long X, long Y, long Z) target)
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{
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lock (_lock)
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{
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var o = GetOrCreate(handle);
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o.AnimTarget = target; o.AnimDurationTicks = durationTicks;
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o.AnimEnabled = true; o.AnimGeneration++;
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o.TranslationDelayMs = delayMs; o.TranslationDurationMs = durationMs;
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o.TranslationTarget = target;
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o.TranslationEnabled = durationMs > 0; o.MatrixStartMs = -1;
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}
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}
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/// <summary>Op 0x238 (set-anim-clock): set the GLOBAL animation duration (game ticks) and bump the clock
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/// generation so the host resets its wall-clock elapsed. Non-blocking (the render loop advances it).</summary>
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/// <summary>Op 0x234: retain the cyclic rotation period and axis separately. Native interpolation uses
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/// frame-time ctx+0xb550 and rotates through 360 degrees per period; affine rendering is deferred.</summary>
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public void SetRotationCycle(long handle, long periodMs, (long X, long Y, long Z) axis)
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{
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lock (_lock)
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{
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var o = GetOrCreate(handle);
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o.RotationPeriodMs = periodMs; o.RotationAxis = axis; o.RotationEnabled = periodMs > 0;
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}
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}
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/// <summary>Op 0x238: set its separate global animation-service duration and reset marker.</summary>
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public void SetAnimClock(long durationTicks)
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{
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lock (_lock) { AnimClockDurationTicks = durationTicks; AnimClockGeneration++; }
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@@ -227,8 +239,8 @@ public sealed class GfxState
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public IReadOnlyList<RenderObject> SnapshotVisibleObjects() => SnapshotVisibleObjects(0);
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/// <summary>Visible objects in ascending-handle order (= z-order), each with its source surface resolved
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/// and its active anim channels interpolated at <paramref name="nowMs"/> (the port of
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/// gfx_object_anim_interpolate). Position is the base V24 (a direct transform, ops 0x22f/0x229). The
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/// and its active channels interpolated at <paramref name="nowMs"/>. Position is the base V24 (a direct
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/// transform, ops 0x22f/0x229); scale and translation are independent one-shot matrix channels. The
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/// src-rect channel (0x239/0x231) selects the spritesheet cell; the color channel (0x232) ping-pongs the
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/// alpha/tint. Channel Start fields seed to nowMs on first sight.</summary>
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public IReadOnlyList<RenderObject> SnapshotVisibleObjects(long nowMs)
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@@ -280,17 +292,49 @@ public sealed class GfxState
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w = cellW; h = cellH;
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}
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// One-shot matrix channels: hold current through delay, then linearly sample current -> target.
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if ((o.ScaleEnabled || o.TranslationEnabled) && o.MatrixStartMs < 0) o.MatrixStartMs = nowMs;
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var scale = SampleMatrixChannel(ref o.ScaleCurrent, o.ScaleTarget, o.ScaleDelayMs,
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o.ScaleDurationMs, o.MatrixStartMs, ref o.ScaleEnabled, nowMs);
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var translation = SampleMatrixChannel(ref o.TranslationCurrent, o.TranslationTarget,
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o.TranslationDelayMs, o.TranslationDurationMs,
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o.MatrixStartMs, ref o.TranslationEnabled, nowMs);
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if (!o.ScaleEnabled && !o.TranslationEnabled) o.MatrixStartMs = -1;
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list.Add(new RenderObject(kv.Key, resId, ck, srcX, srcY, w, h,
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(int)o.V24.X, (int)o.V24.Y,
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new AnimState(o.AnimEnabled, o.AnimNormalized,
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o.AnimTarget.X, o.AnimTarget.Y, o.AnimTarget.Z,
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o.AnimDurationTicks, o.AnimGeneration),
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new TransformState(scale.X, scale.Y, scale.Z,
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translation.X, translation.Y, translation.Z,
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o.V18.X, o.V18.Y, o.V18.Z),
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new RotationCycleState(o.RotationEnabled, o.RotationPeriodMs,
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o.RotationAxis.X, o.RotationAxis.Y,
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o.RotationAxis.Z),
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alpha, tint, strength, blend));
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}
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return list;
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}
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}
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private static (double X, double Y, double Z) SampleMatrixChannel(
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ref (double X, double Y, double Z) current,
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(double X, double Y, double Z) target,
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long delayMs, long durationMs, long startMs, ref bool enabled, long nowMs)
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{
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if (!enabled || durationMs <= 0 || startMs < 0) return current;
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long elapsed = nowMs - startMs - delayMs;
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if (elapsed <= 0) return current;
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if (elapsed >= durationMs)
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{
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current = target;
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enabled = false;
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return current;
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}
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double t = (double)elapsed / durationMs;
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return (current.X + (target.X - current.X) * t,
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current.Y + (target.Y - current.Y) * t,
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current.Z + (target.Z - current.Z) * t);
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}
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/// <summary>Ping-pong interpolation weight in [0,1] toward the target: 0 at cycle start, 1 at half-period.</summary>
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private static double PingPongWeight(long now, long start, long period)
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{
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