Aetheria/Assets/Shaders/Compute/ShieldField/Tilings.cs

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Land the six shield-panel sources, ported to built-in and compiling Cut 1 of docs/shield-panel-cut.md: land ShieldPanel.cs, ShieldPanel.shader, ShieldSim.compute, ShieldCommon.hlsl, TilingBuilder.cs and Tilings.cs under Assets/Shaders/Compute/ShieldField/, alongside Lightning/ and Slime/. Port (URP -> built-in, three substitutions per the map's §2.1 probe): - drop the UniversalPipeline SubShader tag, add IgnoreProjector - swap the URP Core.hlsl include for UnityCG.cginc - TransformWorldToHClip -> UnityWorldToClipPos (3 call sites) Drawing collapse (D2/D5): RenderParams has no shaderPass member in 6000.3.24f1, and a multi-pass material draws every SubShader pass from one indirect call regardless, so the three per-pass args buffers and draw calls collapse to one args buffer sized to the widest pass (Outline) and one Graphics.RenderPrimitivesIndirect call. Deleted: argsOutline, argsConduit, drawFill/drawOutline/drawConduits and their branches. Also deleted: ShieldPanelTester (the click harness the operator ruled against; it also can't run — activeInputHandler is New Input System only) and [ExecuteAlways] (incompatible with a pool per D13; Rebuild stays on the context menu). Defects fixed: - D1: TilingBuilder.cs's inner `dist` shadowed the outer one (CS0136); renamed to nbrDist. - D3: CellStatic was 15 floats against a declared Stride of 16; added pad2 on both the HLSL and C# sides. - D4: `centroid` is reserved in the compute compiler; renamed the ShieldCommon.hlsl field to `center` (kept the C# field name as-is; it's not reserved there and the two sides don't need matching names, only matching layout). - D6: fixed the comment on _BreakBudget — it's two elements (count + cap), not the "single element" the old comment claimed. - D12: the two-element uint[] Update() allocated every frame is now a cached field, cheaper still under a pool of many live panels. - D18 (R5 — operator ruling, not deferred to a follow-up): Penrose ignored panelRadius entirely — a fixed authored iteration count meant the tiling was just uniformly rescaled, not resampled, so cell count never grew with the panel. Every other tiling here uses cellSize to hold local cell size constant while radius extends coverage; Penrose now derives its iteration count the same way (each substitution divides edge length by phi, solved for the count that brings a unit edge to ~cellSize once scaled to radius). This retires the now-meaningless `penroseIterations` field and the `subdivisions` parameter it threaded through Tilings.Generate. - Also removed a dead `idx` counter in Tilings.Voronoi (D8's mention of dead code; the Vector2.zero sentinel ambiguity itself is unfixed, same as D7/D19 — Voronoi and TriHex stay recorded defects, not fixed, per R5). Not fixed here, per the map: D7 (Voronoi is unusably slow) and D19 (TriHex has zero dual edges) are recorded, not fixed. D9/D10 (fracture tuning) are Cut 5. D17 (growth gate blocks the spawning hit) and D20 (_PanelSpawnTime hardcoded to 0) are Cut 3. Repo-specific fix not in the map: Assets/Scripts/UI/ContextMenu.cs defines a global `ContextMenu` MonoBehaviour that shadows UnityEngine.ContextMenu, so `[ContextMenu("Rebuild")]` doesn't compile here (CS0616) even though it did in the map's throwaway probe project. Used the fully-qualified `[UnityEngine.ContextMenu(...)]