Split GfxState animation operations
This commit is contained in:
@@ -166,7 +166,9 @@ animation, numeric-glyph, and handle-range contracts. `engine/Age.Engine/Model/G
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resource/color-key state, created/reloadable classification, movie stop-time metadata, render-target/tile
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configuration, and surface lifecycle operations. `engine/Age.Engine/Model/GfxState.RetainedObjects.cs` owns the
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retained-object record and registry/index, range-transform state, object creation/query/clone/erase and draw
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binding, plus numeric-glyph object generation.
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binding, plus numeric-glyph object generation. `engine/Age.Engine/Model/GfxState.Animation.cs` owns the shared
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animation clock, object color/source-cell/matrix/cyclic channels, animation control and forced completion, and
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the interpolation helpers consumed by retained-scene sampling.
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The disposable `build/page-map-<SCENE>.jsonl` files are produced by editor/development Godot runs and map
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runtime ADV page ordinals to their authoritative script offsets for `tools/locate_page.py`. Packaged exports
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@@ -612,6 +612,12 @@ do not mix mechanical moves with semantic changes.
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into `engine/Age.Engine/Model/GfxState.RetainedObjects.cs`. Cross-domain reset/persistence, animation, and
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presentation sampling retain direct access through the sealed partial class; runtime validation remains green.
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The fourth bounded `GfxState` split moved shared animation-clock state, object color/source-cell/matrix/cyclic
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channels, animation control and forced completion, and interpolation helpers into
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`engine/Age.Engine/Model/GfxState.Animation.cs`. Presentation diagnostics, dirty-reason accounting, transition
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queues, and visible-scene sampling consume the moved state through the sealed partial class; runtime validation
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remains green.
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**Gate:** no externally visible behavior or command changes; generated artifacts are byte-identical where
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deterministic, and the corresponding engine, Python, Godot, and corpus validations remain green after
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each domain move.
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@@ -983,7 +989,7 @@ layer's rendering diverges from ADV; save layout.
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## 8. Immediate next step
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Continue step 2 of the **codebase consolidation** maintenance slice: behavior-neutral physical splits backed
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by the tracked launcher and layered validation driver. With the planned `Main` and `GodotAdvHost` domains
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isolated and the first three `GfxState` domains separated, move animation ownership next, preserving public types,
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commands, and generated output.
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isolated and the first four `GfxState` domains separated, move presentation ownership next, preserving public
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types, commands, and generated output.
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Concrete playthrough blockers may still preempt this bounded maintenance work; the consolidation effort does
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not replace Phase B gameplay validation or the open cross-platform gates.
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458
engine/Age.Engine/Model/GfxState.Animation.cs
Normal file
458
engine/Age.Engine/Model/GfxState.Animation.cs
Normal file
@@ -0,0 +1,458 @@
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namespace Age.Engine.Model;
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public sealed partial class GfxState
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{
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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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public long AnimationServiceFlags { get; private set; }
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public uint PreviousFrameTimeMilliseconds { get; private set; }
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public uint CurrentFrameTimeMilliseconds { get; private set; }
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private long _previousFrameTimeMs;
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private long _currentFrameTimeMs;
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/// <summary>Ops 0x202/0x203: record a packed 0xAARRGGBB color/alpha modulation on the object and mark it
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/// HasColor so the compositor applies alpha+tint (vs the opaque default).</summary>
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public void SetObjectColor(long handle, long packed)
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{
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lock (_lock) { var o = GetOrCreate(handle); o.Color = packed; o.HasColor = true; }
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}
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/// <summary>Resolve 0x202/0x203's native negative sentinels against obj+0x60 (the current static
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/// packed color): negative alpha preserves its alpha byte; negative RGB preserves its RGB bytes.</summary>
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public void SetObjectColorResolved(long handle, long alpha, long rgb)
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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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long current = o.HasColor ? o.Color : 0xffffffff;
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long resolvedAlpha = alpha < 0 ? (current >> 24) & 0xff : System.Math.Min(alpha, 0xff);
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long resolvedRgb = rgb < 0 ? current & 0xffffff : rgb & 0xffffff;
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o.Color = PackColor(resolvedAlpha, resolvedRgb);
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o.HasColor = true;
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}
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}
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/// <summary>Op 0x202: arm the delayed one-shot packed-color interpolation without replacing the
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/// current static color. Negative alpha/RGB operands resolve from current obj+0x60 independently.</summary>
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public void SetAnimatedObjectColorResolved(long handle, long delayMs, long durationMs, long alpha, long rgb)
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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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long current = o.HasColor ? o.Color : 0xffffffff;
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long resolvedAlpha = alpha < 0 ? (current >> 24) & 0xff : System.Math.Min(alpha, 0xff);
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long resolvedRgb = rgb < 0 ? current & 0xffffff : rgb & 0xffffff;
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if (!o.HasColor) { o.Color = current; o.HasColor = true; }
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o.OneShotColorTarget = PackColor(resolvedAlpha, resolvedRgb);
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o.ColorDelayMs = delayMs;
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o.ColorDurationMs = durationMs;
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o.OneShotColorEnabled = true;
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o.OneShotColorBlend = true;
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o.OneShotStartMs = -1;
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}
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}
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public void SetStaticObjectColorResolved(long handle, long mode, long alpha, long rgb)
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{
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SetObjectColorResolved(handle, alpha, rgb);
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lock (_lock)
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{
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var o = GetOrCreate(handle);
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o.StaticColorMode = mode;
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o.PostBindStaticColorBlend = mode == 0 && o.Visible;
