From 0e89dd16731b84a157bc071169bf65ddc00adfe6 Mon Sep 17 00:00:00 2001 From: Meta Vens Date: Fri, 9 Oct 2026 20:19:22 +0200 Subject: [PATCH 01/19] FireControl.RoundAt: the one statement of where a fired round is at a sim time PendingShot freezes the weapon's Velocity as Speed at Fire; RoundAt(shot, time) reads the frozen origin, direction, speed and fire time, clamped to the FireRange point. Step, Commit and Apply do not call it. BallisticFlightTests pin the line against the shooter position, aim and authored velocity. Builds: yes. Presenters still fly their own rounds at this commit. Co-Authored-By: Claude Opus 5.5 --- Assets/Scripts/ServerShared/FireControl.cs | 13 ++ .../BallisticFlightTests.cs | 127 ++++++++++++++++++ 2 files changed, 140 insertions(+) create mode 100644 tests/Aetheria.Shared.Tests/BallisticFlightTests.cs diff --git a/Assets/Scripts/ServerShared/FireControl.cs b/Assets/Scripts/ServerShared/FireControl.cs index 138776ce9..097c3cc79 100644 --- a/Assets/Scripts/ServerShared/FireControl.cs +++ b/Assets/Scripts/ServerShared/FireControl.cs @@ -514,6 +514,16 @@ public static class FireControl return shot.Target == null ? 1f : PDeviation(deviation, shot.Tracking); } + // Where a ballistic round is at a sim time: the one statement of the round's line, from its frozen origin along its + // frozen direction at its frozen speed, held at the FireRange point once it has flown that far. Pure: it reads the + // shot alone, and the simulation's own arithmetic (Step, Commit, Apply) does not call it. Presenters draw rounds here. + public static float2 RoundAt(in PendingShot shot, float time) + { + if (shot.Speed <= .01f) return shot.FireOrigin.xz; + var flown = clamp(time - shot.FireTime, 0f, shot.FireRange / shot.Speed); + return shot.FireOrigin.xz + shot.TravelDirection * (shot.Speed * flown); + } + // How far a target can and does move off the line of fire in the solution window: the term DeviationProbability // and HitProbability both add. Behaviour (its observed unpredictability across the line of sight) realises the // evasion and capability (its envelope's reach) caps it, so a coasting ship evades nothing whatever it could do @@ -755,6 +765,7 @@ public static class FireControl Spread = weapon.Spread, FireRange = fireRange, FireTime = now, + Speed = weapon.Velocity, FireOrigin = origin, FireTargetPosition = targetPosition, FireTargetVelocity = targetVelocity, @@ -1999,6 +2010,8 @@ public struct PendingShot public float3 FireTargetPosition; public float3 FireTargetVelocity; public float FireTime; + // The weapon's Velocity at Fire: frozen with the rest, so RoundAt states the same line whatever happens to the stat later. + public float Speed; public float CommitTime; public float ArrivalTime; diff --git a/tests/Aetheria.Shared.Tests/BallisticFlightTests.cs b/tests/Aetheria.Shared.Tests/BallisticFlightTests.cs new file mode 100644 index 000000000..cd3582d70 --- /dev/null +++ b/tests/Aetheria.Shared.Tests/BallisticFlightTests.cs @@ -0,0 +1,127 @@ +/* This Source Code Form is subject to the terms of the Mozilla Public + * License, v. 2.0. If a copy of the MPL was not distributed with this + * file, You can obtain one at https://mozilla.org/MPL/2.0/. */ + +using System.Linq; +using Xunit; +using static CultMath.math; +using float2 = CultMath.float2; +using float3 = CultMath.float3; + +// Ballistic flight: FireControl.RoundAt is the one statement of where a fired round is at a sim time, from the +// PendingShot's frozen origin, direction, speed and fire time. Unity draws rounds there and integrates nothing, so +// these tests pin the line itself against first principles (the shooter's position, the aim, the authored velocity) +// rather than against the code that computes it. Shares the Cut 12.4 engagement fixture. +public sealed partial class FireControlCut124Tests +{ + private const float BallisticSpeed = 20f; + + // A no-lock proximity round: flies the aim line (2,1) to max range, bursting there. + private Engagement FireBurstRound(out float3 origin) + { + var e = Build(TestSettings(), SolidShape(5, 4), velocity: BallisticSpeed, fuse: WeaponFuse.Proximity, blastRadius: 4f, + damage: 100f, weaponRange: NoLockRange); + Aim(e, float2(2, 1)); + e.Shooter.SetTarget(TargetRef.None); + origin = e.Shooter.Position; + FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter); + return e; + } + + [Fact] + public void RoundAtIsTheFiredLine() + { + // Burst round: leaves the shooter, is where its own speed puts it a second in, and ends on the burst point. + var e = FireBurstRound(out var origin); + var burst = SafeAssert.OnlyShot(e.Zone); + var aim = normalize(float2(2, 1)); + + var start = FireControl.RoundAt(burst, burst.FireTime); + Assert.Equal(origin.x, start.x, 3); + Assert.Equal(origin.z, start.y, 3); + + var second = FireControl.RoundAt(burst, burst.FireTime + 1f); + Assert.Equal(origin.x + aim.x * BallisticSpeed, second.x, 3); + Assert.Equal(origin.z + aim.y * BallisticSpeed, second.y, 3); + + var arrival = FireControl.RoundAt(burst, burst.ArrivalTime); + Assert.Equal(burst.BurstPosition.x, arrival.x, 3); + Assert.Equal(burst.BurstPosition.z, arrival.y, 3); + + // Past the range it is held at the FireRange point, however late it is asked. + var held = FireControl.RoundAt(burst, burst.FireTime + NoLockRange / BallisticSpeed + 50f); + Assert.Equal(origin.x + aim.x * NoLockRange, held.x, 3); + Assert.Equal(origin.z + aim.y * NoLockRange, held.y, 3); + // Before it was fired it is still at the origin, not behind it. + var before = FireControl.RoundAt(burst, burst.FireTime - 5f); + Assert.Equal(origin.x, before.x, 3); + Assert.Equal(origin.z, before.y, 3); + + // Direct round at a stationary target 100 ahead (+z): arrives on the target, and holds at the range point. + var d = Build(TestSettings(), SolidShape(5, 4), velocity: BallisticSpeed, weaponRange: 1000f); + var dOrigin = d.Shooter.Position; + FireControl.Fire(d.Weapon, d.WeaponItem, d.Shooter); + var direct = SafeAssert.OnlyShot(d.Zone); + var hit = FireControl.RoundAt(direct, direct.ArrivalTime); + Assert.Equal(d.Target.Position.x, hit.x, 2); + Assert.Equal(d.Target.Position.z, hit.y, 2); + Assert.Equal(dOrigin.z + 100f / 2f, FireControl.RoundAt(direct, direct.FireTime + 2.5f).y, 2); + var heldDirect = FireControl.RoundAt(direct, direct.FireTime + direct.FireRange / BallisticSpeed + 99f); + Assert.Equal(dOrigin.z + direct.FireRange, heldDirect.y, 2); + } + + // A round with no speed (the weapon authors Velocity 0, or effectively 0) does not fly: it is at its origin at any + // time, and is not stretched along its line by a vanishing speed over the range it would need forever to cover. + [Fact] + public void ARoundWithNoSpeedStaysAtItsOrigin() + { + var e = Build(TestSettings(), SolidShape(5, 4), velocity: .005f, weaponRange: 1000f); + var origin = e.Shooter.Position; + FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter); + var shot = SafeAssert.OnlyShot(e.Zone); + + var late = FireControl.RoundAt(shot, shot.FireTime + 5000f); + Assert.Equal(origin.x, late.x, 3); + Assert.Equal(origin.z, late.y, 3); + } + + [Fact] + public void SpeedIsFrozenAtFire() + { + var e = FireBurstRound(out var origin); + var shot = SafeAssert.OnlyShot(e.Zone); + Assert.Equal(BallisticSpeed, shot.Speed, 4); + + // The stat changes after the round left, and the weapon re-reads it. + ((InstantWeaponData) e.Weapon.WeaponData).Velocity = Constant(BallisticSpeed * 5f); + e.Weapon.Execute(0f); + Assert.Equal(BallisticSpeed * 5f, e.Weapon.Velocity, 4); + + var after = SafeAssert.OnlyShot(e.Zone); + Assert.Equal(BallisticSpeed, after.Speed, 4); + var aim = normalize(float2(2, 1)); + var at = FireControl.RoundAt(after, after.FireTime + 1f); + Assert.Equal(origin.x + aim.x * BallisticSpeed, at.x, 3); + Assert.Equal(origin.z + aim.y * BallisticSpeed, at.y, 3); + } + + [Fact] + public void RoundAtIsPure() + { + var e = FireBurstRound(out _); + var shot = SafeAssert.OnlyShot(e.Zone); + var time = e.Zone.Time; + var entities = e.Zone.Entities.ToList(); + var positions = entities.Select(x => x.Position).ToList(); + var velocities = entities.Select(x => x.Velocity).ToList(); + + for (var i = 0; i < 25; i++) + FireControl.RoundAt(shot, shot.FireTime + i * .37f); + + Assert.Equal(time, e.Zone.Time); + Assert.True(e.Zone.PendingShots.Count == 1 && e.Zone.PendingShots[0].Equals(shot), "the pending shot changed"); + Assert.True(e.Zone.Entities.SequenceEqual(entities), "the zone's entities changed"); + Assert.True(entities.Select(x => x.Position).SequenceEqual(positions), "an entity moved"); + Assert.True(entities.Select(x => x.Velocity).SequenceEqual(velocities), "an entity's velocity changed"); + } +} From aa9288d9deb564c58ea3fb239f21e30859a2f2af Mon Sep 17 00:00:00 2001 From: Meta Vens Date: Fri, 9 Oct 2026 20:19:23 +0200 Subject: [PATCH 02/19] Projectile is drawn on FireControl.RoundAt and integrates nothing Deletes the Time.deltaTime gravity/drag/position integration and the range-distance kill from Projectile and the UnityEngine.Random jitter, barrel direction and inherited velocity from ProjectileManager. A round holds a copy of its PendingShot and draws at RoundAt(Zone.Time + Clock.Lead) with a barrel offset decaying over BlendTime; ShotResolved ends a hit or burst at the outcome's BurstPoint, a miss flies to the FireRange clamp. Unity compile not yet run at this commit. Co-Authored-By: Claude Opus 5.5 --- Assets/Scripts/Gameplay/Weapons/Projectile.cs | 100 +++++++++++------- .../Gameplay/Weapons/ProjectileManager.cs | 27 ++--- 2 files changed, 70 insertions(+), 57 deletions(-) diff --git a/Assets/Scripts/Gameplay/Weapons/Projectile.cs b/Assets/Scripts/Gameplay/Weapons/Projectile.cs index 70b591649..4e38ad549 100644 --- a/Assets/Scripts/Gameplay/Weapons/Projectile.cs +++ b/Assets/Scripts/Gameplay/Weapons/Projectile.cs @@ -1,59 +1,87 @@ -using System.Collections; +using System; +using System.Collections; +using UniRx; using UnityEngine; using static CultMath.math; -// Cut 3 (docs/fire-control-cut.md): the raycast, shield branch and SendHit are deleted -- FireControl already -// decided this shot's fate before this object was ever spawned (R8). What is left is pure flight-path -// presentation: fly, and disappear at Range or ShotId's resolution, whichever comes first. -// Cut 6b, 6.2 (12.4(b): Apply's own switch on the frozen Fuse decides this now, not Step): the flak-round -// blast resolves in the simulation, through FireControl.Detonate -- a MonoBehaviour calling it would be -// exactly the authority Cut 3 spent itself deleting, so the blast-distance/blast-radius fields this object -// used to carry for that are gone. This object's job stays fly-and-disappear. +// A ballistic round, drawn on FireControl.RoundAt and deciding nothing. The simulation owns the round's whole flight +// (origin, direction, speed, fire time, arrival, range: the PendingShot copy taken at spawn), so this object stores no +// velocity or position of its own and integrates nothing: each frame it asks RoundAt where the round is at sim time +// plus the clock's Lead (the same draw-ahead ships use), and the simulation's ShotResolved ends a round that hit or +// burst. A round that missed flies on to the FireRange point RoundAt clamps at, and is done there. The barrel is only +// where the round is first seen: its offset from the sim line decays to zero over BlendTime sim seconds. The trail's +// fade after the end stays real time (pure presentation, ruling sim-speed-presentation). public class Projectile : MonoBehaviour { public TrailRenderer Trail; - public float Gravity; - public float Drag = .1f; public Prototype HitEffect; + // Sim seconds over which the barrel's offset from the sim line decays to nothing. + public float BlendTime = .1f; + + private PendingShot _shot; + private Zone _zone; + private Vector3 _barrelOffset; private bool _alive; + private IDisposable _binding; - // Cut 3: FireControl.Fire's ShotId -- this projectile's handle onto Zone.ShotCommitted/ShotResolved. - public int ShotId { get; set; } - public Zone Zone { get; set; } - - public Vector3 StartPosition { get; set; } - public Vector3 Velocity { get; set; } - public Entity SourceEntity { get; set; } - public float Range { get; set; } - - private void OnEnable() + // Takes the frozen shot, the zone whose sim time it is drawn at, and where the barrel is as this round is first seen. + public void Launch(Zone zone, PendingShot shot, Vector3 barrel) { + _zone = zone; + _shot = shot; + var origin = shot.FireOrigin; + _barrelOffset = barrel - new Vector3(origin.x, origin.y, origin.z); + _binding?.Dispose(); + _binding = zone.ShotResolved.Where(o => o.ShotId == shot.ShotId).Subscribe(Resolve); _alive = true; + transform.forward = new Vector3(shot.TravelDirection.x, 0, shot.TravelDirection.y); + transform.position = barrel; + } + + private Vector3 At(CultMath.float2 planar, float time) + { + var blend = BlendTime > 0 ? saturate(1 - (time - _shot.FireTime) / BlendTime) : 0f; + return new Vector3(planar.x, _shot.FireOrigin.y, planar.y) + _barrelOffset * blend; } - // Update is called once per frame void Update() { - if (SourceEntity == null) return; - - if(_alive) - { - var t = transform; - Velocity -= Vector3.up * (Gravity * Time.deltaTime); - Velocity *= max(0, 1 - Drag * Time.deltaTime); - t.forward = Velocity.normalized; - - transform.position += Velocity * Time.deltaTime; - var distanceTraveled = (transform.position - StartPosition).magnitude; - if(distanceTraveled > Range) - StartCoroutine(Kill()); - } + if (!_alive) return; + var time = _zone.Time + ActionGameManager.Clock.Lead; + transform.position = At(FireControl.RoundAt(_shot, time), time); + var end = _shot.Speed > .01f ? _shot.FireTime + _shot.FireRange / _shot.Speed : _shot.FireTime; + if (time >= end) Finish(); } - IEnumerator Kill() + // The simulation's verdict. A round that hit or burst stops where the sim put it, at the outcome's burst point, + // else where it arrives on its line; a miss keeps flying. + private void Resolve(ShotOutcome outcome) + { + if (!