` instead. Adds Assets/Scripts/Editor/ShieldPanelCut1Verify.cs, a batchmode probe (no NUnit path exists per the map's Q7 — Tests.asmdef can't see Assembly-CSharp): asserts zero shader/compute compile errors and that Penrose cell count actually scales with panelRadius (D18). Also adds tests/mutation_tests_shield_panel_cut1.py, which mutates the D18 fix, the D4 fix, and the shaderPass deletion in turn and asserts the probe goes red each time, restoring the source after each case (own file per the convention mutation_tests_addressables_cut.py established, so as not to touch item-provenance's or the addressables cut's harnesses). Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 06:08:04 +02:00
using System;
using System.Collections.Generic;
using UnityEngine;
namespace ShieldField
{
public enum TilingKind
{
Hex, // regular hexagons
TriHex, // 3.6.3.6 — hexagons + triangles (dual: rhombille)
Square,
PenroseP3, // five-fold quasiperiodic rhombs, via substitution
Voronoi, // Lloyd-relaxed jittered lattice
VoronoiIFS // Voronoi over a chaos-game IFS attractor — fractal cell density
}
/// <summary>One affine map of an iterated function system, with its selection weight.</summary>
[Serializable]
public struct IfsMap
{
public Vector2 translate;
public float rotateDeg;
public float scale;
public float weight;
public Vector2 Apply(Vector2 p)
{
float r = rotateDeg * Mathf.Deg2Rad, c = Mathf.Cos(r), s = Mathf.Sin(r);
Vector2 q = new Vector2(p.x * c - p.y * s, p.x * s + p.y * c) * scale;
return q + translate;
}
}
public static class Tilings
{
public const float Phi = 1.6180339887f;
public static PolygonSoup Generate(TilingKind kind, float radius, float cellSize,
int seed, IfsMap[] ifs = null)
{
switch (kind)
{
case TilingKind.Hex: return Hex(radius, cellSize);
case TilingKind.TriHex: return TriHex(radius, cellSize);
case TilingKind.Square: return Square(radius, cellSize);
case TilingKind.PenroseP3: return Penrose(radius, cellSize);
case TilingKind.Voronoi: return Voronoi(JitteredSites(radius, cellSize, seed), radius, 3);
case TilingKind.VoronoiIFS: return Voronoi(ChaosGame(ifs ?? Pentaflake(), radius, cellSize, seed), radius, 1);
default: return Hex(radius, cellSize);
}
}
// ==============================================================
// Periodic lattices
// ==============================================================
public static PolygonSoup Hex(float radius, float size)
{
var soup = new PolygonSoup();
float w = size * Mathf.Sqrt(3f), h = size * 1.5f;
int nx = Mathf.CeilToInt(radius / w) + 2, ny = Mathf.CeilToInt(radius / h) + 2;
for (int j = -ny; j <= ny; j++)
for (int i = -nx; i <= nx; i++)
{
Vector2 c = new Vector2(i * w + (j & 1) * w * 0.5f, j * h);
if (c.magnitude > radius) continue;
soup.Add(Ngon(c, size, 6, 90f), 0);
}
return soup;
}
public static PolygonSoup TriHex(float radius, float size)
{
// Hexagons on a triangular lattice with gaps filled by upward/downward triangles.
var soup = new PolygonSoup();
float s = size; // hexagon circumradius
float a = s * Mathf.Sqrt(3f); // lattice spacing between hex centres
float w = a * Mathf.Sqrt(3f), h = a * 1.5f;
int nx = Mathf.CeilToInt(radius / w) + 2, ny = Mathf.CeilToInt(radius / h) + 2;
var hexCentres = new List<Vector2>();
for (int j = -ny; j <= ny; j++)
for (int i = -nx; i <= nx; i++)
{
Vector2 c = new Vector2(i * w + (j & 1) * w * 0.5f, j * h);
if (c.magnitude > radius + a) continue;
hexCentres.Add(c);
soup.Add(Ngon(c, s, 6, 90f), 0);
}
// Triangles sit in the interstices: each is bounded by three hex corners.
