Merge remote-tracking branch 'origin/master' into eureka/aetheria-release-sensor-catalog-r2

This commit is contained in:
Meta Vens 2026-10-14 04:24:44 +02:00
commit 7633408fee
18 changed files with 1122 additions and 31 deletions

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@ -9,7 +9,7 @@ using float2 = CultMath.float2;
public class ZoneEnvironment
{
[JsonProperty("nebula"), Key(0)] public NebulaSettings Nebula;
[JsonProperty("flow"), Key(1)] public FlowSettings Flow;
// Key 1 is retired (it held the flow, now PlanetSettings.Flow); never reuse it.
[JsonProperty("noise"), Key(2)] public NoiseSettings Noise;
[JsonProperty("lighting"), Key(3)] public AmbientLightingSettings Lighting;
[JsonProperty("grid"), Key(4)] public GridSettings Grid;

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@ -0,0 +1,78 @@
using CultMath;
using static CultMath.math;
using float2 = CultMath.float2;
using float3 = CultMath.float3;
/// <summary>
/// The global flow law: the one definition of the drift that stardust and nebula follow and that the sim knows.
/// A pure function of the zone's FlowSettings, a position, a scroll and a downhill gradient; nothing here keeps
/// a clock. Zone.Flow evaluates it at zone time. Assets/Shaders/Volumetric.cginc (globalFlow, slopeFlow) is its
/// HLSL lowering, driven by VolumeSampling.LowerFlow and pinned to it by Aetheria.EditorTools.FlowFieldParityVerify.
/// </summary>
public static class FlowField
{
// The second octave of the noise samples at position * Golden (Volumetric.cginc Tri3D).
const float Golden = 1.61803398875f;
// The scroll of the noise field, in field units: speed times zone time, for each of the two octaves, as a phase.
// Every term of Tri3D reaches the scrolled axis through frac, so a phase is only meaningful modulo 1: the fold
// happens here in double, where zone time is exact, and the float that reaches the shaders is in [0, 1) however
// old the zone is. x is the first octave's phase, y the second's (the second octave's axis is scaled by Golden).
public static float2 Scroll(FlowSettings settings, double zoneTime)
{
var scroll = (double) settings.GlobalScrollSpeed * zoneTime;
return float2(Phase(scroll), Phase(scroll * Golden));
}
// A phase in [0, 1) strictly: a double just below an integer rounds up to 1f in the cast, and 1 is 0 modulo 1.
static float Phase(double value)
{
var phase = (float) frac(value);
return phase < 1f ? phase : 0f;
}
// The phase of a cycle of `period` seconds at zone time, in [0, 1). The nebula's flow-advected noise cycles and
// Stardust's particle lifetimes take their phase from here, so drift follows sim time and stops with the sim.
public static float Cycle(double zoneTime, float period) => period == 0f ? 0f : Phase(zoneTime / period);
// The procedural term (Volumetric.cginc globalFlow): a Tri3D field of position / scale, scrolled along y.
// Skipped when its amplitude is zero, as the shader's FLOW_GLOBAL keyword skips it.
public static float3 Global(FlowSettings settings, float3 position, float2 scroll)
{
if (settings.GlobalAmplitude == 0f) return float3.zero;
var field = position / settings.GlobalScale;
var sample = Tri3D(field - float3(0f, scroll.x, 0f), field * Golden - float3(0f, scroll.y, 0f)) * settings.GlobalAmplitude;
sample.y *= .5f;
return sample;
}
// The slope term (Volumetric.cginc slopeFlow): swirl around and slide along the gravity gradient.
// `downhill` is the DOWNHILL gradient, -grad(height) in world xz. The shader's texel gradient is that same
// vector (getUV negates the world x and z axes), and Zone.GetNormal's xz is proportional to it.
// Skipped when both amplitudes are zero (the FLOW_SLOPE keyword), and zero for a zero gradient.
public static float3 Slope(FlowSettings settings, float2 downhill)
{
if (settings.SlopeAmplitude == 0f && settings.SwirlAmplitude == 0f) return float3.zero;
if (dot(downhill, downhill) == 0f) return float3.zero;
var direction = normalize(downhill);
return float3(direction.y, 0f, -direction.x) * settings.SwirlAmplitude
+ float3(direction.x, 0f, direction.y) * settings.SlopeAmplitude;
}
public static float3 At(FlowSettings settings, float3 position, float2 scroll, float2 downhill) =>
Global(settings, position, scroll) + Slope(settings, downhill);
// Volumetric.cginc tri / tri3 / Tri3D, term for term.
static float Tri(float x) => abs(frac(x) - .5f);
static float3 Tri3(float3 p) =>
float3(Tri(p.z + Tri(p.y)), Tri(p.z + Tri(p.x)), Tri(p.y + Tri(p.x)));
// The two octaves' positions are given already scrolled (see Scroll).
static float3 Tri3D(float3 p, float3 pGolden)
{
var t1 = normalize(Tri3(p));
var t2 = normalize(Tri3(pGolden));
return cross(t1, t2);
}
}

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@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 8105a45840c4552459aaf44e6c0e19ce

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@ -32,6 +32,9 @@ public class PlanetSettings
public float SecureAreaRadiusMultiplier = .45f;
public ExponentialCurve OrbitPeriod;
// The global flow stardust and nebula follow and the sim knows (FlowField). Zero flow by default.
public FlowSettings Flow = new FlowSettings();
}
[Serializable, MessagePackObject(keyAsPropertyName:true), JsonObject]

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@ -110,7 +110,7 @@ public class Zone
}
// Zone time at full precision, for the index's orbital keys, which must agree with ChunkPose's own.
internal double ExactTime => _time;
public double ExactTime => _time;
public ZonePack Pack { get; }
public GalaxyZone GalaxyZone { get; }
public Galaxy Galaxy { get; }
@ -695,6 +695,20 @@ public class Zone
return GravityAcceleration(new float2(normal.x, normal.z), Settings.GravityStrength);
}
// The global flow velocity at `position` in zone time, in u/s (FlowField is the law). The slope term reads the
// downhill gradient, which GetNormal's xz is proportional to.
public float3 Flow(float3 position)
{
var normal = GetNormal(position.xz);
return FlowField.At(Settings.Flow, position, FlowScroll, new float2(normal.x, normal.z));
}
// The flow's noise scroll at zone time (Zone.Flow evaluates at exactly this); lowered to the shaders' _FlowScroll.
public float2 FlowScroll => FlowField.Scroll(Settings.Flow, _time);
// The phase of a cycle of `period` seconds at zone time, for presenters that animate on the flow.
public float CyclePhase(float period) => FlowField.Cycle(_time, period);
public static float PowerPulse(float x, float exponent)
{
x *= 2;