_alive || (outcome.Result != ShotResult.Hit && outcome.Result != ShotResult.Burst)) return; + var planar = outcome.HasBurstPoint ? outcome.BurstPoint : FireControl.RoundAt(_shot, _shot.ArrivalTime); + transform.position = At(planar, _shot.ArrivalTime); + if (HitEffect != null) HitEffect.Instantiate().position = transform.position; + Finish(); + } + + private void Finish() { _alive = false; + _binding?.Dispose(); + _binding = null; + StartCoroutine(Fade()); + } + + void OnDisable() + { + _alive = false; + _binding?.Dispose(); + _binding = null; + } + + IEnumerator Fade() + { var startTime = Time.time; var lifetime = Trail.time; while (Time.time - startTime < lifetime) diff --git a/Assets/Scripts/Gameplay/Weapons/ProjectileManager.cs b/Assets/Scripts/Gameplay/Weapons/ProjectileManager.cs index 56cfdcf80..83eba9ea4 100644 --- a/Assets/Scripts/Gameplay/Weapons/ProjectileManager.cs +++ b/Assets/Scripts/Gameplay/Weapons/ProjectileManager.cs @@ -1,32 +1,17 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; -using Random = UnityEngine.Random; +using UnityEngine; public class ProjectileManager : InstantWeaponEffectManager { public Prototype ProjectilePrototype; - public bool InheritVelocity; + // The round is drawn on the line the simulation flies it (FireControl.RoundAt), so there is nothing to aim, jitter + // or inherit here: spread is priced by FireControl, and the sim's round inherits nothing from its shooter. public override void Fire(InstantWeapon weapon, EquippedItem item, EntityInstance source, EntityInstance target, int shotId) { + var zone = source.Entity.Zone; + if (!zone.TryGetShot(shotId, out var shot)) return; var p = ProjectilePrototype.Instantiate(); - var hp = item.Hardpoint; - var barrel = source.GetBarrel(hp); - var angle = weapon.Spread / 2; - p.ShotId = shotId; - p.SourceEntity = source.Entity; - p.Velocity = Quaternion.Euler( - Random.Range(-angle, angle), - Random.Range(-angle, angle), - Random.Range(-angle, angle)) * - barrel.forward * - weapon.Velocity; - p.StartPosition = p.transform.position = barrel.position + p.Velocity * (Random.value * Time.deltaTime); - if(InheritVelocity) - p.Velocity += new Vector3(source.Entity.Velocity.x, 0, source.Entity.Velocity.y); - p.Range = weapon.Range; - p.Zone = source.Entity.Zone; + p.Launch(zone, shot, source.GetBarrel(item.Hardpoint).position); p.Trail.Clear(); } } From 2b03d908127ffda1f640daf9f70b6792284cea59 Mon Sep 17 00:00:00 2001 From: Meta Vens Date: Fri, 9 Oct 2026 20:35:37 +0200 Subject: [PATCH 03/19] RoundAt clamps at the weapon's frozen Range (PendingShot.MaxRange), not FireRange FireRange is the distance to the engaged target and 0 for a round with none, so a no-lock burst round and a round that misses never flew. MaxRange = weapon.Range is frozen at Fire beside Speed. Unity compile not yet run. Co-Authored-By: Claude Opus 5.5 --- Assets/Scripts/Gameplay/Weapons/Projectile.cs | 4 ++-- Assets/Scripts/ServerShared/FireControl.cs | 8 ++++++-- tests/Aetheria.Shared.Tests/BallisticFlightTests.cs | 8 ++++---- 3 files changed, 12 insertions(+), 8 deletions(-) diff --git a/Assets/Scripts/Gameplay/Weapons/Projectile.cs b/Assets/Scripts/Gameplay/Weapons/Projectile.cs index 4e38ad549..64d84fb4e 100644 --- a/Assets/Scripts/Gameplay/Weapons/Projectile.cs +++ b/Assets/Scripts/Gameplay/Weapons/Projectile.cs @@ -8,7 +8,7 @@ using static CultMath.math; // (origin, direction, speed, fire time, arrival, range: the PendingShot copy taken at spawn), so this object stores no // velocity or position of its own and integrates nothing: each frame it asks RoundAt where the round is at sim time // plus the clock's Lead (the same draw-ahead ships use), and the simulation's ShotResolved ends a round that hit or -// burst. A round that missed flies on to the FireRange point RoundAt clamps at, and is done there. The barrel is only +// burst. A round that missed flies on to the MaxRange point RoundAt clamps at, and is done there. The barrel is only // where the round is first seen: its offset from the sim line decays to zero over BlendTime sim seconds. The trail's // fade after the end stays real time (pure presentation, ruling sim-speed-presentation). public class Projectile : MonoBehaviour @@ -50,7 +50,7 @@ public class Projectile : MonoBehaviour if (!_alive) return; var time = _zone.Time + ActionGameManager.Clock.Lead; transform.position = At(FireControl.RoundAt(_shot, time), time); - var end = _shot.Speed > .01f ? _shot.FireTime + _shot.FireRange / _shot.Speed : _shot.FireTime; + var end = _shot.Speed > .01f ? _shot.FireTime + _shot.MaxRange / _shot.Speed : _shot.FireTime; if (time >= end) Finish(); } diff --git a/Assets/Scripts/ServerShared/FireControl.cs b/Assets/Scripts/ServerShared/FireControl.cs index 097c3cc79..40e3e25a8 100644 --- a/Assets/Scripts/ServerShared/FireControl.cs +++ b/Assets/Scripts/ServerShared/FireControl.cs @@ -515,12 +515,12 @@ public static class FireControl } // Where a ballistic round is at a sim time: the one statement of the round's line, from its frozen origin along its - // frozen direction at its frozen speed, held at the FireRange point once it has flown that far. Pure: it reads the + // frozen direction at its frozen speed, held at the MaxRange point once it has flown that far. Pure: it reads the // shot alone, and the simulation's own arithmetic (Step, Commit, Apply) does not call it. Presenters draw rounds here. public static float2 RoundAt(in PendingShot shot, float time) { if (shot.Speed <= .01f) return shot.FireOrigin.xz; - var flown = clamp(time - shot.FireTime, 0f, shot.FireRange / shot.Speed); + var flown = clamp(time - shot.FireTime, 0f, shot.MaxRange / shot.Speed); return shot.FireOrigin.xz + shot.TravelDirection * (shot.Speed * flown); } @@ -766,6 +766,7 @@ public static class FireControl FireRange = fireRange, FireTime = now, Speed = weapon.Velocity, + MaxRange = weapon.Range, FireOrigin = origin, FireTargetPosition = targetPosition, FireTargetVelocity = targetVelocity, @@ -2012,6 +2013,9 @@ public struct PendingShot public float FireTime; // The weapon's Velocity at Fire: frozen with the rest, so RoundAt states the same line whatever happens to the stat later. public float Speed; + // The weapon's Range at Fire, likewise frozen: how far the round can fly, which RoundAt clamps at. FireRange above is the + // distance to the engaged target (0 for a round with none), not how far a round that misses flies on. + public float MaxRange; public float CommitTime; public float ArrivalTime; diff --git a/tests/Aetheria.Shared.Tests/BallisticFlightTests.cs b/tests/Aetheria.Shared.Tests/BallisticFlightTests.cs index cd3582d70..c9589a0db 100644 --- a/tests/Aetheria.Shared.Tests/BallisticFlightTests.cs +++ b/tests/Aetheria.Shared.Tests/BallisticFlightTests.cs @@ -48,7 +48,7 @@ public sealed partial class FireControlCut124Tests Assert.Equal(burst.BurstPosition.x, arrival.x, 3); Assert.Equal(burst.BurstPosition.z, arrival.y, 3); - // Past the range it is held at the FireRange point, however late it is asked. + // Past the weapon's range it is held at the range point, however late it is asked. var held = FireControl.RoundAt(burst, burst.FireTime + NoLockRange / BallisticSpeed + 50f); Assert.Equal(origin.x + aim.x * NoLockRange, held.x, 3); Assert.Equal(origin.z + aim.y * NoLockRange, held.y, 3); @@ -57,7 +57,7 @@ public sealed partial class FireControlCut124Tests Assert.Equal(origin.x, before.x, 3); Assert.Equal(origin.z, before.y, 3); - // Direct round at a stationary target 100 ahead (+z): arrives on the target, and holds at the range point. + // Direct round at a stationary target 100 ahead (+z): arrives on the target, and a miss would fly on to the weapon's range. var d = Build(TestSettings(), SolidShape(5, 4), velocity: BallisticSpeed, weaponRange: 1000f); var dOrigin = d.Shooter.Position; FireControl.Fire(d.Weapon, d.WeaponItem, d.Shooter); @@ -66,8 +66,8 @@ public sealed partial class FireControlCut124Tests Assert.Equal(d.Target.Position.x, hit.x, 2); Assert.Equal(d.Target.Position.z, hit.y, 2); Assert.Equal(dOrigin.z + 100f / 2f, FireControl.RoundAt(direct, direct.FireTime + 2.5f).y, 2); - var heldDirect = FireControl.RoundAt(direct, direct.FireTime + direct.FireRange / BallisticSpeed + 99f); - Assert.Equal(dOrigin.z + direct.FireRange, heldDirect.y, 2); + var heldDirect = FireControl.RoundAt(direct, direct.FireTime + 1000f / BallisticSpeed + 99f); + Assert.Equal(dOrigin.z + 1000f, heldDirect.y, 2); } // A round with no speed (the weapon authors Velocity 0, or effectively 0) does not fly: it is at its origin at any From e56f9c8be52ec340fb5c499b338a801b318a445c Mon Sep 17 00:00:00 2001 From: Meta Vens Date: Fri, 9 Oct 2026 20:56:01 +0200 Subject: [PATCH 04/19] BallisticFlightTests: move the shooter after Fire so a live-origin RoundAt fails The origin-from-live-shooter hand mutant survived against a stationary shooter. Builds: yes. Co-Authored-By: Claude Opus 5.5 --- tests/Aetheria.Shared.Tests/BallisticFlightTests.cs | 2 ++ 1 file changed, 2 insertions(+) diff --git a/tests/Aetheria.Shared.Tests/BallisticFlightTests.cs b/tests/Aetheria.Shared.Tests/BallisticFlightTests.cs index c9589a0db..3468a3034 100644 --- a/tests/Aetheria.Shared.Tests/BallisticFlightTests.cs +++ b/tests/Aetheria.Shared.Tests/BallisticFlightTests.cs @@ -35,6 +35,8 @@ public sealed partial class FireControlCut124Tests var e = FireBurstRound(out var origin); var burst = SafeAssert.OnlyShot(e.Zone); var aim = normalize(float2(2, 1)); + // The shooter moves on after the round left: the line is the one frozen at Fire, not one drawn from where it is now. + e.Shooter.Position += float3(7, 0, 3); var start = FireControl.RoundAt(burst, burst.FireTime); Assert.Equal(origin.x, start.x, 3); From 6d83597b77673e91a7bb51ab5d5ba4952c779a22 Mon Sep 17 00:00:00 2001 From: Meta Vens Date: Fri, 9 Oct 2026 22:27:59 +0200 Subject: [PATCH 05/19] Map: ballistic-flight r2 body facts and why a round's end is one sim statement Co-Authored-By: Claude Opus 5.5 --- docs/aetheria-release-map.md | 9 +++++++++ 1 file changed, 9 insertions(+) diff --git a/docs/aetheria-release-map.md b/docs/aetheria-release-map.md index 3cd61747c..b095dc870 100644 --- a/docs/aetheria-release-map.md +++ b/docs/aetheria-release-map.md @@ -5835,6 +5835,15 @@ factor), which waits on all of them. a smaller step means more decisions per sim second, the same per real second. No ruling fixes a per-step count. +**Body facts for ballistic-flight r2** (source reads at e56f9c8b, 2026-10-09, imagination-aeth-ballistic-r2): + +- B-r2-1. FireControl.Step writes a committed shot back (`shots[i] = shot`, FireControl.cs:868) before `ShotCommitted` fires (:869). A no-lock fused round stopped by a hull has its `ArrivalTime` shortened at that commit (:867; CommitBurst :1024). A presenter's fire-time copy of the shot therefore carries a stale arrival unless it re-reads the record at `ShotCommitted`. +- B-r2-2. `FireControl.Designated` measures `range` to any non-null target before the in-range test (:293-297), and a direct round's FlightDistance is that range. A direct round can therefore be fired at a target beyond Range and arrive after `FireTime + MaxRange/Speed`. +- B-r2-3. `InstantWeapon.Execute` calls `FireControl.Fire` and then `OnFire` (:271-272) inside the entity loop, and `FireControl.Step` runs after it (Zone.cs:232). A presenter spawned from `OnFire` binds `ShotCommitted` and `ShotResolved` before its shot can commit or resolve, including a round fired at nothing that commits and misses in the same step. +- B-r2-4. Solve aims a direct or engaged fused round at the predicted intercept (`Solution().Direction`, :135-156) but sets FlightDistance to the current planar range (:654-666), so on a moving target the arrival point on the frozen line is not where the target is. Open as question direct-arrival-at-intercept. + +**Why a round's end is one sim statement.** The sim resolves a round at `ArrivalTime`. A drawn round that ends anywhere else needs a second owner of the end, which is what ballistic-flight s1 found in Projectile. `FireControl.RoundEnd(shot, known)` states the end for what the sim has published about the outcome: arrival for a hit, a burst or an unknown outcome, and the frozen weapon range for a miss, never short of arrival. `RoundAt` clamps there. A round whose outcome is not yet published waits at its arrival point for at most one step instead of overshooting. The drawing rules (placement, barrel blend, stop, done) are pure statics in DrawAhead, beside the ships' draw-ahead, so the headless suite tests them by behaviour rather than by grep. + ### Census Every Unity-side place that integrates, times or decides a sim fact at `6d427b7a`, and the cut From 60aacfdc358c7a706b9020e0c5fa1c1c738884a3 Mon Sep 17 00:00:00 2001 From: Meta Vens Date: Fri, 9 Oct 2026 22:31:12 +0200 Subject: [PATCH 06/19] FireControl.RoundEnd states a round's end; DrawAhead draws rounds as pure statics RoundEnd(shot, known) is the one statement of when a ballistic round's drawn flight ends: arrival for a hit, burst or unpublished outcome, the frozen range (never short of arrival) for a miss. RoundAt takes the known outcome and clamps at RoundEnd. DrawAhead gains Round, RoundStop, RoundOver (pure, no state) so the blend, stop and done rules are headless-testable. Seven new tests (ten cases). Unity build: Projectile.cs still calls the old RoundAt, so this commit does not compile in Unity (the headless test project does not include Projectile). The next commit moves Projectile onto the statics. Co-Authored-By: Claude Opus 5.5 --- Assets/Scripts/ServerShared/DrawAhead.cs | 25 +- Assets/Scripts/ServerShared/FireControl.cs | 24 +- .../BallisticFlightTests.cs | 290 ++++++++++++++++-- 3 files changed, 313 insertions(+), 26 deletions(-) diff --git a/Assets/Scripts/ServerShared/DrawAhead.cs b/Assets/Scripts/ServerShared/DrawAhead.cs index d26bf91b4..77365cebe 100644 --- a/Assets/Scripts/ServerShared/DrawAhead.cs +++ b/Assets/Scripts/ServerShared/DrawAhead.cs @@ -5,8 +5,9 @@ using CultMath; using static CultMath.math; -// Where a presenter draws the latest sim state when the frame falls Lead sim seconds after the last step. Pure reads -// of the simulation for presenters (never called by ServerShared): the sim owns every pose and no presenter stores +// Where a presenter draws the latest sim state when the frame falls Lead sim seconds after the last step: ships by +// their last step's velocity, ballistic rounds on FireControl's RoundAt and RoundEnd. Pure reads of the simulation for +// presenters (never called by ServerShared, no state of their own): the sim owns every pose and no presenter stores // one, a previous state or a velocity of its own. public static class DrawAhead { @@ -37,4 +38,24 @@ public static class DrawAhead t.w * q.z + t.x * q.y - t.y * q.x + t.z * q.w, t.w * q.w - t.x * q.x - t.y * q.y - t.z * q.z)); } + + // A ballistic round at a sim time (the clock's Zone.Time + Lead): on FireControl's line for what the sim has published + // of its outcome, with the barrel's offset from that line decaying to nothing over blendTime sim seconds from FireTime. + public static float3 Round(in PendingShot shot, ShotResult? known, float3 barrel, float blendTime, float time) => + Lifted(shot, FireControl.RoundAt(shot, known, time), barrel, blendTime, time); + + // Where a round that hit or burst stops: the outcome's burst point, else where it arrives on its line. + public static float3 RoundStop(in PendingShot shot, ShotOutcome outcome, float3 barrel, float blendTime) => + Lifted(shot, outcome.HasBurstPoint ? outcome.BurstPoint : FireControl.RoundAt(shot, outcome.Result, shot.ArrivalTime), + barrel, blendTime, shot.ArrivalTime); + + // Whether the drawn flight is over by time: only a published miss ends by the clock. A hit or burst ends on ShotResolved. + public static bool RoundOver(in PendingShot shot, ShotResult? known, float time) => + known == ShotResult.Miss && time >= FireControl.RoundEnd(shot, ShotResult.Miss); + + private static float3 Lifted(in PendingShot shot, float2 planar, float3 barrel, float blendTime, float time) + { + var blend = blendTime > 0 ? saturate(1 - (time - shot.FireTime) / blendTime) : 0f; + return float3(planar.x, shot.FireOrigin.y, planar.y) + (barrel - shot.FireOrigin) * blend; + } } diff --git a/Assets/Scripts/ServerShared/FireControl.cs b/Assets/Scripts/ServerShared/FireControl.cs index 40e3e25a8..c1c4e8ddd 100644 --- a/Assets/Scripts/ServerShared/FireControl.cs +++ b/Assets/Scripts/ServerShared/FireControl.cs @@ -514,13 +514,23 @@ public static class FireControl return shot.Target == null ? 1f : PDeviation(deviation, shot.Tracking); } + // The sim time a ballistic round's drawn flight ends, for what is known of its outcome: the one statement of a round's + // end. A round that hit or burst (or whose outcome is not yet published) ends at its ArrivalTime. A round the sim has + // published as a Miss flies on to the weapon's frozen range and never ends short of its own arrival (a direct round's + // FireRange is measured to any target, in range or not). Pure: it reads the shot alone, and the simulation's own + // arithmetic (Step, Commit, Apply) does not call it. Presenters end rounds here, through DrawAhead. + public static float RoundEnd(in PendingShot shot, ShotResult? known) => + known == ShotResult.Miss + ? max(shot.ArrivalTime, shot.FireTime + (shot.Speed > .01f ? shot.MaxRange / shot.Speed : 0f)) + : shot.ArrivalTime; + // Where a ballistic round is at a sim time: the one statement of the round's line, from its frozen origin along its - // frozen direction at its frozen speed, held at the MaxRange point once it has flown that far. Pure: it reads the - // shot alone, and the simulation's own arithmetic (Step, Commit, Apply) does not call it. Presenters draw rounds here. - public static float2 RoundAt(in PendingShot shot, float time) + // frozen direction at its frozen speed, held at RoundEnd once it has flown that far. With no outcome known the round is + // drawn no further than its arrival point and waits there for the sim to publish one. Pure, like RoundEnd. + public static float2 RoundAt(in PendingShot shot, ShotResult? known, float time) { if (shot.Speed <= .01f) return shot.FireOrigin.xz; - var flown = clamp(time - shot.FireTime, 0f, shot.MaxRange / shot.Speed); + var flown = clamp(time - shot.FireTime, 0f, RoundEnd(shot, known) - shot.FireTime); return shot.FireOrigin.xz + shot.TravelDirection * (shot.Speed * flown); } @@ -865,6 +875,8 @@ public static class FireControl // A contact burst short of max range arrives when the round has flown that far, not at the frozen // max-range time (CommitBurst). Never later than the frozen time. if (shot.Outcome.Result == ShotResult.Burst) shot.ArrivalTime = min(shot.ArrivalTime, now + shot.Outcome.ArrivalIn); + // Written back before ShotCommitted fires: a presenter re-reading the record there (Zone.TryGetShot) sees + // the committed ArrivalTime a contact burst has just shortened. shots[i] = shot; zone.ShotCommitted.OnNext(shot.Outcome); } @@ -2013,8 +2025,8 @@ public struct PendingShot public float FireTime; // The weapon's Velocity at Fire: frozen with the rest, so RoundAt states the same line whatever happens to the stat later. public float Speed; - // The weapon's Range at Fire, likewise frozen: how far the round can fly, which RoundAt clamps at. FireRange above is the - // distance to the engaged target (0 for a round with none), not how far a round that misses flies on. + // The weapon's Range at Fire, likewise frozen: how far a round that misses flies on, read only by RoundEnd. FireRange above + // is the distance to the engaged target (0 for a round with none), not how far a round that misses flies on. public float MaxRange; public float CommitTime; public float ArrivalTime; diff --git a/tests/Aetheria.Shared.Tests/BallisticFlightTests.cs b/tests/Aetheria.Shared.Tests/BallisticFlightTests.cs index 3468a3034..0781d2c06 100644 --- a/tests/Aetheria.Shared.Tests/BallisticFlightTests.cs +++ b/tests/Aetheria.Shared.Tests/BallisticFlightTests.cs @@ -9,9 +9,11 @@ using float2 = CultMath.float2; using float3 = CultMath.float3; // Ballistic flight: FireControl.RoundAt is the one statement of where a fired round is at a sim time, from the -// PendingShot's frozen origin, direction, speed and fire time. Unity draws rounds there and integrates nothing, so -// these tests pin the line itself against first principles (the shooter's position, the aim, the authored velocity) -// rather than against the code that computes it. Shares the Cut 12.4 engagement fixture. +// PendingShot's frozen origin, direction, speed and fire time, and FireControl.RoundEnd the one statement of when its +// drawn flight ends for what the sim has published of its outcome. Unity draws rounds through DrawAhead's round statics +// and integrates nothing, so these tests pin the line, the end and the drawing against first principles (the shooter's +// position, the aim, the authored velocity and range) rather than against the code that computes them. Shares the +// Cut 12.4 engagement fixture. public sealed partial class FireControlCut124Tests { private const float BallisticSpeed = 20f; @@ -38,24 +40,28 @@ public sealed partial class FireControlCut124Tests // The shooter moves on after the round left: the line is the one frozen at Fire, not one drawn from where it is now. e.Shooter.Position += float3(7, 0, 3); - var start = FireControl.RoundAt(burst, burst.FireTime); + var start = FireControl.RoundAt(burst, null, burst.FireTime); Assert.Equal(origin.x, start.x, 3); Assert.Equal(origin.z, start.y, 3); - var second = FireControl.RoundAt(burst, burst.FireTime + 1f); + var second = FireControl.RoundAt(burst, null, burst.FireTime + 1f); Assert.Equal(origin.x + aim.x * BallisticSpeed, second.x, 3); Assert.Equal(origin.z + aim.y * BallisticSpeed, second.y, 3); - var arrival = FireControl.RoundAt(burst, burst.ArrivalTime); - Assert.Equal(burst.BurstPosition.x, arrival.x, 3); - Assert.Equal(burst.BurstPosition.z, arrival.y, 3); + foreach (ShotResult? known in new ShotResult?[] { null, ShotResult.Burst }) + foreach (var later in new[] { 0f, 1f, 50f }) + { + var arrival = FireControl.RoundAt(burst, known, burst.ArrivalTime + later); + Assert.Equal(burst.BurstPosition.x, arrival.x, 3); + Assert.Equal(burst.BurstPosition.z, arrival.y, 3); + } // Past the weapon's range it is held at the range point, however late it is asked. - var held = FireControl.RoundAt(burst, burst.FireTime + NoLockRange / BallisticSpeed + 50f); + var held = FireControl.RoundAt(burst, ShotResult.Miss, burst.FireTime + NoLockRange / BallisticSpeed + 50f); Assert.Equal(origin.x + aim.x * NoLockRange, held.x, 3); Assert.Equal(origin.z + aim.y * NoLockRange, held.y, 3); // Before it was fired it is still at the origin, not behind it. - var before = FireControl.RoundAt(burst, burst.FireTime - 5f); + var before = FireControl.RoundAt(burst, null, burst.FireTime - 5f); Assert.Equal(origin.x, before.x, 3); Assert.Equal(origin.z, before.y, 3); @@ -64,11 +70,16 @@ public sealed partial class FireControlCut124Tests var dOrigin = d.Shooter.Position; FireControl.Fire(d.Weapon, d.WeaponItem, d.Shooter); var direct = SafeAssert.OnlyShot(d.Zone); - var hit = FireControl.RoundAt(direct, direct.ArrivalTime); - Assert.Equal(d.Target.Position.x, hit.x, 2); - Assert.Equal(d.Target.Position.z, hit.y, 2); - Assert.Equal(dOrigin.z + 100f / 2f, FireControl.RoundAt(direct, direct.FireTime + 2.5f).y, 2); - var heldDirect = FireControl.RoundAt(direct, direct.FireTime + 1000f / BallisticSpeed + 99f); + foreach (ShotResult? known in new ShotResult?[] { null, ShotResult.Hit }) + // A round not known to miss waits at its arrival point however late it is asked. + foreach (var at in new[] { direct.ArrivalTime, direct.FireTime + 99f }) + { + var hit = FireControl.RoundAt(direct, known, at); + Assert.Equal(d.Target.Position.x, hit.x, 2); + Assert.Equal(d.Target.Position.z, hit.y, 2); + } + Assert.Equal(dOrigin.z + 100f / 2f, FireControl.RoundAt(direct, null, direct.FireTime + 2.5f).y, 2); + var heldDirect = FireControl.RoundAt(direct, ShotResult.Miss, direct.FireTime + 1000f / BallisticSpeed + 99f); Assert.Equal(dOrigin.z + 1000f, heldDirect.y, 2); } @@ -82,7 +93,7 @@ public sealed partial class FireControlCut124Tests FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter); var shot = SafeAssert.OnlyShot(e.Zone); - var late = FireControl.RoundAt(shot, shot.FireTime + 5000f); + var late = FireControl.RoundAt(shot, ShotResult.Miss, shot.FireTime + 5000f); Assert.Equal(origin.x, late.x, 3); Assert.Equal(origin.z, late.y, 3); } @@ -102,7 +113,7 @@ public sealed partial class FireControlCut124Tests var after = SafeAssert.OnlyShot(e.Zone); Assert.Equal(BallisticSpeed, after.Speed, 4); var aim = normalize(float2(2, 1)); - var at = FireControl.RoundAt(after, after.FireTime + 1f); + var at = FireControl.RoundAt(after, null, after.FireTime + 1f); Assert.Equal(origin.x + aim.x * BallisticSpeed, at.x, 3); Assert.Equal(origin.z + aim.y * BallisticSpeed, at.y, 3); } @@ -117,8 +128,18 @@ public sealed partial class FireControlCut124Tests var positions = entities.Select(x => x.Position).ToList(); var velocities = entities.Select(x => x.Velocity).ToList(); + var barrel = shot.FireOrigin + float3(1, .5f, -2); for (var i = 0; i < 25; i++) - FireControl.RoundAt(shot, shot.FireTime + i * .37f); + { + var at = shot.FireTime + i * .37f; + foreach (ShotResult? known in new ShotResult?[] { null, ShotResult.Miss }) + { + FireControl.RoundAt(shot, known, at); + FireControl.RoundEnd(shot, known); + DrawAhead.Round(shot, known, barrel, .1f, at); + DrawAhead.RoundOver(shot, known, at); + } + } Assert.Equal(time, e.Zone.Time); Assert.True(e.Zone.PendingShots.Count == 1 && e.Zone.PendingShots[0].Equals(shot), "the pending shot changed"); @@ -126,4 +147,237 @@ public sealed partial class FireControlCut124Tests Assert.True(entities.Select(x => x.Position).SequenceEqual(positions), "an entity moved"); Assert.True(entities.Select(x => x.Velocity).SequenceEqual(velocities), "an entity's velocity changed"); } + + // The weapon's Range is frozen with the rest: a round that misses flies on to the range it left with, whatever the stat + // becomes after. + [Fact] + public void RangeIsFrozenAtFire() + { + var e = FireBurstRound(out var origin); + var shot = SafeAssert.OnlyShot(e.Zone); + Assert.Equal(NoLockRange, shot.MaxRange, 4); + var endBefore = FireControl.RoundEnd(shot, ShotResult.Miss); + + // The stat changes after the round left, and the weapon re-reads it. + ((InstantWeaponData) e.Weapon.WeaponData).Range = Constant(NoLockRange * 5f); + e.Weapon.Execute(0f); + Assert.Equal(NoLockRange * 5f, e.Weapon.Range, 4); + + var after = SafeAssert.OnlyShot(e.Zone); + Assert.Equal(NoLockRange, after.MaxRange, 4); + Assert.Equal(endBefore, FireControl.RoundEnd(after, ShotResult.Miss), 4); + var aim = normalize(float2(2, 1)); + var held = FireControl.RoundAt(after, ShotResult.Miss, after.FireTime + 1000f); + Assert.Equal(origin.x + aim.x * NoLockRange, held.x, 3); + Assert.Equal(origin.z + aim.y * NoLockRange, held.y, 3); + } + + // A direct round at a stationary target `targetRange` ahead (+z) of the shooter, weapon Range `range`, at `speed`; + // or, with atNothing, the same weapon fired along +z at no target. + private Engagement FireDirectRound(float speed, float range, float targetRange = 100f, bool atNothing = false) + { + var e = Build(TestSettings(), SolidShape(5, 4), velocity: speed, weaponRange: range, targetRange: targetRange); + if (atNothing) + { + Aim(e, float2(0, 1)); + e.Shooter.SetTarget(TargetRef.None); + } + FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter); + return e; + } + + // A hit, a burst or an outcome not yet known ends at the round's arrival; a miss flies on to the weapon's range and + // never ends short of its own arrival; only a published miss is over by the clock. + [Fact] + public void RoundEndAndRoundOverAreTheOutcomesEnd() + { + foreach (var speed in new[] { 20f, 200f }) + { + var d = FireDirectRound(speed, 1000f); + var direct = SafeAssert.OnlyShot(d.Zone); + Assert.Equal(direct.FireTime + 100f / speed, direct.ArrivalTime, 4); + Assert.Equal(direct.FireTime + 100f / speed, FireControl.RoundEnd(direct, null), 4); + Assert.Equal(direct.FireTime + 100f / speed, FireControl.RoundEnd(direct, ShotResult.Hit), 4); + Assert.Equal(direct.FireTime + 100f / speed, FireControl.RoundEnd(direct, ShotResult.Burst), 4); + Assert.Equal(direct.FireTime + 1000f / speed, FireControl.RoundEnd(direct, ShotResult.Miss), 4); + + foreach (ShotResult? known in new ShotResult?