var weld = new VertexWelder(1e-3f);
var corners = new Dictionary<int, Vector2>();
foreach (var c in hexCentres)
for (int k = 0; k < 6; k++)
{
Vector2 p = c + Polar(s, 90f + k * 60f);
corners[weld.Get(p)] = p;
}
float triSide = s;
var seen = new HashSet<long>();
foreach (var c in hexCentres)
for (int k = 0; k < 6; k++)
{
// interstitial triangle centre lies between two adjacent hexes
Vector2 dir = Polar(1f, 60f * k);
Vector2 tc = c + dir * (a / Mathf.Sqrt(3f));
if (tc.magnitude > radius) continue;
long key = ((long)Mathf.RoundToInt(tc.x * 1000f) << 32) ^ (uint)Mathf.RoundToInt(tc.y * 1000f);
if (!seen.Add(key)) continue;
float rot = (k % 2 == 0) ? 180f : 0f;
var tri = Ngon(tc, triSide / Mathf.Sqrt(3f), 3, rot);
soup.Add(tri, 1);
}
return soup;
}
public static PolygonSoup Square(float radius, float size)
{
var soup = new PolygonSoup();
int n = Mathf.CeilToInt(radius / size) + 1;
for (int j = -n; j <= n; j++)
for (int i = -n; i <= n; i++)
{
Vector2 c = new Vector2((i + 0.5f) * size, (j + 0.5f) * size);
if (c.magnitude > radius) continue;
float h = size * 0.5f;
soup.Add(new[]{ c + new Vector2(-h,-h), c + new Vector2(h,-h),
c + new Vector2(h, h), c + new Vector2(-h, h) }, 0);
}
return soup;
}
// ==============================================================
// Penrose P3 — Robinson triangle substitution.
// Run TilingBuilder.MergeRhombs on the result to recover the rhombs.
// ==============================================================
public static PolygonSoup Penrose(float radius, float cellSize)
{
// D18 fix: the substitution count used to be a fixed authored constant,
// so the whole tiling was just uniformly rescaled to `radius` afterward —
// cell count never grew with panel size. Every other tiling here (Hex,
// TriHex, Square, Voronoi) uses cellSize to hold local cell size constant
// while radius controls how far the tiling extends; derive an iteration
// count that does the same for Penrose. Each substitution divides edge
// length by phi (the inflation factor), and the seed triangles have unit
// edges before the final `* scale` below, so solve for the iteration
// count that brings a unit edge down to approximately cellSize once
// scaled by `radius`.
Fix D17/D20/D21 and the pool-rebuild trap in ShieldPanel (Cut 3) D17: KInject/KWaveStep/KFracture gate on growth, which only KUpdate writes and only after this same frame's injection dispatch, so a panel struck the instant it spawns swallowed its own creating hit. ResetSim now seeds bState directly from a precomputed per-cell arm state (backdated by one growDuration) instead of leaving KInit's zero in place, so the strike centre reads as already grown. D20: _PanelSpawnTime was hardcoded to 0f every frame; it now tracks each panel's own backdated arm instant, so growth keeps advancing correctly on the frames after spawn instead of collapsing back under the gate. Pool-rebuild trap (not map-numbered, but load-bearing for the whole pool argument in §2.4): OnEnable unconditionally rebuilt and OnDisable unconditionally released, so every SetActive cycle a pooled panel goes through paid the 1.3-21ms Rebuild cost the pool exists to avoid. OnEnable now only rebuilds when not yet built; release moves to OnDestroy. ResetSim is also self-healing (builds if not yet built) rather than depending on OnEnable's timing, which a batchmode probe showed is not synchronous with Object.Instantiate in every context this runs in. D21: Penrose's iteration count was CeilToInt(...)+1, always overshooting the requested cellSize by a full extra phi-subdivision. Rounding to the nearest achievable iteration count instead brings Penrose within 2-5x of Hex's cell count at the same radius/cellSize, down from an order of magnitude. TilingBuilder.cs gains a CellState mirror struct (matching ShieldCommon.hlsl's CellState field-for-field) so ResetSim can write growth/temper/breakTime directly and the Cut 3 verification probe can read them back without a new readback path. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 13:51:11 +02:00
//
// D21 fix: a quasiperiodic substitution can only land ON one of these
// phi-quantised edge lengths, never between them — `cellSize` for Penrose
// means "the target edge length", and the right answer is the iteration
// count whose resulting edge length is NEAREST that target, not the count
// that guarantees the tiling is at least as fine as requested. The
// original `CeilToInt(...) + 1` always rounded up AND added an extra
// substitution on top, which is why Penrose landed an order of magnitude
// denser than Hex at the same cellSize (D21, §2.2/§2.3): every fractional
// log rounded away from cellSize toward finer, and the +1 then halved the
// edge length again. Rounding to the nearest integer substitution count is
// the fix; every other tiling here already reports the density the caller
// asked for, and Penrose can only ever approximate it to within one
// phi step, same as it does now, just centred on the target instead of
// always overshooting it.