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}
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}
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/// <summary>Ops 0x239 (one-shot cell endpoint, period=0 in this retained model) / 0x231 (looping):
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/// set total frame count, column count, and visible cell. Every frame retains draw-texture's source
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/// rectangle dimensions. For 0x231, <paramref name="period"/> is milliseconds per frame.</summary>
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public void SetSrcRect(long handle, long frameCount, long columns, long cell, long period)
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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.SrcFrameCount = frameCount < 1 ? 1 : frameCount;
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o.SrcColumns = columns < 1 ? 1 : columns;
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o.SrcCell = cell; o.SrcPeriod = period; o.SrcStart = -1; o.SrcAnim = true;
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}
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}
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/// <summary>Op 0x232 worker contract: ping-pong a temporary copy of static packed ARGB toward
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/// <paramref name="target"/>. The sampled value is consumed by the object's unchanged blend mode.</summary>
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public void SetColorAnim(long handle, long period, long 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.ColorPeriod = period; o.ColorTarget = target; o.ColorStart = -1; o.ColorAnim = true;
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}
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}
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/// <summary>Op 0x232 handler contract: resolve negative alpha/RGB sentinels from static obj+0x60,
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/// clamp alpha above 255, then arm the cyclic packed-color channel without changing blend mode.</summary>
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public void SetColorAnimResolved(long handle, long period, long alpha, long rgb)
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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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long current = o.Color & 0xffffffff;
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long resolvedAlpha = alpha < 0 ? (current >> 24) & 0xff : System.Math.Min(alpha, 0xff);
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long resolvedRgb = rgb < 0 ? current & 0xffffff : rgb & 0xffffff;
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o.ColorPeriod = period;
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o.ColorTarget = PackColor(resolvedAlpha, resolvedRgb);
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o.ColorStart = -1;
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o.ColorAnim = true;
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}
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}
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/// <summary>Op 0x242: replace the retained object's animation-control word. Native bit 0 makes its
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/// finite one-shot channels nonblocking and immune to op 0x243 forced completion.</summary>
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public void SetOneShotAnimationControl(long handle, long flags)
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{
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lock (_lock) GetOrCreate(handle).OneShotAnimationControlFlags = flags;
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}
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/// <summary>Part of op 0x243: immediately commit every unprotected finite one-shot channel. Objects
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/// marked by op 0x242 bit 0 keep sampling asynchronously.</summary>
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private void ForceCompleteOneShotChannels()
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{
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CommitOneShotChannels(_rangeTransform);
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foreach (var o in _objects.Values)
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{
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if ((o.OneShotAnimationControlFlags & 1) != 0) continue;
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CommitOneShotChannels(o);
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}
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}
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private static void CommitOneShotChannels(GfxObject o)
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{
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if (o.OneShotColorEnabled)
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{
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o.Color = o.OneShotColorTarget & 0xffffffff;
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o.OneShotColorTarget = -1;
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o.ColorDelayMs = 0;
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o.ColorDurationMs = 0;
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o.OneShotColorEnabled = false;
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}
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if (o.ScaleEnabled)
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{
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o.ScaleCurrent = o.ScaleTarget;
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o.ScaleDelayMs = 0;
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o.ScaleDurationMs = 0;
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o.ScaleEnabled = false;
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}
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if (o.RotationChannelEnabled)
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{
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o.RotationCurrent = o.RotationTarget;
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o.RotationDelayMs = 0;
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o.RotationDurationMs = 0;
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o.RotationChannelEnabled = false;
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}
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if (o.TranslationEnabled)
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{
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o.TranslationCurrent = o.TranslationTarget;
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o.TranslationDelayMs = 0;
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o.TranslationDurationMs = 0;
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o.TranslationEnabled = false;
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}
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o.OneShotStartMs = -1;
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}
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/// <summary>Op 0x1fd: immediately replace the object's current scale matrix. Script operands are
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/// integer percentages; native divides them by 100 before matrix4_make_scale at obj+0x6c.</summary>
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public void SetCurrentScale(long handle, (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.ScaleCurrent = (percent.X / 100.0, percent.Y / 100.0, percent.Z / 100.0);
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}
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}
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/// <summary>Op 0x1fe: immediately replace the object's current axis-angle rotation matrix at
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/// obj+0xec. Axis components and angle are retained as native floating-point values.</summary>
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public void SetCurrentRotation(long handle, (long X, long Y, long Z) axis, long angleDegrees)
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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.RotationCurrent = (axis.X, axis.Y, axis.Z, angleDegrees);
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}
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}
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/// <summary>Op 0x1ff: immediately replace the object's current translation matrix at obj+0x16c.</summary>
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public void SetCurrentTranslation(long handle, (long X, long Y, long Z) translation)
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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.V16c = translation;
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o.TranslationCurrent = translation;
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}
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}
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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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// Native setters get-or-create first, then require object flag bit 0 (draw-bound/visible).
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// Pre-bind calls leave a neutral, queryable placeholder and do not queue latent motion.