[] { null, ShotResult.Hit, ShotResult.Burst }) + Assert.False(DrawAhead.RoundOver(direct, known, direct.FireTime + 10000f)); + var missEnd = direct.FireTime + 1000f / speed; + Assert.False(DrawAhead.RoundOver(direct, ShotResult.Miss, missEnd - .01f)); + Assert.True(DrawAhead.RoundOver(direct, ShotResult.Miss, missEnd)); + + // A target beyond the weapon's range: a miss never ends short of its own arrival. + var far = FireDirectRound(speed, 100f, targetRange: 150f); + var beyond = SafeAssert.OnlyShot(far.Zone); + Assert.Equal(beyond.FireTime + 150f / speed, beyond.ArrivalTime, 4); + Assert.Equal(beyond.FireTime + 150f / speed, FireControl.RoundEnd(beyond, ShotResult.Miss), 4); + + // A round fired at nothing arrives where it left, and a miss flies on to the range. + var none = FireDirectRound(speed, 100f, atNothing: true); + var nothing = SafeAssert.OnlyShot(none.Zone); + Assert.Equal(nothing.FireTime, nothing.ArrivalTime, 4); + Assert.Equal(nothing.FireTime, FireControl.RoundEnd(nothing, null), 4); + Assert.Equal(nothing.FireTime + 100f / speed, FireControl.RoundEnd(nothing, ShotResult.Miss), 4); + + } + } + + // The frame falls Lead (< one step) after the last step, so a hit or burst is drawn at Zone.Time + Lead; it must stay + // on the arrival point until the sim resolves it, and only a published miss flies on. + [Theory] + [InlineData(20f)] + [InlineData(200f)] + public void ARoundIsDrawnNoFurtherThanItsArrivalUntilItMisses(float speed) + { + var e = FireDirectRound(speed, 1000f); + var shot = SafeAssert.OnlyShot(e.Zone); + var origin = shot.FireOrigin; + const float step = 1f / 30f; + + foreach (var lead in new[] { 0f, step / 2f, .999f * step }) + { + var time = shot.ArrivalTime + lead; + foreach (ShotResult? known in new ShotResult?[] { null, ShotResult.Hit, ShotResult.Burst }) + { + var drawn = DrawAhead.Round(shot, known, shot.FireOrigin, 0f, time); + Assert.Equal(origin.x, drawn.x, 3); + Assert.Equal(origin.z + 100f, drawn.z, 3); + } + var missed = DrawAhead.Round(shot, ShotResult.Miss, shot.FireOrigin, 0f, time); + Assert.Equal(origin.x, missed.x, 3); + Assert.Equal(origin.z + 100f + lead * speed, missed.z, 3); + } + + for (var time = shot.FireTime; time <= shot.ArrivalTime + 1f; time += 1f / 144f) + { + var drawn = DrawAhead.Round(shot, null, shot.FireOrigin, 0f, time); + Assert.True(drawn.z - origin.z <= 100f + 1e-3f, "the round was drawn past its arrival point"); + } + } + + // A no-lock contact round stopped by a hull short of max range has its arrival shortened at the commit; the + // simulation writes the record back before ShotCommitted fires, so a presenter re-reading it there draws the stop + // at the committed arrival, not the fire-time copy's. + [Fact] + public void TheCommittedRecordCarriesTheCommittedArrival() + { + var e = Build(TestSettings(), SolidShape(5, 4), velocity: 20f, fuse: WeaponFuse.Contact, blastRadius: 4f, damage: 100f, + weaponRange: NoLockRange); + e.Shooter.SetTarget(TargetRef.None); + Aim(e, float2(0, 1)); + AddShip(e, PointAlong(e, float2(0, 1), 25f), 1f, 300); + ShotOutcome outcome = null; + PendingShot record = default; + var found = false; + using var c = e.Zone.ShotCommitted.Subscribe(o => + { + outcome = o; + found = e.Zone.TryGetShot(o.ShotId, out record); + }); + + FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter); + var fired = SafeAssert.OnlyShot(e.Zone); + Assert.False(fired.Committed); + e.Zone.Update(.01f); + + Assert.True(found, "the committed record was not readable when ShotCommitted fired"); + Assert.True(record.Committed); + Assert.Equal(fired.FireTime + 3f, fired.ArrivalTime, 2); + Assert.Equal(fired.FireTime + 1.05f, record.ArrivalTime, 2); + Assert.True(record.ArrivalTime < fired.ArrivalTime); + + var stop = DrawAhead.RoundStop(record, outcome, record.FireOrigin, 0f); + var expected = outcome.HasBurstPoint + ? outcome.BurstPoint + : record.FireOrigin.xz + record.TravelDirection * (20f * (record.ArrivalTime - record.FireTime)); + Assert.Equal(expected.x, stop.x, 3); + Assert.Equal(expected.y, stop.z, 3); + foreach (var later in new[] { 0f, .5f, 5f }) + { + var drawn = DrawAhead.Round(record, ShotResult.Burst, record.FireOrigin, 0f, record.ArrivalTime + later); + Assert.Equal(expected.x, drawn.x, 3); + Assert.Equal(expected.y, drawn.z, 3); + } + } + + // The barrel is only where the round is first seen: its offset from the sim line decays linearly to nothing over + // blendTime sim seconds from FireTime. + [Theory] + [InlineData(.1f)] + [InlineData(.25f)] + public void TheBarrelBlendDecaysOnSimTime(float blend) + { + var e = FireBurstRound(out var origin); + var shot = SafeAssert.OnlyShot(e.Zone); + var aim = normalize(float2(2, 1)); + var offset = float3(1, .5f, -2); + var barrel = shot.FireOrigin + offset; + float3 Line(float dt) => float3(origin.x + aim.x * BallisticSpeed * dt, origin.y, origin.z + aim.y * BallisticSpeed * dt); + + void Close(float3 want, float3 got) + { + Assert.Equal(want.x, got.x, 3); + Assert.Equal(want.y, got.y, 3); + Assert.Equal(want.z, got.z, 3); + } + + Close(barrel, DrawAhead.Round(shot, null, barrel, blend, shot.FireTime)); + Close(Line(blend / 2f) + offset * .5f, DrawAhead.Round(shot, null, barrel, blend, shot.FireTime + blend / 2f)); + Close(Line(blend), DrawAhead.Round(shot, null, barrel, blend, shot.FireTime + blend)); + Close(Line(2f * blend), DrawAhead.Round(shot, null, barrel, blend, shot.FireTime + 2f * blend)); + Close(Line(0f), DrawAhead.Round(shot, null, barrel, 0f, shot.FireTime)); + } + + // Placement depends on sim time alone: any history of frames walked to a checkpoint draws what a fresh call draws, which + // is the frozen line at the frozen speed. + [Theory] + [InlineData(20f)] + [InlineData(200f)] + public void ARoundIsAFunctionOfSimTime(float speed) + { + var e = FireDirectRound(speed, 1000f); + var shot = SafeAssert.OnlyShot(e.Zone); + var checkpoints = new[] { .05f, .3f, 1f, 3f }; + var histories = new[] { new[] { 1f / 144f }, new[] { 1f / 30f }, new[] { 1f / 144f, 1f / 30f, 1f / 90f } }; + + foreach (var frames in histories) + { + var elapsed = 0f; + var frame = 0; + foreach (var checkpoint in checkpoints) + { + while (elapsed + 1e-4f < checkpoint) + { + elapsed = min(checkpoint, elapsed + frames[frame++ % frames.Length]); + DrawAhead.Round(shot, ShotResult.Miss, shot.FireOrigin, .1f, shot.FireTime + elapsed); + } + var drawn = DrawAhead.Round(shot, ShotResult.Miss, shot.FireOrigin, .1f, shot.FireTime + checkpoint); + var fresh = DrawAhead.Round(shot, ShotResult.Miss, shot.FireOrigin, .1f, shot.FireTime + checkpoint); + Assert.Equal(fresh.z, drawn.z, 3); + Assert.Equal(shot.FireOrigin.z + speed * min(checkpoint, 1000f / speed), drawn.z, 3); + Assert.Equal(shot.FireOrigin.x, drawn.x, 3); + Assert.Equal(shot.FireOrigin.y, drawn.y, 3); + } + } + } + + // Today's sim geometry: the round flies the line frozen at Fire and stops at the arrival point on it, whatever the + // target does afterwards. (Where a leading round's arrival should lie is the sim's question, never Projectile's.) + [Fact] + public void AHitOnAMovingTargetStopsOnItsFrozenLine() + { + var e = Build(TestSettings(), SolidShape(5, 4), velocity: BallisticSpeed, weaponRange: 1000f); + e.Target.Velocity = float2(30, 0); + FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter); + var shot = SafeAssert.OnlyShot(e.Zone); + Assert.True(shot.TravelDirection.x > 0f, "the round did not lead the target"); + + e.Target.Position += float3(40, 0, 0); + var stop = DrawAhead.RoundStop(shot, new ShotOutcome { ShotId = shot.ShotId, Result = ShotResult.Hit }, shot.FireOrigin, 0f); + var line = shot.FireOrigin.xz + shot.TravelDirection * (BallisticSpeed * (shot.ArrivalTime - shot.FireTime)); + Assert.Equal(line.x, stop.x, 3); + Assert.Equal(shot.FireOrigin.y, stop.y, 3); + Assert.Equal(line.y, stop.z, 3); + } } From 85e57aef785ce4e1a4338a7ea1e3ab124fe562d5 Mon Sep 17 00:00:00 2001 From: Meta Vens Date: Fri, 9 Oct 2026 22:32:08 +0200 Subject: [PATCH 07/19] BallisticFlightTests: using System for the Subscribe lambda; DrawAhead comment names no frame clock Builds headless; Unity still on the old Projectile at this commit. Co-Authored-By: Claude Opus 5.5 --- Assets/Scripts/ServerShared/DrawAhead.cs | 2 +- tests/Aetheria.Shared.Tests/BallisticFlightTests.cs | 1 + 2 files changed, 2 insertions(+), 1 deletion(-) diff --git a/Assets/Scripts/ServerShared/DrawAhead.cs b/Assets/Scripts/ServerShared/DrawAhead.cs index 77365cebe..f594b33fe 100644 --- a/Assets/Scripts/ServerShared/DrawAhead.cs +++ b/Assets/Scripts/ServerShared/DrawAhead.cs @@ -40,7 +40,7 @@ public static class DrawAhead } // A ballistic round at a sim time (the clock's Zone.Time + Lead): on FireControl's line for what the sim has published - // of its outcome, with the barrel's offset from that line decaying to nothing over blendTime sim seconds from FireTime. + // of its outcome, with the barrel's offset from that line decaying to nothing over blendTime sim seconds from the moment of firing. public static float3 Round(in PendingShot shot, ShotResult? known, float3 barrel, float blendTime, float time) => Lifted(shot, FireControl.RoundAt(shot, known, time), barrel, blendTime, time); diff --git a/tests/Aetheria.Shared.Tests/BallisticFlightTests.cs b/tests/Aetheria.Shared.Tests/BallisticFlightTests.cs index 0781d2c06..e1957e2db 100644 --- a/tests/Aetheria.Shared.Tests/BallisticFlightTests.cs +++ b/tests/Aetheria.Shared.Tests/BallisticFlightTests.cs @@ -2,6 +2,7 @@ * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at https://mozilla.org/MPL/2.0/. */ +using System; using System.Linq; using Xunit; using static CultMath.math; From a9f11964725bf5899aca4008d68d2643b18b6242 Mon Sep 17 00:00:00 2001 From: Meta Vens Date: Fri, 9 Oct 2026 22:33:51 +0200 Subject: [PATCH 08/19] BallisticFlightTests: using UniRx for the Subscribe lambda Builds headless; Unity still on the old Projectile at this commit. Co-Authored-By: Claude Opus 5.5 --- tests/Aetheria.Shared.Tests/BallisticFlightTests.cs | 1 + 1 file changed, 1 insertion(+) diff --git a/tests/Aetheria.Shared.Tests/BallisticFlightTests.cs b/tests/Aetheria.Shared.Tests/BallisticFlightTests.cs index e1957e2db..5b1b24dd9 100644 --- a/tests/Aetheria.Shared.Tests/BallisticFlightTests.cs +++ b/tests/Aetheria.Shared.Tests/BallisticFlightTests.cs @@ -4,6 +4,7 @@ using System; using System.Linq; +using UniRx; using Xunit; using static CultMath.math; using float2 = CultMath.float2; From f9483181f2680d732d6d28b49b6b8e15af26aa09 Mon Sep 17 00:00:00 2001 From: Meta Vens Date: Fri, 9 Oct 2026 22:35:37 +0200 Subject: [PATCH 09/19] BallisticFlightTests: the moving target crosses at 10, below the round's speed, so an intercept exists Spec r2 said 30 against a round speed of 20: no first-order intercept exists there (the target outruns the round sideways), so the round did not lead. Co-Authored-By: Claude Opus 5.5 --- tests/Aetheria.Shared.Tests/BallisticFlightTests.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/tests/Aetheria.Shared.Tests/BallisticFlightTests.cs b/tests/Aetheria.Shared.Tests/BallisticFlightTests.cs index 5b1b24dd9..3aadc3e39 100644 --- a/tests/Aetheria.Shared.Tests/BallisticFlightTests.cs +++ b/tests/Aetheria.Shared.Tests/BallisticFlightTests.cs @@ -364,13 +364,13 @@ public sealed partial class FireControlCut124Tests } } - // Today's sim geometry: the round flies the line frozen at Fire and stops at the arrival point on it, whatever the + // Today's sim geometry (a target crossing at 10 against a speed of 20, so an intercept exists): the round flies the line frozen at Fire and stops at the arrival point on it, whatever the // target does afterwards. (Where a leading round's arrival should lie is the sim's question, never Projectile's.) [Fact] public void AHitOnAMovingTargetStopsOnItsFrozenLine() { var e = Build(TestSettings(), SolidShape(5, 4), velocity: BallisticSpeed, weaponRange: 1000f); - e.Target.Velocity = float2(30, 0); + e.Target.Velocity = float2(10, 0); FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter); var shot = SafeAssert.OnlyShot(e.Zone); Assert.True(shot.TravelDirection.x > 0f, "the round did not lead the target"); From ba2b4a7377a54c4d233c1c69321975145140c931 Mon Sep 17 00:00:00 2001 From: Meta Vens Date: Fri, 9 Oct 2026 22:35:46 +0200 Subject: [PATCH 10/19] Projectile draws through DrawAhead and computes no position, time or range Deletes At, the end formula (Unity restating the range) and Resolve's own stop arithmetic. Launch binds ShotCommitted (refresh the record, learn the outcome) and ShotResolved; Draw is DrawAhead.Round plus RoundOver; a hit or burst stops at DrawAhead.RoundStop. Projectile names no flight quantity. Builds headless (Projectile is not in the test project); the Unity compile is run separately at the final head. Co-Authored-By: Claude Opus 5.5 --- Assets/Scripts/Gameplay/Weapons/Projectile.cs | 71 +++++++++++-------- 1 file changed, 40 insertions(+), 31 deletions(-) diff --git a/Assets/Scripts/Gameplay/Weapons/Projectile.cs b/Assets/Scripts/Gameplay/Weapons/Projectile.cs index 64d84fb4e..2fe4129d1 100644 --- a/Assets/Scripts/Gameplay/Weapons/Projectile.cs +++ b/Assets/Scripts/Gameplay/Weapons/Projectile.cs @@ -2,15 +2,15 @@ using System.Collections; using UniRx; using UnityEngine; -using static CultMath.math; -// A ballistic round, drawn on FireControl.RoundAt and deciding nothing. The simulation owns the round's whole flight -// (origin, direction, speed, fire time, arrival, range: the PendingShot copy taken at spawn), so this object stores no -// velocity or position of its own and integrates nothing: each frame it asks RoundAt where the round is at sim time -// plus the clock's Lead (the same draw-ahead ships use), and the simulation's ShotResolved ends a round that hit or -// burst. A round that missed flies on to the MaxRange point RoundAt clamps at, and is done there. The barrel is only -// where the round is first seen: its offset from the sim line decays to zero over BlendTime sim seconds. The