Land the six shield-panel sources, ported to built-in and compiling Cut 1 of docs/shield-panel-cut.md: land ShieldPanel.cs, ShieldPanel.shader, ShieldSim.compute, ShieldCommon.hlsl, TilingBuilder.cs and Tilings.cs under Assets/Shaders/Compute/ShieldField/, alongside Lightning/ and Slime/. Port (URP -> built-in, three substitutions per the map's §2.1 probe): - drop the UniversalPipeline SubShader tag, add IgnoreProjector - swap the URP Core.hlsl include for UnityCG.cginc - TransformWorldToHClip -> UnityWorldToClipPos (3 call sites) Drawing collapse (D2/D5): RenderParams has no shaderPass member in 6000.3.24f1, and a multi-pass material draws every SubShader pass from one indirect call regardless, so the three per-pass args buffers and draw calls collapse to one args buffer sized to the widest pass (Outline) and one Graphics.RenderPrimitivesIndirect call. Deleted: argsOutline, argsConduit, drawFill/drawOutline/drawConduits and their branches. Also deleted: ShieldPanelTester (the click harness the operator ruled against; it also can't run — activeInputHandler is New Input System only) and [ExecuteAlways] (incompatible with a pool per D13; Rebuild stays on the context menu). Defects fixed: - D1: TilingBuilder.cs's inner `dist` shadowed the outer one (CS0136); renamed to nbrDist. - D3: CellStatic was 15 floats against a declared Stride of 16; added pad2 on both the HLSL and C# sides. - D4: `centroid` is reserved in the compute compiler; renamed the ShieldCommon.hlsl field to `center` (kept the C# field name as-is; it's not reserved there and the two sides don't need matching names, only matching layout). - D6: fixed the comment on _BreakBudget — it's two elements (count + cap), not the "single element" the old comment claimed. - D12: the two-element uint[] Update() allocated every frame is now a cached field, cheaper still under a pool of many live panels. - D18 (R5 — operator ruling, not deferred to a follow-up): Penrose ignored panelRadius entirely — a fixed authored iteration count meant the tiling was just uniformly rescaled, not resampled, so cell count never grew with the panel. Every other tiling here uses cellSize to hold local cell size constant while radius extends coverage; Penrose now derives its iteration count the same way (each substitution divides edge length by phi, solved for the count that brings a unit edge to ~cellSize once scaled to radius). This retires the now-meaningless `penroseIterations` field and the `subdivisions` parameter it threaded through Tilings.Generate. - Also removed a dead `idx` counter in Tilings.Voronoi (D8's mention of dead code; the Vector2.zero sentinel ambiguity itself is unfixed, same as D7/D19 — Voronoi and TriHex stay recorded defects, not fixed, per R5). Not fixed here, per the map: D7 (Voronoi is unusably slow) and D19 (TriHex has zero dual edges) are recorded, not fixed. D9/D10 (fracture tuning) are Cut 5. D17 (growth gate blocks the spawning hit) and D20 (_PanelSpawnTime hardcoded to 0) are Cut 3. Repo-specific fix not in the map: Assets/Scripts/UI/ContextMenu.cs defines a global `ContextMenu` MonoBehaviour that shadows UnityEngine.ContextMenu, so `[ContextMenu("Rebuild")]` doesn't compile here (CS0616) even though it did in the map's throwaway probe project. Used the fully-qualified `[UnityEngine.ContextMenu(...)]` instead. Adds Assets/Scripts/Editor/ShieldPanelCut1Verify.cs, a batchmode probe (no NUnit path exists per the map's Q7 — Tests.asmdef can't see Assembly-CSharp): asserts zero shader/compute compile errors and that Penrose cell count actually scales with panelRadius (D18). Also adds tests/mutation_tests_shield_panel_cut1.py, which mutates the D18 fix, the D4 fix, and the shaderPass deletion in turn and asserts the probe goes red each time, restoring the source after each case (own file per the convention mutation_tests_addressables_cut.py established, so as not to touch item-provenance's or the addressables cut's harnesses). Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 06:08:04 +02:00