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if (!o.Visible) return;
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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.OneShotStartMs = -1;
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}
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}
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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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if (!o.Visible) return;
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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.OneShotStartMs = -1;
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}
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}
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/// <summary>Op 0x228: query the translation target decomposed from the native target matrix at
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/// obj+0x17c (translation obj+0x1ac/+0x1b0/+0x1b4). This is independent of draw/base position V24.</summary>
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public bool TryQueryTranslationTarget(long handle, out (double X, double Y, double Z) target)
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{
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lock (_lock)
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{
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if (_objects.TryGetValue(handle, out var o))
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{
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target = o.TranslationTarget;
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return true;
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}
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target = default;
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return false;
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}
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}
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/// <summary>Op 0x21f: delayed one-shot axis-angle rotation target, sharing obj+0x34's start timestamp.</summary>
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public void SetRotationChannel(long handle, long delayMs, long durationMs,
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(long X, long Y, long Z) axis, long angleDegrees)
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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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if (!o.Visible) return;
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o.RotationDelayMs = delayMs; o.RotationDurationMs = durationMs;
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o.RotationTarget = (axis.X, axis.Y, axis.Z, angleDegrees);
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o.RotationChannelEnabled = durationMs > 0; o.OneShotStartMs = -1;
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}
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}
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/// <summary>Op 0x234: retain the cyclic rotation period and axis separately. Native interpolation uses
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/// frame-time retained-gfx owner+0xb550 (EngineCtx+0x51b64) and rotates through 360 degrees per period.</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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o.RotationStartMs = -1;
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}
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}
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/// <summary>Op 0x233: cyclic identity-to-target scale, sampled with a triangular ping-pong phase.</summary>
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public void SetScaleCycle(long handle, long periodMs, (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.ScaleCyclePeriodMs = periodMs;
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o.ScaleCycleTarget = (percent.X / 100.0, percent.Y / 100.0, percent.Z / 100.0);
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o.ScaleCycleEnabled = periodMs > 0;
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o.ScaleCycleStartMs = -1;
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}
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}
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/// <summary>Op 0x230: stop every cyclic object channel without changing its base/current state,
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/// one-shot channels, or retained cyclic targets. Native clears flag bit 2 and the five start/period
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/// pairs at obj+0x20c..0x230, including one secondary matrix channel not otherwise modeled here.</summary>
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public void ResetCyclicAnimationChannels(long handle)
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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.ColorStart = -1;
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o.ScaleCycleStartMs = -1;
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o.RotationStartMs = -1;
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o.SrcStart = -1;
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o.ColorPeriod = 0;
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o.ScaleCyclePeriodMs = 0;
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o.RotationPeriodMs = 0;
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o.SrcPeriod = 0;
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o.ColorAnim = false;
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o.ScaleCycleEnabled = false;
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o.RotationEnabled = false;
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o.SrcAnim = false;
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// Preserve drop-in numbered-save compatibility for the unmodeled secondary cyclic matrix
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// as well as the modeled channels. The ten native timing dwords form one contiguous range.
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if (o.NativePersistenceRecord is { Length: >= 0x234 } raw)