trail's -// fade after the end stays real time (pure presentation, ruling sim-speed-presentation). +// A ballistic round, drawn by DrawAhead's round statics and deciding nothing. The simulation owns the round's whole +// flight (the PendingShot copy taken at spawn, replaced by the sim's record at ShotCommitted, and the outcome it +// publishes), so this object stores no motion state of its own and computes no position, time or range: each frame it +// asks DrawAhead.Round where the round is at sim time plus the clock's Lead (the same draw-ahead ships use), and the +// round ends on the sim's word: ShotResolved stops a round that hit or burst where DrawAhead.RoundStop puts it, and +// DrawAhead.RoundOver ends one the sim published as a miss. The barrel is only where the round is first seen: its +// offset from the sim line decays to zero over BlendTime sim seconds. The trail's fade after the end stays real time +// (pure presentation, ruling sim-speed-presentation). public class Projectile : MonoBehaviour { public TrailRenderer Trail; @@ -21,50 +21,59 @@ public class Projectile : MonoBehaviour private PendingShot _shot; private Zone _zone; - private Vector3 _barrelOffset; + private CultMath.float3 _barrel; + private ShotResult? _known; private bool _alive; - private IDisposable _binding; + private CompositeDisposable _binding; - // Takes the frozen shot, the zone whose sim time it is drawn at, and where the barrel is as this round is first seen. + // Takes the shot as the sim holds it, the zone whose sim time it is drawn at, and where the barrel is as this round is first seen. public void Launch(Zone zone, PendingShot shot, Vector3 barrel) { _zone = zone; _shot = shot; - var origin = shot.FireOrigin; - _barrelOffset = barrel - new Vector3(origin.x, origin.y, origin.z); + _barrel = new CultMath.float3(barrel.x, barrel.y, barrel.z); + _known = null; _binding?.Dispose(); - _binding = zone.ShotResolved.Where(o => o.ShotId == shot.ShotId).Subscribe(Resolve); + _binding = new CompositeDisposable( + zone.ShotCommitted.Where(o => o.ShotId == shot.ShotId).Subscribe(Committed), + zone.ShotResolved.Where(o => o.ShotId == shot.ShotId).Subscribe(Resolve)); _alive = true; transform.forward = new Vector3(shot.TravelDirection.x, 0, shot.TravelDirection.y); - transform.position = barrel; - } - - private Vector3 At(CultMath.float2 planar, float time) - { - var blend = BlendTime > 0 ? saturate(1 - (time - _shot.FireTime) / BlendTime) : 0f; - return new Vector3(planar.x, _shot.FireOrigin.y, planar.y) + _barrelOffset * blend; + Draw(); } void Update() { - if (!_alive) return; - var time = _zone.Time + ActionGameManager.Clock.Lead; - transform.position = At(FireControl.RoundAt(_shot, time), time); - var end = _shot.Speed > .01f ? _shot.FireTime + _shot.MaxRange / _shot.Speed : _shot.FireTime; - if (time >= end) Finish(); + if (_alive) Draw(); } - // The simulation's verdict. A round that hit or burst stops where the sim put it, at the outcome's burst point, - // else where it arrives on its line; a miss keeps flying. + private void Draw() + { + var time = _zone.Time + ActionGameManager.Clock.Lead; + transform.position = V(DrawAhead.Round(_shot, _known, _barrel, BlendTime, time)); + if (DrawAhead.RoundOver(_shot, _known, time)) Finish(); + } + + // The sim's commit: the record it holds now (a contact burst's arrival is shortened here) and what it decided. + private void Committed(ShotOutcome outcome) + { + if (_zone.TryGetShot(outcome.ShotId, out var record)) _shot = record; + _known = outcome.Result; + } + + // The simulation's verdict. A round that hit or burst stops where the sim put it; a miss keeps flying. private void Resolve(ShotOutcome outcome) { - if (!_alive || (outcome.Result != ShotResult.Hit && outcome.Result != ShotResult.Burst)) return; - var planar = outcome.HasBurstPoint ? outcome.BurstPoint : FireControl.RoundAt(_shot, _shot.ArrivalTime); - transform.position = At(planar, _shot.ArrivalTime); + if (!_alive) return; + _known = outcome.Result; + if (outcome.Result == ShotResult.Miss) return; + transform.position = V(DrawAhead.RoundStop(_shot, outcome, _barrel, BlendTime)); if (HitEffect != null) HitEffect.Instantiate().position = transform.position; Finish(); } + private static Vector3 V(CultMath.float3 p) => new Vector3(p.x, p.y, p.z); + private void Finish() { _alive = false; From d98818ea0c1c669995f3326559f7722ce78287a7 Mon Sep 17 00:00:00 2001 From: Meta Vens Date: Fri, 9 Oct 2026 22:56:51 +0200 Subject: [PATCH 11/19] BallisticFlightTests: a receding proximity target puts the burst point off the arrival line The contact-burst fixture cannot tell RoundStop's burst point from the line at arrival (CommitBurst puts both at the same distance), so a stop that ignored the burst point survived. A targeted proximity round at a target receding faster than the round closes bursts at the pulled-back range point while arriving at the fired-at distance; this test pins the stop to the sim's burst point. Co-Authored-By: Claude Opus 5.5 --- .../BallisticFlightTests.cs | 27 +++++++++++++++++++ 1 file changed, 27 insertions(+) diff --git a/tests/Aetheria.Shared.Tests/BallisticFlightTests.cs b/tests/Aetheria.Shared.Tests/BallisticFlightTests.cs index 3aadc3e39..f2c5b45f7 100644 --- a/tests/Aetheria.Shared.Tests/BallisticFlightTests.cs +++ b/tests/Aetheria.Shared.Tests/BallisticFlightTests.cs @@ -382,4 +382,31 @@ public sealed partial class FireControlCut124Tests Assert.Equal(shot.FireOrigin.y, stop.y, 3); Assert.Equal(line.y, stop.z, 3); } + + // A proximity round at a target that recedes faster than the round closes bursts at the weapon's range, pulled back + // along its line, while it arrives when it has flown the distance the target was fired at: its burst point is not + // the line at its arrival. The stop is the sim's burst point, so a presenter that stopped at the arrival line would + // end the tracer short of where the round burst. + [Fact] + public void ABurstRoundStopsAtItsBurstPointNotItsArrivalLine() + { + var e = Build(TestSettings(), SolidShape(5, 4), velocity: BallisticSpeed, fuse: WeaponFuse.Proximity, blastRadius: 4f, + damage: 100f, weaponRange: NoLockRange, targetRange: 50f); + e.Target.Velocity = float2(0, 15); + ShotOutcome outcome = null; + using var c = e.Zone.ShotCommitted.Subscribe(o => outcome = o); + FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter); + var origin = SafeAssert.OnlyShot(e.Zone).FireOrigin; + for (var i = 0; i < 100 && outcome == null; i++) e.Zone.Update(.05f); + Assert.NotNull(outcome); + Assert.True(outcome.HasBurstPoint); + Assert.True(e.Zone.TryGetShot(outcome.ShotId, out var record)); + + Assert.Equal(origin.x, outcome.BurstPoint.x, 3); + Assert.Equal(origin.z + NoLockRange, outcome.BurstPoint.y, 3); + Assert.Equal(origin.z + 50f, FireControl.RoundAt(record, outcome.Result, record.ArrivalTime).y, 3); + var stop = DrawAhead.RoundStop(record, outcome, record.FireOrigin, 0f); + Assert.Equal(outcome.BurstPoint.x, stop.x, 3); + Assert.Equal(outcome.BurstPoint.y, stop.z, 3); + } } From ce4bb199a7f368921983dd5d492aeeaeeb8de8e0 Mon Sep 17 00:00:00 2001 From: Meta Vens Date: Fri, 9 Oct 2026 23:23:24 +0200 Subject: [PATCH 12/19] Map: ballistic flight is presentation (r3 probes and rationale) Co-Authored-By: Claude Opus 5.5 --- docs/aetheria-release-map.md | 11 +++++++++++ 1 file changed, 11 insertions(+) diff --git a/docs/aetheria-release-map.md b/docs/aetheria-release-map.md index b095dc870..255ed25a5 100644 --- a/docs/aetheria-release-map.md +++ b/docs/aetheria-release-map.md @@ -5844,6 +5844,17 @@ factor), which waits on all of them. **Why a round's end is one sim statement.** The sim resolves a round at `ArrivalTime`. A drawn round that ends anywhere else needs a second owner of the end, which is what ballistic-flight s1 found in Projectile. `FireControl.RoundEnd(shot, known)` states the end for what the sim has published about the outcome: arrival for a hit, a burst or an unknown outcome, and the frozen weapon range for a miss, never short of arrival. `RoundAt` clamps there. A round whose outcome is not yet published waits at its arrival point for at most one step instead of overshooting. The drawing rules (placement, barrel blend, stop, done) are pure statics in DrawAhead, beside the ships' draw-ahead, so the headless suite tests them by behaviour rather than by grep. +**Ballistic flight is presentation (r3, 2026-10-09).** After rulings projectile-flight-is-presentation, sim-hooks-presentation-agnostic and direct-arrival-keep-timing, FireControl owns only a shot's facts: the outcome, when damage lands (ArrivalTime, a contact burst's shortened arrival, the commit tick), the impact cell with its target, and a fused round's burst point. DrawAhead owns the drawn round, as pure statics tested headless. + +Probes at d98818ea: +(1) The impact cell is already on the outcome: on a hit, Commit stores the first cell of the shot's lane (FireControl.cs:960-988), MakeOutcome copies Cell and Target (:1527-1544), and ShotCommitted and ShotResolved publish the outcome (:881, :894). No sim hook was needed. +(2) Entity.ToWorldPoint (Entity.cs:717-725) is the one schematic-to-world frame. The step turns Direction by `mul(Direction, float2x2.Rotate(TurnRate*dt))` (Thruster.cs:129), so the cell on the drawn pose is `Position(target, lead).xz + Rotate(ToWorldPoint(cell) - Position.xz, TurnRate*lead)`, exactly. +(3) The commit tick equals `record.ArrivalTime - outcome.ArrivalIn` for every result (:877-881, :1541). +(4) An engaged proximity round is Hit or Burst, never Miss; it bursts at BurstPosition frozen at Fire (:1009-1017, :1148-1150), and it is drawn there. +(5) A target that leaves the zone mid-flight resolves as a fresh Miss (:857-868). + +Rationale: a hit follows its frozen line until the commit tick, then blends onto its impact cell on the target's drawn pose, so it lands on the hull rather than at the frozen line's arrival point. The sim's damage timing is unchanged. A miss flies on to the weapon's frozen range, which is DrawAhead.RoundEnd's choice. A kink at the commit frame (at most one step's share of the line-to-hull gap) and a snap back to the line after a target-gone Miss are accepted presentation. Rejected: publishing the lane's entry point as a new sim field; the ruling names the cell, so a hit effect may sit up to half a cell inside the hull skin. Risk: a hull mesh not aligned with its schematic makes hits land beside the mesh; that is a content fault, and the operator's moving-target check shows it. + ### Census Every Unity-side place that integrates, times or decides a sim fact at `6d427b7a`, and the cut From 87ec736f045aabbf0c23ce1e1562e069f4c5c3e8 Mon Sep 17 00:00:00 2001 From: Meta Vens Date: Fri, 9 Oct 2026 23:25:25 +0200 Subject: [PATCH 13/19] Map: articulated mounts (body facts AM1-AM11, model-page rows, authority map, rationale) Co-Authored-By: Claude Opus 5.5 --- docs/aetheria-release-map.md | 188 +++++++++++++++++++++++++++++++++++ 1 file changed, 188 insertions(+) diff --git a/docs/aetheria-release-map.md b/docs/aetheria-release-map.md index 255ed25a5..fe79044d6 100644 --- a/docs/aetheria-release-map.md +++ b/docs/aetheria-release-map.md @@ -7328,3 +7328,191 @@ vapour-cloud-presenter r2, modifier-stacking r3 (shrunk to tests), consumables-f follow-up; reshaped by `consumables-scarce`), boost-gear-systems r2 and boost-gear-combat r2 (held), ships-authoring-tool r2, ships-player r3. New: cut player-build r1, follow-up `component-records-after-demo`. No question raised. + +## Articulated mounts + +Mapped 2026-10-09 by Imagination (`imagination-aeth-articulated`, session `self-2026-10-09-ag`) for follow-up +`articulated-mounts`, against `origin/master` `6d83597b`. Rulings: `arc-and-traverse-on-the-link`, +`rig-is-presentation`, `sim-hooks-presentation-agnostic`, `projectile-flight-is-presentation`, +`ship-roles-are-tags`, `thrusters-radiators-are-meshes`; follow-up `articulated-mount-traverse-min`. +Anchors are exact at `6d83597b`. + +**Scope tension for Self.** Target r4's `not_in_scope` lists "articulated mounts". The operator asked for this work +now (her hermit-crab hull carries its big gun on a jointed arm). The cuts are admitted; the target needs a revision +that takes articulated mounts out of `not_in_scope` before Hands is briefed. + +### Body facts + +**AM1. Arc is per hardpoint today, not per weapon.** `FireControl.ArcFor` (`FireControl.cs:36-41`) reads +`HardpointData.FiringArc` (`ItemData.cs:567-569`, key 6) when above zero, else `GameplaySettings.FiringArc` +(`Settings.cs:222`, initializer 120). `InArc` (`:50-58`) passes 360 or more unconditionally. The only shipped writer +was `AetherDb firing-arc-migrate` (`tools/AetherDb/Program.cs:998-1047`), which set 360 on the Turret hull's +Ballistic hardpoints. Twenty-three hardpoint initializers author `FiringArc`, all in tests (`git grep -nE +"[{,] *FiringArc = |^ +FiringArc = "` over tests, Assets/Scripts and tools: 23), and eight accessors read or write +it (`hardpoint\??\.FiringArc|Mount\(s\)\.FiringArc|Hardpoints\[0\]\.FiringArc`: 8). The brief's "per weapon, +default 120, turret 360" is this per-hardpoint rule. + +**AM2. Traverse is not simulated; it only prices.** `Solution` (`FireControl.cs:128-152`) says turrets traverse +instantly in the simulation and that link traverse "will make this stateful behind the same signature". +`TrackingRate` (`:238-245`) is the gun's `Weapon.Tracking` times the ship's targeting gear over `UnaidedTracking`, ++infinity for an unauthored gun, and only `PMount` reads it (`:383`, `:427`, `:720`). Follow-up +`articulated-mount-traverse-min` puts the link's traverse inside `TrackingRate` as the slower of the two. These cuts +add no slew state: arc and aim stay derived on every read. + +**AM3. The visual record reserves a pivot role nobody uses.** `ShipAuthoringStore.Roles` (`ShipAuthoring.cs:50-58`) +includes `articulation`, "a pivot, never a mount". No add-on code tags it, and `ShipModShips.Assemble` gives every +mod ship `ArticulationPoints = Array.Empty()` (`ShipModShips.cs:164`). The authoring doc says no +pivot is planned "until pivots move onto `HullData`" (`docs/moddable-ship-authoring.md:188-189`). + +**AM4. `ArticulationPoint` is one yaw/pitch pivot with no yaw clamp.