int iterations = Mathf.Clamp(
Fix D17/D20/D21 and the pool-rebuild trap in ShieldPanel (Cut 3) D17: KInject/KWaveStep/KFracture gate on growth, which only KUpdate writes and only after this same frame's injection dispatch, so a panel struck the instant it spawns swallowed its own creating hit. ResetSim now seeds bState directly from a precomputed per-cell arm state (backdated by one growDuration) instead of leaving KInit's zero in place, so the strike centre reads as already grown. D20: _PanelSpawnTime was hardcoded to 0f every frame; it now tracks each panel's own backdated arm instant, so growth keeps advancing correctly on the frames after spawn instead of collapsing back under the gate. Pool-rebuild trap (not map-numbered, but load-bearing for the whole pool argument in §2.4): OnEnable unconditionally rebuilt and OnDisable unconditionally released, so every SetActive cycle a pooled panel goes through paid the 1.3-21ms Rebuild cost the pool exists to avoid. OnEnable now only rebuilds when not yet built; release moves to OnDestroy. ResetSim is also self-healing (builds if not yet built) rather than depending on OnEnable's timing, which a batchmode probe showed is not synchronous with Object.Instantiate in every context this runs in. D21: Penrose's iteration count was CeilToInt(...)+1, always overshooting the requested cellSize by a full extra phi-subdivision. Rounding to the nearest achievable iteration count instead brings Penrose within 2-5x of Hex's cell count at the same radius/cellSize, down from an order of magnitude. TilingBuilder.cs gains a CellState mirror struct (matching ShieldCommon.hlsl's CellState field-for-field) so ResetSim can write growth/temper/breakTime directly and the Cut 3 verification probe can read them back without a new readback path. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 13:51:11 +02:00
Mathf.RoundToInt(Mathf.Log(Mathf.Max(radius / Mathf.Max(cellSize, 1e-4f), 1f), Phi)),
Land the six shield-panel sources, ported to built-in and compiling Cut 1 of docs/shield-panel-cut.md: land ShieldPanel.cs, ShieldPanel.shader, ShieldSim.compute, ShieldCommon.hlsl, TilingBuilder.cs and Tilings.cs under Assets/Shaders/Compute/ShieldField/, alongside Lightning/ and Slime/. Port (URP -> built-in, three substitutions per the map's §2.1 probe): - drop the UniversalPipeline SubShader tag, add IgnoreProjector - swap the URP Core.hlsl include for UnityCG.cginc - TransformWorldToHClip -> UnityWorldToClipPos (3 call sites) Drawing collapse (D2/D5): RenderParams has no shaderPass member in 6000.3.24f1, and a multi-pass material draws every SubShader pass from one indirect call regardless, so the three per-pass args buffers and draw calls collapse to one args buffer sized to the widest pass (Outline) and one Graphics.RenderPrimitivesIndirect call. Deleted: argsOutline, argsConduit, drawFill/drawOutline/drawConduits and their branches. Also deleted: ShieldPanelTester (the click harness the operator ruled against; it also can't run — activeInputHandler is New Input System only) and [ExecuteAlways] (incompatible