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{
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raw[0] &= 0xfb;
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System.Array.Clear(raw, 0x20c, 0x28);
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}
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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)
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{
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AnimClockDurationTicks = durationTicks;
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AnimClockGeneration++;
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MarkRetainedMutation();
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}
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}
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public void SetAnimationServiceFlags(long flags)
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{
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lock (_lock) AnimationServiceFlags = unchecked((uint)flags);
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}
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public void SampleFrameTime(long nowMilliseconds)
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{
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lock (_lock)
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{
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_previousFrameTimeMs = _currentFrameTimeMs;
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_currentFrameTimeMs = nowMilliseconds;
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PreviousFrameTimeMilliseconds = CurrentFrameTimeMilliseconds;
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CurrentFrameTimeMilliseconds = unchecked((uint)nowMilliseconds);
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}
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}
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/// <summary>Op 0x243: force ordinary finite channels to their endpoints and reset the separate
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/// global animation-service clock. Op-0x242-detached objects ignore the completion request.</summary>
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public void ResetAnimClock()
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{
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lock (_lock)
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{
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if ((AnimationServiceFlags & 2) != 0) return;
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ForceCompleteOneShotChannels();
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AnimClockDurationTicks = 0;
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AnimClockGeneration++;
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MarkRetainedMutation();
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}
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}
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private static long SourceCellAt(GfxObject o, long nowMs)
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{
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long elapsed = System.Math.Max(0, nowMs - o.SrcStart);
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return elapsed / o.SrcPeriod % o.SrcFrameCount;
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}
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private static (long Packed, ColorTransitionState State) SampleOneShotColor(GfxObject o, long nowMs)
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{
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long current = o.Color & 0xffffffff;
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long target = o.OneShotColorTarget & 0xffffffff;
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long start = o.OneShotStartMs;
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long elapsed = nowMs - start - o.ColorDelayMs;
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if (o.ColorDurationMs <= 0 || elapsed >= o.ColorDurationMs)
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{
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long delay = o.ColorDelayMs, duration = o.ColorDurationMs;
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o.Color = target;
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o.ColorDelayMs = 0;
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o.ColorDurationMs = 0;
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o.OneShotColorTarget = -1;
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o.OneShotColorEnabled = false;
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return (target, new ColorTransitionState(current, target, delay, duration, start, 1.0, false));
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}
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if (elapsed <= 0)
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return (current, new ColorTransitionState(current, target, o.ColorDelayMs,
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o.ColorDurationMs, start, 0.0, true));
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long packed = 0;
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long remaining = o.ColorDurationMs - elapsed;
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for (int shift = 0; shift <= 24; shift += 8)
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{
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long c = (current >> shift) & 0xff;
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long t = (target >> shift) & 0xff;
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packed |= ((c * remaining + t * elapsed) / o.ColorDurationMs & 0xff) << shift;
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}
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return (packed, new ColorTransitionState(current, target, o.ColorDelayMs,
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||||
o.ColorDurationMs, start, elapsed / (double)o.ColorDurationMs, true));
|
||||
}
|
||||
|
||||
private static (double X, double Y, double Z) SampleMatrixChannel(
|
||||