** `ArticulationPoint.cs:9-48` slews yaw and +pitch toward `Target` at `Speed` and clamps only pitch. `ShipPrefabAuthoring.cs:139-149` parses +`Pivot.Group.YawMin.YawMax.PitchMin.PitchMax.Speed` but stores no yaw limit, so the Controls section's C9 line +("clamps yaw to YawMin..YawMax") is wrong on this base. A single pivot needs no IK. `EntityInstance.cs:282-289` +gives each articulation group an aim transform, and `LateUpdate` places it (`:410-417`) from +`FireControl.Solution(...).Direction` of the group's first weapon. A link presenter follows that read. The Eyes IK +report (AM11) found the same two facts. + +**AM5. The GLB path maps every node that carries `aetheria.id`.** `ShipModCatalog.ReadNodeIds` +(`ShipModCatalog.cs:195-218`) reads node extras, refuses a duplicate id and records whether the node has a mesh; it +keeps no parent relation. `Bind` (`:168-191`) checks each anchor's node. `ShipModVisual.LoadAsync` maps anchors to +Transforms through glTFast's instantiator (`ShipModVisual.cs:51-54`). A joint is an ordinary glTF node, so the same +map reaches it once it carries an id. + +**AM6. Probe: the add-on's export keeps an armature, its skin and data-bone extras.** Run on Starfire 2026-10-09 +with Blender 5.2.2 LTS at `C:\Program Files (x86)\Steam\steamapps\common\Blender\blender.exe` +(`--background --factory-startup`). Script `probe_rig_export.py` in the session scratchpad +(`...\scratchpad\imagination-aeth-articulated\`). It builds a collection with a hull cube; an armature +Shoulder > Elbow > Wrist; a cylinder skinned to Wrist through an Armature modifier; an empty `weapon-mount` +parented to the Wrist bone (`parent_type = BONE`) with a muzzle child; a Limit Rotation constraint on Elbow; and +custom properties on the Wrist data bone (`aetheria.role=link`, `aetheria.id=link.claw`) and on the Wrist pose bone. +It exports with the add-on's options (`__init__.py:359-361`: GLB, `use_active_collection`, `use_selection`, +`export_extras`, `export_yup`, `export_apply`). Result: +- One skin with joints `Shoulder, Elbow, Wrist`; the barrel node has `skin: 0` and a mesh. `export_apply` did not + bake the armature away. +- Joints are ordinary nodes in the hierarchy (`Arm > Shoulder > Elbow > Wrist > ClawGun > ClawGun.Muzzle`): the + bone-parented empty is a child of the Wrist joint node and keeps its extras. +- Data-bone custom properties export as the joint node's `extras` (`Wrist` carried `aetheria.role` and + `aetheria.id`). The pose-bone property did **not** export. A tag set by hand in Pose Mode's custom-properties + panel is lost; the add-on must write data-bone properties. +- The Limit Rotation constraint left no trace in the GLB (no extension, no extras). glTF carries no joint limits, + so the add-on must package them. +- The armature object's own custom property exported as extras on the `Arm` node. + +**AM7. The ship file carries unknown slots through.** `ship_cc.replace_layout` (`ship_cc.py:161-195`) and +`replace_visual` (`:116-140`) append each row's slots past the known members by mount or anchor id, and edit only +their own slots. `ShipSchemaPinTests` pins the Python slot numbers and member orders to the C# keys and asserts +`HARDPOINT_MEMBERS` has 7 names. A C# cut that adds `HardpointData` key 7 or `HullData` key 33 therefore needs no +Python change: the add-on carries both untouched until the add-on cut names them. + +**AM8. The schema version string is not a gate.** CultCache resolves a persisted record by schema name when the +local type has one version (CultLib `src/GameCult.Caching/CultCache.cs:518-523`). `aetheria.hulldata` and +`aetheria.ship_authoring` are both `"1"` (`ItemData.cs:510`, `ShipAuthoring.cs:12`). Bumping either buys no +refusal. A retired slot is guarded by a raw-payload refusal instead, as `RefuseLegacyEmbeddedHull` +(`ShipAuthoring.cs:124-151`) guards ShipAuthoring key 1. Every cut here keeps both versions at `"1"`. + +**AM9. Calibre is a footprint band, held only in a test so far.** `WeaponItemData.WeaponCaliber` +(`ItemData.cs:482-483`) runs Small to ExtraLarge (`Enums.cs:77-83`). Cut `caliber-bands` (unlanded) states the bands +(Small 1-2 cells, Medium 3-4, Large 5-6, ExtraLarge 7-9) only inside its test. No balance source names an arc cap +per calibre: AetheriaLore `Game Design/Ship Play Concepts.md` fork 2 (line 24, read in the ship-language +worktree) gives the trade without numbers. + +**AM10. In-flight add-on specs that touch arcs.** Among in-force specs with no report, only `ships-addon-gizmos` r3 +(arc fan from the row's arc) and `ships-addon-mounts` r5 (row defaults include `FiringArc`; a negative grep on +`.firing_arc =`) name a hardpoint arc. `controls-hud` r2, `controls-ai-bearing` r1 and `munition-shots` r5 read +`ArcFor` or `TrackingRate`, whose signatures these cuts keep. + +**AM11. Eyes prior art on IK** (`C:\Users\Meta\AppData\Local\Temp\claude\F--Projects-CultLib\f24b705c-99b0-4915-8cd0-d31d652edbbf\scratchpad\eyes-ik-prior-art\ik-prior-art.md`). +Damped least squares, min `||[J; lambda I] dtheta - [e; 0]||^2` with the joint bounds as the box, has exactly the +form of CultMath's existing `BoundedLeastSquares`. Every engine Eyes checked (Unity Animation Rigging, Godot 4.6, +Unreal Control Rig) keeps IK in the animation layer; none was found in a math library. Aim-an-axis leaves twist +about the aim free, so a chain aims with two effective degrees of freedom. + +### Model page + +| Kind | Identity | Lifecycle | Authority | +|---|---|---|---| +| Link (`LinkData` in `HullData.Links`, key 33) | `Id`: the `aetheria.id` that Tag Link writes on the data bone or object (ruling `ship-roles-are-tags`). Renaming never changes it. For a shipped hull, the id the migration writes. | Edited in Blender's layout buffer and written by Save or Package. A package edited after a save changes the arc or traverse a run's guns use on Continue. No save names a link, because the sim holds no slew state (AM2). If a link is removed while a hardpoint names it, the judge fails the package, compose excludes it, and Continue refuses the run, naming the missing design (`RunSave.RequireDesigns`). It adds nothing to `mod-hull-changed-under-run`, because a link change moves no cell. | The author, through the add-on, for arc and traverse. `HullLinks.Validate` judges it. `FireControl` reads it, only through `ArcFor` and `TrackingRate`. | +| Hardpoint on a link (`HardpointData.Link`, key 7) | The hardpoint's mount id (`Transform`) plus the link id. Empty means a fixed mount: the default arc and the gun's own traverse. | Derived at Package from the mount object's ancestry (the nearest ancestor tagged link, through a bone parent), as mounted `Position` is derived from the object. A mount re-parented in Blender changes link at the next Package. For `ambiguous-hardpoint-origin`, a link is one more way two hardpoints at one origin differ (arc, as rotation already does), so it neither fixes nor worsens that defect. The fix there is to save the hardpoint's identity: C4's element id on `HardpointData`. | The mount's place in the Blender hierarchy; Package derives it. The panel and Studio show it read-only for a mounted row. The judge refuses a name that is not a link of the hull. | +| Rig chain (`ShipJoint` in `ShipAuthoring.Joints`, key 5, and the `link` anchors) | Each joint's `Id` is its bone's `aetheria.id`, assigned once by Package (`joint.`) and kept on the data bone. A link anchor's id is its link's id. | Re-rigging changes only the visual record, and every Package and compose judges it again. No save, sim fact or catalog record names a joint. The Unity rig components are cache-only and rebuilt each boot with the prototype. | The author's Blender bone IK settings (lock, limit, min, max), copied by Package. The judge checks the tree and that the yaw reach covers the link's arc. Unity reads and drives it. No joint feeds a sim fact (ruling `rig-is-presentation`). | + +**C4 (follow-up `c4-ship-element-ids`).** Links are a fourth element kind for variants: `LinkData` rows keyed by +`Id`, as hardpoints are keyed by `Transform`. A heavy variant that narrows a link's arc is a tail-slot patch by link +id. `ship_cc` carries link rows' unknown slots by id, as it does for hardpoints and anchors; `ships-addon-links` +lands that. + +### Authority map + +- **Owner.** `LinkData`, authored per hull, owns arc width and traverse speed. The Blender hierarchy owns whether a + hardpoint is on a link, derived into `HardpointData.Link` at Package. The Blender bone IK settings own the joint + limits, packaged into `ShipAuthoring.Joints`. +- **Sim inputs.** `HullData.Links` and `HardpointData.Link`, nothing else. +- **Outputs.** `ArcFor`, `InArc`, `AimDirection` and `TrackingRate`, signatures unchanged. Presentation reads + `GunSolution.Direction` of a link's lead weapon and the link's traverse. +- **Derived.** `HardpointData.Link`, from the hierarchy. A fixed mount's arc, which is `GameplaySettings.FiringArc`. + An object link's joint (one yaw degree of freedom, plus or minus half the arc), at Package. The Unity link rigs + (cache-only). +- **Demoted, then cut.** `HardpointData.FiringArc` is no longer an owner; the link is. `links-record` refuses a + hardpoint that names a link while its `FiringArc` is set. `links-arc` stops reading it and refuses it on packages. + `retire-firing-arc` deletes it and retires key 6. `link-rig-record` replaces the `articulation` role with `link`. +- **Forbidden writers.** No joint limit, bone length, IK result or Unity transform feeds `ArcFor` or + `TrackingRate`. No panel or Studio edit writes a mounted row's `Link`. No helper invents an arc or a traverse. + +### Rationale + +**Links are flat in `HullData`; chains live in the visual record.** The sim reads only the link a hardpoint names +(ruling `rig-is-presentation`). A turret on a turret is a chain of joints, and a chain is presentation, so `LinkData` +has no parent: its arc is the whole coverage the author grants that part. Parenting lives in `ShipJoint.Parent`. A +link's chain runs from its joint up to the nearest ancestor that is a link, or to the root, and parent links solve +first. + +**One facing per link.** Weapon hardpoints on one link must share a `Rotation`. `MountDirection` stays derived from +the item's rotation (`FireControl.cs:28-33`), the link needs no facing field, and the presenter's lead weapon aims +for every gun on the part. + +**Why `FiringArc` is retired rather than kept for fixed mounts.** Two places that state an arc are two owners. A +fixed mount is the degenerate case: no link, the default arc, the gun's own traverse. Any other arc is a link, +including the shipped Turret hull's, which migrates to one link with arc 360 and traverse +infinity, so its behaviour +is unchanged. The subtraction is its own cut and lands after the add-on cuts that edit the same panel, so no open +cut's hunks are stranded. + +**Traverse +infinity means no mechanical limit.** It matches `Weapon.Tracking`'s convention ("an unauthored gun is ++infinity", `FireControl.cs:238-245`), so `min` needs no special case. The add-on shows it as a Free traverse +toggle; zero and NaN are refused. + +**Joint limits come from Blender's bone IK settings, not from Limit Rotation constraints.** Blender's own IK solver +honours `lock_ik_*`, `use_ik_limit_*` and `ik_min_*`/`ik_max_*`, so an author previewing with an IK constraint sees +the limits the game uses. The semantics follow Blender's: an axis is free unless locked or limited. Package writes +each degree of freedom as a unit axis in Ship Root space at rest, converted to glTF axes, with a min and max in +degrees. This keeps the record independent of the exporter's bone-axis correction, which this map did not verify. + +**The reach check is yaw only, and conservative.** The sim is planar. A link's chain covers its arc when the summed +ranges of the chain's degrees of freedom whose axis lies within 5 degrees of Ship Root up reach the arc (an arc of +360 needs a summed 360). Serial joints about parallel axes add, so the sum is exact for the arms the add-on makes. A +chain whose yaw comes only from tilted axes is refused with a message naming the link. That is the price of a check +the judge can state in one line. + +**The solver is behind a port.** Aetheria's presenter needs only this: a chain (joints root-first, their rest +offsets, their degrees of freedom with limits), an effector (the muzzle offset and its local aim axis), the current +angles and a target direction; it gets back new angles. `link-rig-presenter` codes against that port. Question +`solver-owner` decides who implements it. + +**Thrusters on links stay a follow-up.** A gimballed thruster changes where thrust points. That is a sim fact, and +the thrust allocator (cuts `thrust-allocator-core`, `thrust-allocator` and `envelope-from-columns`, all in flight) +reads thrusters as fixed columns. Putting thrusters on links now would reopen those cuts. The judge refuses a +non-weapon hardpoint on a link and names follow-up `gimballed-thrusters`. + +**Cut order.** `links-record` (types and judge), then `links-arc` (FireControl reads the link; the Turret hull and +the test fixtures migrate), carry the sim. `link-rig-record` adds the joint record and the GLB checks. +`ships-addon-links` lands the Blender side after `ships-addon-mounts`. Mounts r5 needs no revision: it writes no +arc, and `ships-addon-links` extends its derivation. `ships-addon-gizmos` r4 replaces r3. `link-rig-presenter` +waits on `solver-owner`, `link-calibre-judge` waits on `calibre-arc-caps`, and `retire-firing-arc` goes last. + +### Admitted + +Receipts `mind-commit-b0c6b373...`, `mind-commit-c00a16b5...`, `mind-commit-08fce00f...` and `mind-commit-06e09a45...