with a pool per D13; Rebuild stays on the context menu). Defects fixed: - D1: TilingBuilder.cs's inner `dist` shadowed the outer one (CS0136); renamed to nbrDist. - D3: CellStatic was 15 floats against a declared Stride of 16; added pad2 on both the HLSL and C# sides. - D4: `centroid` is reserved in the compute compiler; renamed the ShieldCommon.hlsl field to `center` (kept the C# field name as-is; it's not reserved there and the two sides don't need matching names, only matching layout). - D6: fixed the comment on _BreakBudget — it's two elements (count + cap), not the "single element" the old comment claimed. - D12: the two-element uint[] Update() allocated every frame is now a cached field, cheaper still under a pool of many live panels. - D18 (R5 — operator ruling, not deferred to a follow-up): Penrose ignored panelRadius entirely — a fixed authored iteration count meant the tiling was just uniformly rescaled, not resampled, so cell count never grew with the panel. Every other tiling here uses cellSize to hold local cell size constant while radius extends coverage; Penrose now derives its iteration count the same way (each substitution divides edge length by phi, solved for the count that brings a unit edge to ~cellSize once scaled to radius). This retires the now-meaningless `penroseIterations` field and the `subdivisions` parameter it threaded through Tilings.Generate. - Also removed a dead `idx` counter in Tilings.Voronoi (D8's mention of dead code; the Vector2.zero sentinel ambiguity itself is unfixed, same as D7/D19 — Voronoi and TriHex stay recorded defects, not fixed, per R5). Not fixed here, per the map: D7 (Voronoi is unusably slow) and D19 (TriHex has zero dual edges) are recorded, not fixed. D9/D10 (fracture tuning) are Cut 5. D17 (growth gate blocks the spawning hit) and D20 (_PanelSpawnTime hardcoded to 0) are Cut 3. Repo-specific fix not in the map: Assets/Scripts/UI/ContextMenu.cs defines a global `ContextMenu` MonoBehaviour that shadows UnityEngine.ContextMenu, so `[ContextMenu("Rebuild")]` doesn't compile here (CS0616) even though it did in the map's throwaway probe project. Used the fully-qualified `[UnityEngine.ContextMenu(...)]` instead. Adds Assets/Scripts/Editor/ShieldPanelCut1Verify.cs, a batchmode probe (no NUnit path exists per the map's Q7 — Tests.asmdef can't see Assembly-CSharp): asserts zero shader/compute compile errors and that Penrose cell count actually scales with panelRadius (D18). Also adds tests/mutation_tests_shield_panel_cut1.py, which mutates the D18 fix, the D4 fix, and the shaderPass deletion in turn and asserts the probe goes red each time, restoring the source after each case (own file per the convention mutation_tests_addressables_cut.py established, so as not to touch item-provenance's or the addressables cut's harnesses). Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 06:08:04 +02:00
1, 12);
return Penrose(radius, iterations);
}
/// <summary>Penrose substitution with an explicit iteration count. Kept for probes
/// and callers that want to pin the level of detail directly.</summary>
public static PolygonSoup Penrose(float radius, int iterations)
{
var tris = new List<(int type, Vector2 a, Vector2 b, Vector2 c)>();
for (int i = 0; i < 10; i++)
{
Vector2 b = Polar(1f, (2 * i - 1) * 18f);
Vector2 c = Polar(1f, (2 * i + 1) * 18f);
if (i % 2 == 0) (b, c) = (c, b);
tris.Add((0, Vector2.zero, b, c));
}
for (int it = 0; it < iterations; it++)
{
var next = new List<(int, Vector2, Vector2, Vector2)>(tris.Count * 3);
foreach (var (type, A, B, C) in tris)