ref (double X, double Y, double Z) current,
|
||||
(double X, double Y, double Z) target,
|
||||
long delayMs, long durationMs, long startMs, ref bool enabled, long nowMs)
|
||||
{
|
||||
if (!enabled || durationMs <= 0 || startMs < 0) return current;
|
||||
long elapsed = nowMs - startMs - delayMs;
|
||||
if (elapsed <= 0) return current;
|
||||
if (elapsed >= durationMs)
|
||||
{
|
||||
current = target;
|
||||
enabled = false;
|
||||
return current;
|
||||
}
|
||||
double t = (double)elapsed / durationMs;
|
||||
return (current.X + (target.X - current.X) * t,
|
||||
current.Y + (target.Y - current.Y) * t,
|
||||
current.Z + (target.Z - current.Z) * t);
|
||||
}
|
||||
|
||||
private static (double X, double Y, double Z, double Angle) SampleRotationChannel(
|
||||
ref (double X, double Y, double Z, double Angle) current,
|
||||
(double X, double Y, double Z, double Angle) target,
|
||||
long delayMs, long durationMs, long startMs, ref bool enabled, long nowMs)
|
||||
{
|
||||
if (!enabled || durationMs <= 0 || startMs < 0) return current;
|
||||
long elapsed = nowMs - startMs - delayMs;
|
||||
if (elapsed <= 0) return current;
|
||||
if (elapsed >= durationMs) { current = target; enabled = false; return current; }
|
||||
double t = (double)elapsed / durationMs;
|
||||
return (current.X + (target.X - current.X) * t,
|
||||
current.Y + (target.Y - current.Y) * t,
|
||||
current.Z + (target.Z - current.Z) * t,
|
||||
current.Angle + (target.Angle - current.Angle) * t);
|
||||
}
|
||||
|
||||
private static long InterpolatePackedColor(long current, long target, double t)
|
||||
{
|
||||
t = System.Math.Clamp(t, 0.0, 1.0);
|
||||
long packed = 0;
|
||||
for (int shift = 0; shift <= 24; shift += 8)
|
||||
{
|
||||
long c = (current >> shift) & 0xff;
|
||||
long v = (target >> shift) & 0xff;
|
||||
packed |= ((long)(c + (v - c) * t) & 0xff) << shift;
|
||||
}
|
||||
return packed;
|
||||
}
|
||||
|
||||
/// <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;
|
||||
}
|
||||
|
||||
private static double ScaleCycleWeight(long now, long start, long period)
|
||||
{
|
||||
if (period <= 0) return 0;
|
||||
long elapsed = System.Math.Max(0, now - start);
|
||||
long position = elapsed % period;
|
||||
return 2.0 * System.Math.Min(position, period - position) / period;
|
||||
}
|
||||
|
||||
/// <summary>Pack (alpha, rgb) → 0xAARRGGBB, matching op 0x202/0x203's handler bit-manipulation for the
|
||||
/// common (non-negative-sentinel) case. The alpha<0 / color<0 native-fetch path is deferred.</summary>
|
||||
public static long PackColor(long alpha, long color)
|
||||
=> ((alpha & 0xff) << 24) | (color & 0xffffff);
|
||||
}
|
||||
@@ -26,15 +26,6 @@ public sealed partial class GfxState
|
||||
}
|
||||
|
||||
|
||||
// ---- Separate global animation service clock (op 0x238; ctx+0x51b7c total / +0x51b78 elapsed).
|
||||
// Retained for its opcode family; 0x21e scale and 0x220 translation use frame-time directly instead. ----
|
||||
public long AnimClockDurationTicks { get; private set; }
|
||||
public long AnimClockGeneration { get; private set; }
|
||||
public long AnimationServiceFlags { get; private set; }
|
||||
public uint PreviousFrameTimeMilliseconds { get; private set; }
|
||||
public uint CurrentFrameTimeMilliseconds { get; private set; }
|
||||
private long _previousFrameTimeMs;
|
||||
private long _currentFrameTimeMs;
|
||||
private long _mutationGeneration;
|
||||
private long _publishedMutationGeneration;
|
||||
|
||||
@@ -135,100 +126,6 @@ public sealed partial class GfxState
|
||||
private readonly Dictionary<int, SurfaceTransition> _surfaceTransitions = new();
|
||||
private readonly Dictionary<int, MovieMaskTransition> _movieMaskTransitions = new();
|
||||
|
||||
/// <summary>Ops 0x202/0x203: record a packed 0xAARRGGBB color/alpha modulation on the object and mark it
|
||||
/// HasColor so the compositor applies alpha+tint (vs the opaque default).</summary>
|
||||
public void SetObjectColor(long handle, long packed)
|
||||
{
|
||||
lock (_lock) { var o = GetOrCreate(handle); o.Color = packed; o.HasColor = true; }
|
||||
}
|
||||
|
||||
/// <summary>Resolve 0x202/0x203's native negative sentinels against obj+0x60 (the current static
|
||||
/// packed color): negative alpha preserves its alpha byte; negative RGB preserves its RGB bytes.</summary>
|
||||
public void SetObjectColorResolved(long handle, long alpha, long rgb)
|
||||
{
|
||||
lock (_lock)
|
||||
{
|
||||
var o = GetOrCreate(handle);
|
||||
long current = o.HasColor ? o.Color : 0xffffffff;
|
||||
long resolvedAlpha = alpha < 0 ? (current >> 24) & 0xff : System.Math.Min(alpha, 0xff);
|
||||
long resolvedRgb = rgb < 0 ? current & 0xffffff : rgb & 0xffffff;
|
||||
o.Color = PackColor(resolvedAlpha, resolvedRgb);
|
||||
o.HasColor = true;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Op 0x202: arm the delayed one-shot packed-color interpolation without replacing the
|
||||
/// current static color. Negative alpha/RGB operands resolve from current obj+0x60 independently.</summary>
|
||||
public void SetAnimatedObjectColorResolved(long handle, long delayMs, long durationMs, long alpha, long rgb)
|
||||
{
|
||||
lock (_lock)
|
||||
{
|
||||
var o = GetOrCreate(handle);
|
||||
long current = o.HasColor ? o.Color : 0xffffffff;
|
||||
long resolvedAlpha = alpha < 0 ? (current >> 24) & 0xff : System.Math.Min(alpha, 0xff);
|
||||
long resolvedRgb = rgb < 0 ? current & 0xffffff : rgb & 0xffffff;
|
||||
if (!o.HasColor) { o.Color = current; o.HasColor = true; }
|
||||
o.OneShotColorTarget = PackColor(resolvedAlpha, resolvedRgb);
|
||||
o.ColorDelayMs = delayMs;
|
||||
o.ColorDurationMs = durationMs;
|
||||
o.OneShotColorEnabled = true;
|
||||
o.OneShotColorBlend = true;
|
||||
o.OneShotStartMs = -1;
|
||||
}
|
||||
}
|
||||
|
||||
public void SetStaticObjectColorResolved(long handle, long mode, long alpha, long rgb)
|
||||
{
|
||||
SetObjectColorResolved(handle, alpha, rgb);
|
||||
lock (_lock)
|
||||
{
|
||||
var o = GetOrCreate(handle);
|
||||
o.StaticColorMode = mode;
|
||||
o.PostBindStaticColorBlend = mode == 0 && o.Visible;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Ops 0x239 (one-shot cell endpoint, period=0 in this retained model) / 0x231 (looping):
|
||||