` +(2026-10-09 21:18-21:24 UTC). New cuts: links-record r1, links-arc r1, link-rig-record r2 (r1 superseded for one +out-of-range anchor), ships-addon-link-rows r1, ships-addon-link-package r1, link-rig-presenter r1, link-calibre-judge +r1, retire-firing-arc r1. Revised: ships-addon-gizmos r5 (r3 superseded by r4 and r4 by r5 for an untested negative +pattern). ships-addon-mounts r5 is unchanged. Questions: `solver-owner` (raised in link-rig-presenter) and +`calibre-arc-caps` (raised in link-calibre-judge). Follow-ups: `gimballed-thrusters`, `caliber-bands-one-table`. +context-pack read every anchor SAME at `6d83597b`. From 2dcb7b2078af66c9666bcabc2ca86e8e4955913b Mon Sep 17 00:00:00 2001 From: Meta Vens Date: Fri, 9 Oct 2026 23:27:22 +0200 Subject: [PATCH 14/19] Ballistic flight r3: DrawAhead draws a round from the sim's facts, a hit ends at its impact cell; FireControl draws nothing FireControl.RoundEnd and RoundAt leave FireControl (RoundEnd to DrawAhead verbatim, RoundAt as DrawAhead's private Line); DrawAhead.Round takes the published outcome, steers a hit or burst from its frozen line at the commit tick onto its end (burst point, else the impact cell on the target's drawn pose), and RoundStop is deleted. Projectile caches the last published ShotOutcome and calls DrawAhead only. BallisticFlightTests move to the new signatures; the frozen-line moving-target test is replaced by impact-cell, steer and no-drawing-function tests. Unverified: not yet built or run. Co-Authored-By: Claude Opus 5.5 --- Assets/Scripts/Gameplay/Weapons/Projectile.cs | 28 +- .../Gameplay/Weapons/ProjectileManager.cs | 2 +- Assets/Scripts/ServerShared/DrawAhead.cs | 67 +++- Assets/Scripts/ServerShared/FireControl.cs | 24 +- .../BallisticFlightTests.cs | 309 ++++++++++++------ 5 files changed, 286 insertions(+), 144 deletions(-) diff --git a/Assets/Scripts/Gameplay/Weapons/Projectile.cs b/Assets/Scripts/Gameplay/Weapons/Projectile.cs index 2fe4129d1..66a444d89 100644 --- a/Assets/Scripts/Gameplay/Weapons/Projectile.cs +++ b/Assets/Scripts/Gameplay/Weapons/Projectile.cs @@ -3,13 +3,13 @@ using System.Collections; using UniRx; using UnityEngine; -// A ballistic round, drawn by DrawAhead's round statics and deciding nothing. The simulation owns the round's whole -// flight (the PendingShot copy taken at spawn, replaced by the sim's record at ShotCommitted, and the outcome it -// publishes), so this object stores no motion state of its own and computes no position, time or range: each frame it -// asks DrawAhead.Round where the round is at sim time plus the clock's Lead (the same draw-ahead ships use), and the -// round ends on the sim's word: ShotResolved stops a round that hit or burst where DrawAhead.RoundStop puts it, and +// A ballistic round, drawn by DrawAhead.Round from what the simulation publishes and deciding nothing. The simulation +// owns the round's facts (the PendingShot copy taken at spawn, replaced by the sim's record at ShotCommitted, and the +// outcome it publishes), so this object stores no motion state of its own and computes no position, time, range or +// impact point: each frame it asks DrawAhead.Round where the round is at sim time plus the clock's Lead (the same +// draw-ahead ships use). The round ends on the sim's word: ShotResolved ends one that hit or burst, and // DrawAhead.RoundOver ends one the sim published as a miss. The barrel is only where the round is first seen: its -// offset from the sim line decays to zero over BlendTime sim seconds. The trail's fade after the end stays real time +// offset from the drawn line decays to zero over BlendTime sim seconds. The trail's fade after the end stays real time // (pure presentation, ruling sim-speed-presentation). public class Projectile : MonoBehaviour { @@ -22,7 +22,7 @@ public class Projectile : MonoBehaviour private PendingShot _shot; private Zone _zone; private CultMath.float3 _barrel; - private ShotResult? _known; + private ShotOutcome _known; private bool _alive; private CompositeDisposable _binding; @@ -49,25 +49,25 @@ public class Projectile : MonoBehaviour private void Draw() { - var time = _zone.Time + ActionGameManager.Clock.Lead; - transform.position = V(DrawAhead.Round(_shot, _known, _barrel, BlendTime, time)); - if (DrawAhead.RoundOver(_shot, _known, time)) Finish(); + var lead = ActionGameManager.Clock.Lead; + transform.position = V(DrawAhead.Round(_shot, _known, _barrel, BlendTime, _zone.Time, lead)); + if (DrawAhead.RoundOver(_shot, _known, _zone.Time, lead)) Finish(); } // The sim's commit: the record it holds now (a contact burst's arrival is shortened here) and what it decided. private void Committed(ShotOutcome outcome) { if (_zone.TryGetShot(outcome.ShotId, out var record)) _shot = record; - _known = outcome.Result; + _known = outcome; } - // The simulation's verdict. A round that hit or burst stops where the sim put it; a miss keeps flying. + // The simulation's verdict. A round that hit or burst is drawn at its end and stops; a miss keeps flying. private void Resolve(ShotOutcome outcome) { if (!_alive) return; - _known = outcome.Result; + _known = outcome; if (outcome.Result == ShotResult.Miss) return; - transform.position = V(DrawAhead.RoundStop(_shot, outcome, _barrel, BlendTime)); + Draw(); if (HitEffect != null) HitEffect.Instantiate().position = transform.position; Finish(); } diff --git a/Assets/Scripts/Gameplay/Weapons/ProjectileManager.cs b/Assets/Scripts/Gameplay/Weapons/ProjectileManager.cs index 83eba9ea4..216756cf9 100644 --- a/Assets/Scripts/Gameplay/Weapons/ProjectileManager.cs +++ b/Assets/Scripts/Gameplay/Weapons/ProjectileManager.cs @@ -4,7 +4,7 @@ public class ProjectileManager : InstantWeaponEffectManager { public Prototype ProjectilePrototype; - // The round is drawn on the line the simulation flies it (FireControl.RoundAt), so there is nothing to aim, jitter + // The round is drawn by DrawAhead from what the simulation publishes, so there is nothing to aim, jitter // or inherit here: spread is priced by FireControl, and the sim's round inherits nothing from its shooter. public override void Fire(InstantWeapon weapon, EquippedItem item, EntityInstance source, EntityInstance target, int shotId) { diff --git a/Assets/Scripts/ServerShared/DrawAhead.cs b/Assets/Scripts/ServerShared/DrawAhead.cs index f594b33fe..98b70656e 100644 --- a/Assets/Scripts/ServerShared/DrawAhead.cs +++ b/Assets/Scripts/ServerShared/DrawAhead.cs @@ -5,10 +5,11 @@ using CultMath; using static CultMath.math; -// Where a presenter draws the latest sim state when the frame falls Lead sim seconds after the last step: ships by -// their last step's velocity, ballistic rounds on FireControl's RoundAt and RoundEnd. Pure reads of the simulation for -// presenters (never called by ServerShared, no state of their own): the sim owns every pose and no presenter stores -// one, a previous state or a velocity of its own. +// Pure presentation statics over sim state, never called by ServerShared, with no state of their own: the sim owns every +// pose and no presenter stores one, a previous state or a velocity of its own. Ships are drawn where the frame falls Lead +// sim seconds after the last step, by their last step's velocity and turn. A ballistic round's flight is presentation +// (ruling projectile-flight-is-presentation), drawn from the sim's facts: its frozen line, the published outcome, the +// commit tick, the impact cell on the target's drawn pose, the burst point. public static class DrawAhead { // A ship in a wormhole animation has its pose scripted by the step, not integrated from Velocity and TurnRate, @@ -39,19 +40,57 @@ public static class DrawAhead t.w * q.w - t.x * q.x - t.y * q.y - t.z * q.z)); } - // A ballistic round at a sim time (the clock's Zone.Time + Lead): on FireControl's line for what the sim has published - // of its outcome, with the barrel's offset from that line decaying to nothing over blendTime sim seconds from the moment of firing. - public static float3 Round(in PendingShot shot, ShotResult? known, float3 barrel, float blendTime, float time) => - Lifted(shot, FireControl.RoundAt(shot, known, time), barrel, blendTime, time); + // A ballistic round at a sim time (the clock's Zone.Time + Lead): on its frozen line while the outcome is unknown or a + // miss, with the barrel's offset from that line decaying to nothing over blendTime sim seconds from the moment of firing. + // A round the sim published as a hit or burst steers from its line, from the commit tick, onto where it ends by the + // time damage lands: a burst's frozen point, else the impact cell on the target's drawn pose; and is held there after. + public static float3 Round(in PendingShot shot, ShotOutcome known, float3 barrel, float blendTime, float simTime, float lead) + { + var time = simTime + lead; + var drawn = Lifted(shot, Line(shot, known?.Result, time), barrel, blendTime, time); + if (known == null || known.Result == ShotResult.Miss) return drawn; + var end = known.HasBurstPoint + ? float3(known.BurstPoint.x, shot.FireOrigin.y, known.BurstPoint.y) + : Impact(known.Target, known.Cell, lead); + var commit = shot.ArrivalTime - known.ArrivalIn; + var steer = shot.ArrivalTime > commit ? saturate((time - commit) / (shot.ArrivalTime - commit)) : 1f; + return drawn + (end - drawn) * steer; + } - // Where a round that hit or burst stops: the outcome's burst point, else where it arrives on its line. - public static float3 RoundStop(in PendingShot shot, ShotOutcome outcome, float3 barrel, float blendTime) => - Lifted(shot, outcome.HasBurstPoint ? outcome.BurstPoint : FireControl.RoundAt(shot, outcome.Result, shot.ArrivalTime), - barrel, blendTime, shot.ArrivalTime); + // The impact cell's centre on the target's drawn pose: the cell at the sim pose, drawn ahead by the target's last + // step velocity and turned by its last step turn for lead seconds, as Position and Rotation draw the entity. + public static float3 Impact(Entity target, int2 cell, float lead) + { + var at = Position(target, lead); + var offset = target.ToWorldPoint((float2) cell) - target.Position.xz; + var turned = mul(offset, float2x2.Rotate(Turn(target, lead))); + return float3(at.x + turned.x, at.y, at.z + turned.y); + } // Whether the drawn flight is over by time: only a published miss ends by the clock. A hit or burst ends on ShotResolved. - public static bool RoundOver(in PendingShot shot, ShotResult? known, float time) => - known == ShotResult.Miss && time >= FireControl.RoundEnd(shot, ShotResult.Miss); + public static bool RoundOver(in PendingShot shot, ShotOutcome known, float simTime, float lead) => + known != null && known.Result == ShotResult.Miss && simTime + lead >= RoundEnd(shot, ShotResult.Miss); + + // The sim time a round's drawn line ends, for what is known of its outcome. A round that hit or burst (or whose outcome + // is not yet published) ends at its ArrivalTime; a round the sim has published as a Miss flies on to the weapon's frozen + // range and never ends short of its own arrival (a direct round's FireRange is measured to any target, in range or not). + public static float RoundEnd(in PendingShot shot, ShotResult? known) => + known == ShotResult.Miss + ? max(shot.ArrivalTime, shot.FireTime + (shot.Speed > .01f ? shot.MaxRange / shot.Speed : 0f)) + : shot.ArrivalTime; + + // The frozen line a round follows until it steers: from its frozen origin along its frozen direction at its frozen + // speed, held at RoundEnd once it has flown that far. With no outcome known the round is drawn no further than its + // arrival point and waits there for the sim to publish one. + private static float2 Line(in PendingShot shot, ShotResult? known, float time) + { + if (shot.Speed <= .01f) return shot.FireOrigin.xz; + var flown = clamp(time - shot.FireTime, 0f, RoundEnd(shot, known) - shot.FireTime); + return shot.FireOrigin.xz + shot.TravelDirection * (shot.Speed * flown); + } + + private static float Turn(Entity entity, float lead) => + entity is Ship { WormholeAnimationInProgress: true } ? 0f : entity.TurnRate * lead; private static float3 Lifted(in PendingShot shot, float2 planar, float3 barrel, float blendTime, float time) { diff --git a/Assets/Scripts/ServerShared/FireControl.cs b/Assets/Scripts/ServerShared/FireControl.cs index c1c4e8ddd..fbe2e0d13 100644 --- a/Assets/Scripts/ServerShared/FireControl.cs +++ b/Assets/Scripts/ServerShared/FireControl.cs @@ -514,26 +514,6 @@ public static class FireControl return shot.Target == null ? 