{
if (type == 0)
{
Vector2 P = A + (B - A) / Phi;
next.Add((0, C, P, B));
next.Add((1, P, C, A));
}
else
{
Vector2 Q = B + (A - B) / Phi;
Vector2 R = B + (C - B) / Phi;
next.Add((1, R, C, A));
next.Add((1, Q, R, B));
next.Add((0, R, Q, A));
}
}
tris = next;
}
float scale = radius / 1.0f;
var soup = new PolygonSoup();
foreach (var (type, A, B, C) in tris)
soup.Add(new[] { A * scale, B * scale, C * scale }, type);
return soup;
}
// ==============================================================
// Site generators
// ==============================================================
public static List<Vector2> JitteredSites(float radius, float spacing, int seed)
{
var rng = new System.Random(seed);
var pts = new List<Vector2>();
float w = spacing, h = spacing * 0.866f;
int nx = Mathf.CeilToInt(radius / w) + 1, ny = Mathf.CeilToInt(radius / h) + 1;
for (int j = -ny; j <= ny; j++)
for (int i = -nx; i <= nx; i++)
{
Vector2 p = new Vector2(i * w + (j & 1) * w * 0.5f, j * h);
p += new Vector2((float)rng.NextDouble() - 0.5f, (float)rng.NextDouble() - 0.5f) * spacing * 0.45f;
if (p.magnitude < radius * 1.15f) pts.Add(p);
}
return pts;
}
/// <summary>Chaos game over an IFS. Cell density inherits the attractor's fractal measure.</summary>
public static List<Vector2> ChaosGame(IfsMap[] maps, float radius, float spacing, int seed)
{
int target = Mathf.Clamp(Mathf.RoundToInt(Mathf.PI * radius * radius / (spacing * spacing)), 64, 6000);
var rng = new System.Random(seed);
float total = 0f; foreach (var m in maps) total += Mathf.Max(m.weight, 1e-4f);
Vector2 p = Vector2.zero;
for (int i = 0; i < 64; i++) p = Pick(maps, rng, total).Apply(p); // burn in
// Accept points onto a grid so we never emit two sites on top of each other.
float minDist = spacing * 0.42f;
var grid = new Dictionary<(int, int), List<Vector2>>();
float inv = 1f / minDist;
var pts = new List<Vector2>(target);
for (int i = 0; i < target * 220 && pts.Count < target; i++)
{
p = Pick(maps, rng, total).Apply(p);
Vector2 q = p * radius;
if (q.magnitude > radius * 1.1f) continue;
int gx = Mathf.FloorToInt(q.x * inv), gy = Mathf.FloorToInt(q.y * inv);
bool tooClose = false;
for (int dx = -1; dx <= 1 && !tooClose; dx++)
for (int dy = -1; dy <= 1 && !tooClose; dy++)
if (grid.TryGetValue((gx + dx, gy + dy), out var lst))
foreach (var o in lst)
if ((o - q).sqrMagnitude < minDist * minDist) { tooClose = true; break; }
if (tooClose) continue;
if (!grid.TryGetValue((gx, gy), out var b)) grid[(gx, gy)] = b = new List<Vector2>();
b.Add(q);
pts.Add(q);
}
return pts;
}
static IfsMap Pick(IfsMap[] maps, System.Random rng, float total)
{
float r = (float)rng.NextDouble() * total;
foreach (var m in maps) { r -= Mathf.Max(m.weight, 1e-4f); if (r <= 0f) return m; }
return maps[maps.Length - 1];
}
/// <summary>Five-fold pentaflake attractor. Pairs well with a Penrose outline layer.</summary>
public static IfsMap[] Pentaflake()
{
float r = 1f / (1f + Phi);
var maps = new IfsMap[5];
for (int i = 0; i < 5; i++)
maps[i] = new IfsMap
{
translate = Polar(1f - r, 90f + i * 72f),
rotateDeg = 0f,
scale = r,
weight = 1f
};
return maps;
}
/// <summary>Sierpinski triangle attractor — sparse, angular density falloff.</summary>
public static IfsMap[] Sierpinski()
{
var maps = new IfsMap[3];
for (int i = 0; i < 3; i++)
maps[i] = new IfsMap
{
translate = Polar(0.5f, 90f + i * 120f),
rotateDeg = 0f,
scale = 0.5f,
weight = 1f
};
return maps;
}
// ==============================================================
// Voronoi by half-plane clipping. O(n * k) with k nearest neighbours.