/// set total frame count, column count, and visible cell. Every frame retains draw-texture's source
|
||||
/// rectangle dimensions. For 0x231, <paramref name="period"/> is milliseconds per frame.</summary>
|
||||
public void SetSrcRect(long handle, long frameCount, long columns, long cell, long period)
|
||||
{
|
||||
lock (_lock)
|
||||
{
|
||||
var o = GetOrCreate(handle);
|
||||
o.SrcFrameCount = frameCount < 1 ? 1 : frameCount;
|
||||
o.SrcColumns = columns < 1 ? 1 : columns;
|
||||
o.SrcCell = cell; o.SrcPeriod = period; o.SrcStart = -1; o.SrcAnim = true;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Op 0x232 worker contract: ping-pong a temporary copy of static packed ARGB toward
|
||||
/// <paramref name="target"/>. The sampled value is consumed by the object's unchanged blend mode.</summary>
|
||||
public void SetColorAnim(long handle, long period, long target)
|
||||
{
|
||||
lock (_lock)
|
||||
{
|
||||
var o = GetOrCreate(handle);
|
||||
o.ColorPeriod = period; o.ColorTarget = target; o.ColorStart = -1; o.ColorAnim = true;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Op 0x232 handler contract: resolve negative alpha/RGB sentinels from static obj+0x60,
|
||||
/// clamp alpha above 255, then arm the cyclic packed-color channel without changing blend mode.</summary>
|
||||
public void SetColorAnimResolved(long handle, long period, long alpha, long rgb)
|
||||
{
|
||||
lock (_lock)
|
||||
{
|
||||
var o = GetOrCreate(handle);
|
||||
long current = o.Color & 0xffffffff;
|
||||
long resolvedAlpha = alpha < 0 ? (current >> 24) & 0xff : System.Math.Min(alpha, 0xff);
|
||||
long resolvedRgb = rgb < 0 ? current & 0xffffff : rgb & 0xffffff;
|
||||
o.ColorPeriod = period;
|
||||
o.ColorTarget = PackColor(resolvedAlpha, resolvedRgb);
|
||||
o.ColorStart = -1;
|
||||
o.ColorAnim = true;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Op 0x223: queue a type-0 timed alpha transition into a target surface slot.</summary>
|
||||
public void QueueSurfaceAlphaTransition(long commandKey, int targetSlot,
|
||||
@@ -368,58 +265,6 @@ public sealed partial class GfxState
|
||||
o.RotationChannelEnabled, o.RotationDelayMs, o.RotationDurationMs,
|
||||
o.TranslationEnabled, o.TranslationDelayMs, o.TranslationDurationMs);
|
||||
|
||||
/// <summary>Op 0x242: replace the retained object's animation-control word. Native bit 0 makes its
|
||||
/// finite one-shot channels nonblocking and immune to op 0x243 forced completion.</summary>
|
||||
public void SetOneShotAnimationControl(long handle, long flags)
|
||||
{
|
||||
lock (_lock) GetOrCreate(handle).OneShotAnimationControlFlags = flags;
|
||||
}
|
||||
|
||||
/// <summary>Part of op 0x243: immediately commit every unprotected finite one-shot channel. Objects
|
||||
/// marked by op 0x242 bit 0 keep sampling asynchronously.</summary>
|
||||
private void ForceCompleteOneShotChannels()
|
||||
{
|
||||
CommitOneShotChannels(_rangeTransform);
|
||||
foreach (var o in _objects.Values)
|
||||
{
|
||||
if ((o.OneShotAnimationControlFlags & 1) != 0) continue;
|
||||
CommitOneShotChannels(o);
|
||||
}
|
||||
}
|
||||
|
||||
private static void CommitOneShotChannels(GfxObject o)
|
||||
{
|
||||
if (o.OneShotColorEnabled)
|
||||
{
|
||||
o.Color = o.OneShotColorTarget & 0xffffffff;
|
||||
o.OneShotColorTarget = -1;
|
||||
o.ColorDelayMs = 0;
|
||||
o.ColorDurationMs = 0;
|
||||
o.OneShotColorEnabled = false;
|
||||
}
|
||||
if (o.ScaleEnabled)
|
||||
{
|
||||
o.ScaleCurrent = o.ScaleTarget;
|
||||
o.ScaleDelayMs = 0;
|
||||
o.ScaleDurationMs = 0;
|
||||
o.ScaleEnabled = false;
|
||||
}
|
||||
if (o.RotationChannelEnabled)
|
||||
{
|
||||
o.RotationCurrent = o.RotationTarget;
|
||||
o.RotationDelayMs = 0;
|
||||
o.RotationDurationMs = 0;
|
||||
o.RotationChannelEnabled = false;
|
||||
}
|
||||
if (o.TranslationEnabled)
|
||||
{
|
||||
o.TranslationCurrent = o.TranslationTarget;
|
||||
o.TranslationDelayMs = 0;
|
||||
o.TranslationDurationMs = 0;
|
||||
o.TranslationEnabled = false;
|
||||
}
|
||||
o.OneShotStartMs = -1;
|
||||
}
|
||||
|
||||
/// <summary>Whether sampling the retained scene at a later frame can change its pixels without another
|
||||
/// VM mutation. Includes finite presentation work plus the ambient channels that may remain active while
|
||||
@@ -519,193 +364,6 @@ public sealed partial class GfxState
|
||||
t.DelayMs, t.DurationMs, t.StartMs, TransitionProgress(t, nowMs), t.Forced);
|
||||
|
||||
|
||||
/// <summary>Op 0x1fd: immediately replace the object's current scale matrix. Script operands are
|
||||
/// integer percentages; native divides them by 100 before matrix4_make_scale at obj+0x6c.</summary>
|
||||
public void SetCurrentScale(long handle, (long X, long Y, long Z) percent)
|
||||
{
|
||||
lock (_lock)
|
||||
{
|
||||
var o = GetOrCreate(handle);
|
||||
o.ScaleCurrent = (percent.X / 100.0, percent.Y / 100.0, percent.Z / 100.0);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Op 0x1fe: immediately replace the object's current axis-angle rotation matrix at
|
||||
/// obj+0xec. Axis components and angle are retained as native floating-point values.</summary>
|
||||
public void SetCurrentRotation(long handle, (long X, long Y, long Z) axis, long angleDegrees)
|
||||
{
|
||||
lock (_lock)
|
||||
{
|
||||
var o = GetOrCreate(handle);
|
||||
o.RotationCurrent = (axis.X, axis.Y, axis.Z, angleDegrees);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Op 0x1ff: immediately replace the object's current translation matrix at obj+0x16c.</summary>
|
||||
public void SetCurrentTranslation(long handle, (long X, long Y, long Z) translation)
|
||||
{
|
||||
lock (_lock)
|
||||
{
|
||||
var o = GetOrCreate(handle);
|
||||
o.V16c = translation;
|
||||
o.TranslationCurrent = translation;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Op 0x21e: normalized scale target (100 = identity), with independent delay/duration.</summary>
|
||||
public void SetScaleChannel(long handle, long delayMs, long durationMs, (long X, long Y, long Z) percent)
|
||||
{
|
||||
lock (_lock)
|
||||
{
|
||||
var o = GetOrCreate(handle);
|
||||
// Native setters get-or-create first, then require object flag bit 0 (draw-bound/visible).
|
||||
// Pre-bind calls leave a neutral, queryable placeholder and do not queue latent motion.
|
||||
if (!o.Visible) return;
|
||||
o.ScaleDelayMs = delayMs; o.ScaleDurationMs = durationMs;
|
||||
o.ScaleTarget = (percent.X / 100.0, percent.Y / 100.0, percent.Z / 100.0);
|
||||
o.ScaleEnabled = durationMs > 0; o.OneShotStartMs = -1;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Op 0x220: absolute translation target, with independent delay/duration.</summary>
|
||||
public void SetTranslationChannel(long handle, long delayMs, long durationMs, (long X, long Y, long Z) target)
|
||||
{
|
||||
lock (_lock)
|
||||
{
|
||||
var o = GetOrCreate(handle);
|
||||
if (!o.Visible) return;
|
||||
o.TranslationDelayMs = delayMs; o.TranslationDurationMs = durationMs;
|
||||
o.TranslationTarget = target;
|
||||
o.TranslationEnabled = durationMs > 0; o.OneShotStartMs = -1;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Op 0x228: query the translation target decomposed from the native target matrix at
|
||||
/// obj+0x17c (translation obj+0x1ac/+0x1b0/+0x1b4). This is independent of draw/base position V24.</summary>
|
||||
public bool TryQueryTranslationTarget(long handle, out (double X, double Y, double Z) target)
|
||||
{
|
||||
lock (_lock)
|
||||
{
|
||||
if (_objects.TryGetValue(handle, out var o))
|
||||
{
|
||||
target = o.TranslationTarget;
|
||||
return true;
|
||||
}
|
||||
target = default;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Op 0x21f: delayed one-shot axis-angle rotation target, sharing obj+0x34's start timestamp.</summary>
|
||||
public void SetRotationChannel(long handle, long delayMs, long durationMs,
|
||||
(long X, long Y, long Z) axis, long angleDegrees)
|
||||
{
|
||||
lock (_lock)
|
||||
{
|
||||
var o = GetOrCreate(handle);
|
||||
if (!o.Visible) return;
|
||||
o.RotationDelayMs = delayMs; o.RotationDurationMs = durationMs;
|
||||
o.RotationTarget = (axis.X, axis.Y, axis.Z, angleDegrees);
|
||||
o.RotationChannelEnabled = durationMs > 0; o.OneShotStartMs = -1;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Op 0x234: retain the cyclic rotation period and axis separately. Native interpolation uses
|
||||
/// frame-time retained-gfx owner+0xb550 (EngineCtx+0x51b64) and rotates through 360 degrees per period.</summary>
|
||||
public void SetRotationCycle(long handle, long periodMs, (long X, long Y, long Z) axis)
|
||||
{
|
||||
lock (_lock)
|
||||
{
|
||||
var o = GetOrCreate(handle);
|
||||
o.RotationPeriodMs = periodMs; o.RotationAxis = axis; o.RotationEnabled = periodMs > 0;
|
||||
o.RotationStartMs = -1;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Op 0x233: cyclic identity-to-target scale, sampled with a triangular ping-pong phase.</summary>
|
||||
public void SetScaleCycle(long handle, long periodMs, (long X, long Y, long Z) percent)
|
||||
{
|
||||
lock (_lock)
|
||||
{
|
||||
var o = GetOrCreate(handle);
|
||||
o.ScaleCyclePeriodMs = periodMs;
|
||||
o.ScaleCycleTarget = (percent.X / 100.0, percent.Y / 100.0, percent.Z / 100.0);
|
||||
o.ScaleCycleEnabled = periodMs > 0;
|
||||
o.ScaleCycleStartMs = -1;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Op 0x230: stop every cyclic object channel without changing its base/current state,
|
||||
/// one-shot channels, or retained cyclic targets. Native clears flag bit 2 and the five start/period
|
||||
/// pairs at obj+0x20c..0x230, including one secondary matrix channel not otherwise modeled here.</summary>
|
||||
public void ResetCyclicAnimationChannels(long handle)
|
||||
{
|
||||
lock (_lock)
|
||||
{
|
||||
var o = GetOrCreate(handle);
|
||||
o.ColorStart = -1;
|
||||
o.ScaleCycleStartMs = -1;
|
||||
o.RotationStartMs = -1;
|
||||
o.SrcStart = -1;
|
||||
o.ColorPeriod = 0;
|
||||
o.ScaleCyclePeriodMs = 0;
|
||||
o.RotationPeriodMs = 0;
|
||||
o.SrcPeriod = 0;
|
||||
o.ColorAnim = false;
|
||||
o.ScaleCycleEnabled = false;
|
||||
o.RotationEnabled = false;
|
||||
o.SrcAnim = false;
|
||||
|
||||
// Preserve drop-in numbered-save compatibility for the unmodeled secondary cyclic matrix
|
||||
// as well as the modeled channels. The ten native timing dwords form one contiguous range.
|
||||
if (o.NativePersistenceRecord is { Length: >= 0x234 } raw)
|
||||
{
|
||||
raw[0] &= 0xfb;
|
||||
System.Array.Clear(raw, 0x20c, 0x28);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Op 0x238: set its separate global animation-service duration and reset marker.</summary>
|
||||
public void SetAnimClock(long durationTicks)
|
||||
{
|
||||
lock (_lock)
|
||||
{
|
||||
AnimClockDurationTicks = durationTicks;
|
||||
AnimClockGeneration++;
|
||||
MarkRetainedMutation();
|
||||
}
|
||||
}
|
||||
|
||||
public void SetAnimationServiceFlags(long flags)
|
||||
{
|
||||
lock (_lock) AnimationServiceFlags = unchecked((uint)flags);
|
||||
}
|
||||
|
||||
public void SampleFrameTime(long nowMilliseconds)
|
||||
{
|
||||
lock (_lock)
|
||||
{
|
||||
_previousFrameTimeMs = _currentFrameTimeMs;
|
||||
_currentFrameTimeMs = nowMilliseconds;
|
||||
PreviousFrameTimeMilliseconds = CurrentFrameTimeMilliseconds;
|
||||
CurrentFrameTimeMilliseconds = unchecked((uint)nowMilliseconds);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Op 0x243: force ordinary finite channels to their endpoints and reset the separate
|
||||
/// global animation-service clock. Op-0x242-detached objects ignore the completion request.</summary>
|
||||
public void ResetAnimClock()
|
||||
{
|
||||
lock (_lock)
|
||||
{
|
||||
if ((AnimationServiceFlags & 2) != 0) return;
|
||||
ForceCompleteOneShotChannels();
|
||||
AnimClockDurationTicks = 0;
|
||||
AnimClockGeneration++;
|
||||
MarkRetainedMutation();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Sample the shared native frame clock and report why the retained scene needs publishing.