// Brute-force nearest search; fine at init for a few thousand sites.
// ==============================================================
public static PolygonSoup Voronoi(List<Vector2> sites, float radius, int lloydPasses)
{
for (int pass = 0; pass < lloydPasses; pass++)
{
var moved = new List<Vector2>(sites.Count);
foreach (var cell in VoronoiCells(sites, radius))
moved.Add(cell == null ? Vector2.zero : PolygonSoup.Centroid(cell));
for (int i = 0; i < sites.Count; i++)
if (moved[i] != Vector2.zero) sites[i] = moved[i];
}
var soup = new PolygonSoup();
foreach (var cell in VoronoiCells(sites, radius))
{
if (cell != null && cell.Count >= 3 && cell.Count <= Limits.MaxVerts)
soup.Add(cell.ToArray(), cell.Count % 3);
}
return soup;
}
static IEnumerable<List<Vector2>> VoronoiCells(List<Vector2> sites, float radius)
{
const int K = 24;
float R = radius * 1.4f;
var box = new List<Vector2> { new(-R,-R), new(R,-R), new(R,R), new(-R,R) };
var near = new List<(float d, int i)>(sites.Count);
for (int i = 0; i < sites.Count; i++)
{
Vector2 s = sites[i];
near.Clear();
for (int j = 0; j < sites.Count; j++)
{
if (j == i) continue;
near.Add(((sites[j] - s).sqrMagnitude, j));
}
near.Sort((a, b) => a.d.CompareTo(b.d));
var poly = new List<Vector2>(box);
int k = Mathf.Min(K, near.Count);
for (int m = 0; m < k && poly.Count > 0; m++)
{
Vector2 t = sites[near[m].i];
Vector2 n = t - s;
float len = n.magnitude;
if (len < 1e-6f) continue;
n /= len;
float d = Vector2.Dot((s + t) * 0.5f, n);
poly = ClipHalfPlane(poly, n, d);
}
yield return poly.Count >= 3 ? poly : null;
}
}
/// <summary>Sutherland–Hodgman clip; keeps the side where dot(p, n) &lt;= d.</summary>
static List<Vector2> ClipHalfPlane(List<Vector2> poly, Vector2 n, float d)
{
var outp = new List<Vector2>(poly.Count + 2);
for (int i = 0; i < poly.Count; i++)
{
Vector2 a = poly[i], b = poly[(i + 1) % poly.Count];
float da = Vector2.Dot(a, n) - d, db = Vector2.Dot(b, n) - d;
bool ina = da <= 0f, inb = db <= 0f;
if (ina) outp.Add(a);
if (ina != inb)
{
float t = da / (da - db);
outp.Add(Vector2.Lerp(a, b, t));
}
}
return outp;
}
// ==============================================================
static Vector2 Polar(float r, float deg)
{
float a = deg * Mathf.Deg2Rad;
return new Vector2(Mathf.Cos(a) * r, Mathf.Sin(a) * r);
}
static Vector2[] Ngon(Vector2 c, float r, int n, float rotDeg)
{
var p = new Vector2[n];
for (int i = 0; i < n; i++) p[i] = c + Polar(r, rotDeg + i * 360f / n);
return p;
}
}
}