|
||||
/// Continuous channels remain frame-driven; op-0x231 spritesheets become dirty only when the shared
|
||||
@@ -757,11 +415,6 @@ public sealed partial class GfxState
|
||||
}
|
||||
}
|
||||
|
||||
private static long SourceCellAt(GfxObject o, long nowMs)
|
||||
{
|
||||
long elapsed = System.Math.Max(0, nowMs - o.SrcStart);
|
||||
return elapsed / o.SrcPeriod % o.SrcFrameCount;
|
||||
}
|
||||
|
||||
/// <summary>Back-compat: snapshot with no animation clock (nowMs = 0) — deterministic, for headless
|
||||
/// callers and existing tests.</summary>
|
||||
@@ -972,105 +625,4 @@ public sealed partial class GfxState
|
||||
}
|
||||
|
||||
|
||||
private static (long Packed, ColorTransitionState State) SampleOneShotColor(GfxObject o, long nowMs)
|
||||
{
|
||||
long current = o.Color & 0xffffffff;
|
||||
long target = o.OneShotColorTarget & 0xffffffff;
|
||||
long start = o.OneShotStartMs;
|
||||
long elapsed = nowMs - start - o.ColorDelayMs;
|
||||
if (o.ColorDurationMs <= 0 || elapsed >= o.ColorDurationMs)
|
||||
{
|
||||
long delay = o.ColorDelayMs, duration = o.ColorDurationMs;
|
||||
o.Color = target;
|
||||
o.ColorDelayMs = 0;
|
||||
o.ColorDurationMs = 0;
|
||||
o.OneShotColorTarget = -1;
|
||||
o.OneShotColorEnabled = false;
|
||||
return (target, new ColorTransitionState(current, target, delay, duration, start, 1.0, false));
|
||||
}
|
||||
if (elapsed <= 0)
|
||||
return (current, new ColorTransitionState(current, target, o.ColorDelayMs,
|
||||
o.ColorDurationMs, start, 0.0, true));
|
||||
|
||||
long packed = 0;
|
||||
long remaining = o.ColorDurationMs - elapsed;
|
||||
for (int shift = 0; shift <= 24; shift += 8)
|
||||
{
|
||||
long c = (current >> shift) & 0xff;
|
||||
long t = (target >> shift) & 0xff;
|
||||
packed |= ((c * remaining + t * elapsed) / o.ColorDurationMs & 0xff) << shift;
|
||||
}
|
||||
return (packed, new ColorTransitionState(current, target, o.ColorDelayMs,
|
||||
o.ColorDurationMs, start, elapsed / (double)o.ColorDurationMs, true));
|
||||
}
|
||||
|
||||
private static (double X, double Y, double Z) SampleMatrixChannel(
|
||||
ref (double X, double Y, double Z) current,
|
||||
(double X, double Y, double Z) target,
|
||||
long delayMs, long durationMs, long startMs, ref bool enabled, long nowMs)
|
||||
{
|
||||
if (!enabled || durationMs <= 0 || startMs < 0) return current;
|
||||
long elapsed = nowMs - startMs - delayMs;
|
||||
if (elapsed <= 0) return current;
|
||||
if (elapsed >= durationMs)
|
||||
{
|
||||
current = target;
|
||||
enabled = false;
|
||||
return current;
|
||||
}
|
||||
double t = (double)elapsed / durationMs;
|
||||
return (current.X + (target.X - current.X) * t,
|
||||
current.Y + (target.Y - current.Y) * t,
|
||||
current.Z + (target.Z - current.Z) * t);
|
||||
}
|
||||
|
||||
private static (double X, double Y, double Z, double Angle) SampleRotationChannel(
|
||||
ref (double X, double Y, double Z, double Angle) current,
|
||||
(double X, double Y, double Z, double Angle) target,
|
||||
long delayMs, long durationMs, long startMs, ref bool enabled, long nowMs)
|
||||
{
|
||||
if (!enabled || durationMs <= 0 || startMs < 0) return current;
|
||||
long elapsed = nowMs - startMs - delayMs;
|
||||
if (elapsed <= 0) return current;
|
||||
if (elapsed >= durationMs) { current = target; enabled = false; return current; }
|
||||
double t = (double)elapsed / durationMs;
|
||||
return (current.X + (target.X - current.X) * t,
|
||||
current.Y + (target.Y - current.Y) * t,
|
||||
current.Z + (target.Z - current.Z) * t,
|
||||
current.Angle + (target.Angle - current.Angle) * t);
|
||||
}
|
||||
|
||||
private static long InterpolatePackedColor(long current, long target, double t)
|
||||
{
|
||||
t = System.Math.Clamp(t, 0.0, 1.0);
|
||||
long packed = 0;
|
||||
for (int shift = 0; shift <= 24; shift += 8)
|
||||
{
|
||||
long c = (current >> shift) & 0xff;
|
||||
long v = (target >> shift) & 0xff;
|
||||
packed |= ((long)(c + (v - c) * t) & 0xff) << shift;
|
||||
}
|
||||
return packed;
|
||||
}
|
||||
|
||||
/// <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;
|
||||
}
|
||||
|
||||
private static double ScaleCycleWeight(long now, long start, long period)
|
||||
{
|
||||
if (period <= 0) return 0;
|
||||
long elapsed = System.Math.Max(0, now - start);
|
||||
long position = elapsed % period;
|
||||
return 2.0 * System.Math.Min(position, period - position) / period;
|
||||
}
|
||||
|
||||
/// <summary>Pack (alpha, rgb) → 0xAARRGGBB, matching op 0x202/0x203's handler bit-manipulation for the
|
||||
/// common (non-negative-sentinel) case. The alpha<0 / color<0 native-fetch path is deferred.</summary>
|
||||
public static long PackColor(long alpha, long color)
|
||||
=> ((alpha & 0xff) << 24) | (color & 0xffffff);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user