1f : PDeviation(deviation, shot.Tracking); } - // The sim time a ballistic round's drawn flight ends, for what is known of its outcome: the one statement of a round's - // end. A round that hit or burst (or whose outcome is not yet published) ends at its ArrivalTime. A round the sim has - // published as a Miss flies on to the weapon's frozen range and never ends short of its own arrival (a direct round's - // FireRange is measured to any target, in range or not). Pure: it reads the shot alone, and the simulation's own - // arithmetic (Step, Commit, Apply) does not call it. Presenters end rounds here, through DrawAhead. - public static float RoundEnd(in PendingShot shot, ShotResult? known) => - known == ShotResult.Miss - ? max(shot.ArrivalTime, shot.FireTime + (shot.Speed > .01f ? shot.MaxRange / shot.Speed : 0f)) - : shot.ArrivalTime; - - // Where a ballistic round is at a sim time: the one statement of the round's line, from its frozen origin along its - // frozen direction at its frozen speed, held at RoundEnd once it has flown that far. With no outcome known the round is - // drawn no further than its arrival point and waits there for the sim to publish one. Pure, like RoundEnd. - public static float2 RoundAt(in PendingShot shot, ShotResult? known, float time) - { - if (shot.Speed <= .01f) return shot.FireOrigin.xz; - var flown = clamp(time - shot.FireTime, 0f, RoundEnd(shot, known) - shot.FireTime); - return shot.FireOrigin.xz + shot.TravelDirection * (shot.Speed * flown); - } - // How far a target can and does move off the line of fire in the solution window: the term DeviationProbability // and HitProbability both add. Behaviour (its observed unpredictability across the line of sight) realises the // evasion and capability (its envelope's reach) caps it, so a coasting ship evades nothing whatever it could do @@ -2023,9 +2003,9 @@ public struct PendingShot public float3 FireTargetPosition; public float3 FireTargetVelocity; public float FireTime; - // The weapon's Velocity at Fire: frozen with the rest, so RoundAt states the same line whatever happens to the stat later. + // The weapon's Velocity at Fire, frozen with the rest so a presenter draws the same line whatever happens to the stat later. public float Speed; - // The weapon's Range at Fire, likewise frozen: how far a round that misses flies on, read only by RoundEnd. FireRange above + // The weapon's Range at Fire, likewise frozen: how far a presenter may draw a round that misses. FireRange above // is the distance to the engaged target (0 for a round with none), not how far a round that misses flies on. public float MaxRange; public float CommitTime; diff --git a/tests/Aetheria.Shared.Tests/BallisticFlightTests.cs b/tests/Aetheria.Shared.Tests/BallisticFlightTests.cs index f2c5b45f7..61a733e3a 100644 --- a/tests/Aetheria.Shared.Tests/BallisticFlightTests.cs +++ b/tests/Aetheria.Shared.Tests/BallisticFlightTests.cs @@ -4,18 +4,23 @@ using System; using System.Linq; +using System.Reflection; using UniRx; using Xunit; using static CultMath.math; using float2 = CultMath.float2; +using float2x2 = CultMath.float2x2; using float3 = CultMath.float3; +using int2 = CultMath.int2; -// Ballistic flight: FireControl.RoundAt is the one statement of where a fired round is at a sim time, from the -// PendingShot's frozen origin, direction, speed and fire time, and FireControl.RoundEnd the one statement of when its -// drawn flight ends for what the sim has published of its outcome. Unity draws rounds through DrawAhead's round statics -// and integrates nothing, so these tests pin the line, the end and the drawing against first principles (the shooter's -// position, the aim, the authored velocity and range) rather than against the code that computes them. Shares the -// Cut 12.4 engagement fixture. +// Ballistic flight: a round's flight is presentation (ruling projectile-flight-is-presentation). The simulation publishes +// the facts (the PendingShot's frozen origin, direction, speed, fire time and arrival, the outcome with its commit tick, +// impact cell and burst point) and DrawAhead's statics draw the round from them: Round the one statement of where a round +// is at a sim time, Impact where a hit lands on the target's drawn pose, RoundEnd and RoundOver when its drawn flight +// ends. FireControl owns none of it (ruling direct-arrival-keep-timing: damage keeps landing at the arrival time, the +// hit is drawn at its cell). Unity's Projectile calls Round and integrates nothing, so these tests pin the drawing +// against first principles (the shooter's position, the aim, the authored velocity and range, the hull's own frame) +// rather than against the code that computes it. Shares the Cut 12.4 engagement fixture. public sealed partial class FireControlCut124Tests { private const float BallisticSpeed = 20f; @@ -32,57 +37,77 @@ public sealed partial class FireControlCut124Tests return e; } + // What the sim publishes for a shot, as a presenter holds it: only the result (no impact, no burst point). + private static ShotOutcome Known(in PendingShot shot, ShotResult result) => + new ShotOutcome { ShotId = shot.ShotId, Result = result, ArrivalIn = max(0f, shot.ArrivalTime - shot.CommitTime) }; + + // A hit on a cell of the target, committed at `commit`: ArrivalIn is how long after the commit damage lands. + private static ShotOutcome Hit(in PendingShot shot, Entity target, int2 cell, float commit) => + new ShotOutcome { ShotId = shot.ShotId, Result = ShotResult.Hit, Target = target, Cell = cell, ArrivalIn = shot.ArrivalTime - commit }; + + // The hull's occupied coordinate farthest from its centre of mass: a cell well off the target's position. + private static int2 FarCell(Engagement e) => + e.HullData.Shape.Coordinates.OrderByDescending(c => length((float2) c - e.HullData.Shape.CenterOfMass)).First(); + [Fact] - public void RoundAtIsTheFiredLine() + public void ARoundIsDrawnOnItsFiredLine() { // Burst round: leaves the shooter, is where its own speed puts it a second in, and ends on the burst point. var e = FireBurstRound(out var origin); - var burst = SafeAssert.OnlyShot(e.Zone); + ShotOutcome outcome = null; + PendingShot burst = default; + using var c = e.Zone.ShotCommitted.Subscribe(o => + { + outcome = o; + e.Zone.TryGetShot(o.ShotId, out burst); + }); + e.Zone.Update(.01f); + Assert.NotNull(outcome); + Assert.True(outcome.HasBurstPoint); var aim = normalize(float2(2, 1)); // The shooter moves on after the round left: the line is the one frozen at Fire, not one drawn from where it is now. e.Shooter.Position += float3(7, 0, 3); - var start = FireControl.RoundAt(burst, null, burst.FireTime); + var start = DrawAhead.Round(burst, null, burst.FireOrigin, 0f, burst.FireTime, 0f); Assert.Equal(origin.x, start.x, 3); - Assert.Equal(origin.z, start.y, 3); + Assert.Equal(origin.z, start.z, 3); - var second = FireControl.RoundAt(burst, null, burst.FireTime + 1f); + var second = DrawAhead.Round(burst, null, burst.FireOrigin, 0f, burst.FireTime + 1f, 0f); Assert.Equal(origin.x + aim.x * BallisticSpeed, second.x, 3); - Assert.Equal(origin.z + aim.y * BallisticSpeed, second.y, 3); + Assert.Equal(origin.z + aim.y * BallisticSpeed, second.z, 3); - foreach (ShotResult? known in new ShotResult?[] { null, ShotResult.Burst }) + foreach (var known in new[] { null, outcome }) foreach (var later in new[] { 0f, 1f, 50f }) { - var arrival = FireControl.RoundAt(burst, known, burst.ArrivalTime + later); + var arrival = DrawAhead.Round(burst, known, burst.FireOrigin, 0f, burst.ArrivalTime + later, 0f); Assert.Equal(burst.BurstPosition.x, arrival.x, 3); - Assert.Equal(burst.BurstPosition.z, arrival.y, 3); + Assert.Equal(burst.BurstPosition.z, arrival.z, 3); } // Past the weapon's range it is held at the range point, however late it is asked. - var held = FireControl.RoundAt(burst, ShotResult.Miss, burst.FireTime + NoLockRange / BallisticSpeed + 50f); + var held = DrawAhead.Round(burst, Known(burst, ShotResult.Miss), burst.FireOrigin, 0f, burst.FireTime + NoLockRange / BallisticSpeed + 50f, 0f); Assert.Equal(origin.x + aim.x * NoLockRange, held.x, 3); - Assert.Equal(origin.z + aim.y * NoLockRange, held.y, 3); + Assert.Equal(origin.z + aim.y * NoLockRange, held.z, 3); // Before it was fired it is still at the origin, not behind it. - var before = FireControl.RoundAt(burst, null, burst.FireTime - 5f); + var before = DrawAhead.Round(burst, null, burst.FireOrigin, 0f, burst.FireTime - 5f, 0f); Assert.Equal(origin.x, before.x, 3); - Assert.Equal(origin.z, before.y, 3); + Assert.Equal(origin.z, before.z, 3); // Direct round at a stationary target 100 ahead (+z): arrives on the target, and a miss would fly on to the weapon's range. var d = Build(TestSettings(), SolidShape(5, 4), velocity: BallisticSpeed, weaponRange: 1000f); var dOrigin = d.Shooter.Position; FireControl.Fire(d.Weapon, d.WeaponItem, d.Shooter); var direct = SafeAssert.OnlyShot(d.Zone); - foreach (ShotResult? known in new ShotResult?[] { null, ShotResult.Hit }) - // A round not known to miss waits at its arrival point however late it is asked. - foreach (var at in new[] { direct.ArrivalTime, direct.FireTime + 99f }) - { - var hit = FireControl.RoundAt(direct, known, at); - Assert.Equal(d.Target.Position.x, hit.x, 2); - Assert.Equal(d.Target.Position.z, hit.y, 2); - } - Assert.Equal(dOrigin.z + 100f / 2f, FireControl.RoundAt(direct, null, direct.FireTime + 2.5f).y, 2); - var heldDirect = FireControl.RoundAt(direct, ShotResult.Miss, direct.FireTime + 1000f / BallisticSpeed + 99f); - Assert.Equal(dOrigin.z + 1000f, heldDirect.y, 2); + // A round not known to miss waits at its arrival point however late it is asked. + foreach (var at in new[] { direct.ArrivalTime, direct.FireTime + 99f }) + { + var waiting = DrawAhead.Round(direct, null, direct.FireOrigin, 0f, at, 0f); + Assert.Equal(d.Target.Position.x, waiting.x, 2); + Assert.Equal(d.Target.Position.z, waiting.z, 2); + } + Assert.Equal(dOrigin.z + 100f / 2f, DrawAhead.Round(direct, null, direct.FireOrigin, 0f, direct.FireTime + 2.5f, 0f).z, 2); + var heldDirect = DrawAhead.Round(direct, Known(direct, ShotResult.Miss), direct.FireOrigin, 0f, direct.FireTime + 1000f / BallisticSpeed + 99f, 0f); + Assert.Equal(dOrigin.z + 1000f, heldDirect.z, 2); } // A round with no speed (the weapon authors Velocity 0, or effectively 0) does not fly: it is at its origin at any @@ -95,9 +120,9 @@ public sealed partial class FireControlCut124Tests FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter); var shot = SafeAssert.OnlyShot(e.Zone); - var late = FireControl.RoundAt(shot, ShotResult.Miss, shot.FireTime + 5000f); + var late = DrawAhead.Round(shot, Known(shot, ShotResult.Miss), shot.FireOrigin, 0f, shot.FireTime + 5000f, 0f); Assert.Equal(origin.x, late.x, 3); - Assert.Equal(origin.z, late.y, 3); + Assert.Equal(origin.z, late.z, 3); } [Fact] @@ -115,39 +140,44 @@ public sealed partial class FireControlCut124Tests var after = SafeAssert.OnlyShot(e.Zone); Assert.Equal(BallisticSpeed, after.Speed, 4); var aim = normalize(float2(2, 1)); - var at = FireControl.RoundAt(after, null, after.FireTime + 1f); + var at = DrawAhead.Round(after, null, after.FireOrigin, 0f, after.FireTime + 1f, 0f); Assert.Equal(origin.x + aim.x * BallisticSpeed, at.x, 3); - Assert.Equal(origin.z + aim.y * BallisticSpeed, at.y, 3); + Assert.Equal(origin.z + aim.y * BallisticSpeed, at.z, 3); } [Fact] - public void RoundAtIsPure() + public void ARoundIsPure() { - var e = FireBurstRound(out _); + var e = FireDirectRound(20f, 1000f); var shot = SafeAssert.OnlyShot(e.Zone); + e.Target.Direction = normalize(float2(1, 2)); + e.Target.TurnRate = 3f; var time = e.Zone.Time; var entities = e.Zone.Entities.ToList(); var positions = entities.Select(x => x.Position).ToList(); var velocities = entities.Select(x => x.Velocity).ToList(); + var directions = entities.Select(x => x.Direction).ToList(); + var turnRates = entities.Select(x => x.TurnRate).ToList(); var barrel = shot.FireOrigin + float3(1, .5f, -2); - for (var i = 0; i < 25; i++) - { - var at = shot.FireTime + i * .37f; - foreach (ShotResult? known in new ShotResult?[] { null, ShotResult.Miss }) + var cell = FarCell(e); + foreach (var known in new[] { null, Known(shot, ShotResult.Miss), Hit(shot, e.Target, cell, shot.CommitTime) }) + for (var i = 0; i < 25; i++) { - FireControl.RoundAt(shot, known, at); - FireControl.RoundEnd(shot, known); - DrawAhead.Round(shot, known, barrel, .1f, at); - DrawAhead.RoundOver(shot, known, at); + var at = shot.FireTime + i * .37f; + DrawAhead.Round(shot, known, barrel, .1f, at, .01f); + DrawAhead.RoundOver(shot, known, at, .01f); + DrawAhead.RoundEnd(shot, known?.Result); + DrawAhead.Impact(e.Target, cell, .01f * i); } - } Assert.Equal(time, e.Zone.Time); Assert.True(e.Zone.PendingShots.Count == 1 && e.Zone.PendingShots[0].Equals(shot), "the pending shot changed"); Assert.True(e.Zone.Entities.SequenceEqual(entities), "the zone's entities changed"); Assert.True(entities.Select(x => x.Position).SequenceEqual(positions), "an entity moved"); Assert.True(entities.Select(x => x.Velocity).SequenceEqual(velocities), "an entity's velocity changed"); + Assert.True(entities.Select(x => x.Direction).SequenceEqual(directions), "an entity turned"); + Assert.True(entities.Select(x => x.TurnRate).SequenceEqual(turnRates), "an entity's turn rate changed"); } // The weapon's Range is frozen with the rest: a round that misses flies on to the range it left with, whatever the stat @@ -158,7 +188,7 @@ public sealed partial class FireControlCut124Tests var e = FireBurstRound(out var origin); var shot = SafeAssert.OnlyShot(e.Zone); Assert.Equal(NoLockRange, shot.MaxRange, 4); - var endBefore = FireControl.RoundEnd(shot, ShotResult.Miss); + var endBefore = DrawAhead.RoundEnd(shot, ShotResult.Miss); // The stat changes after the round left, and the weapon re-reads it. ((InstantWeaponData) e.Weapon.WeaponData).Range = Constant(NoLockRange * 5f); @@ -167,11 +197,11 @@ public sealed partial class FireControlCut124Tests var after = SafeAssert.OnlyShot(e.Zone); Assert.Equal(NoLockRange, after.MaxRange, 4); - Assert.Equal(endBefore, FireControl.RoundEnd(after, ShotResult.Miss), 4); + Assert.Equal(endBefore, DrawAhead.RoundEnd(after, ShotResult.Miss), 4); var aim = normalize(float2(2, 1)); - var held = FireControl.RoundAt(after, ShotResult.Miss, after.FireTime + 1000f); + var held = DrawAhead.Round(after, Known(after, ShotResult.Miss), after.FireOrigin, 0f, after.FireTime + 1000f, 0f); Assert.Equal(origin.x + aim.x * NoLockRange, held.x, 3); - Assert.Equal(origin.z + aim.y * NoLockRange, held.y, 3); + Assert.Equal(origin.z + aim.y * NoLockRange, held.z, 3); } // A direct round at a stationary target `targetRange` ahead (+z) of the shooter, weapon Range `range`, at `speed`; @@ -198,29 +228,30 @@ public sealed partial class FireControlCut124Tests var d = FireDirectRound(speed, 1000f); var direct = SafeAssert.OnlyShot(d.Zone); Assert.Equal(direct.FireTime + 100f / speed, direct.ArrivalTime, 4); - Assert.Equal(direct.FireTime + 100f / speed, FireControl.RoundEnd(direct, null), 4); - Assert.Equal(direct.FireTime + 100f / speed, FireControl.RoundEnd(direct, ShotResult.Hit), 4); - Assert.Equal(direct.FireTime + 100f / speed, FireControl.RoundEnd(direct, ShotResult.Burst), 4); - Assert.Equal(direct.FireTime + 1000f / speed, FireControl.RoundEnd(direct, ShotResult.Miss), 4); + Assert.Equal(direct.FireTime + 100f / speed, DrawAhead.RoundEnd(direct, null), 4); + Assert.Equal(direct.FireTime + 100f / speed, DrawAhead.RoundEnd(direct, ShotResult.Hit), 4); + Assert.Equal(direct.FireTime + 100f / speed, DrawAhead.RoundEnd(direct, ShotResult.Burst), 4); + Assert.Equal(direct.FireTime + 1000f / speed, DrawAhead.RoundEnd(direct, ShotResult.Miss), 4); - foreach (ShotResult? known in new ShotResult?[] { null, ShotResult.Hit, ShotResult.Burst }) - Assert.False(DrawAhead.RoundOver(direct, known, direct.FireTime + 10000f)); + Assert.False(DrawAhead.RoundOver(direct, null, direct.FireTime + 10000f, 0f)); + foreach (var result in new[] { ShotResult.Hit, ShotResult.Burst }) + Assert.False(DrawAhead.RoundOver(direct, Known(direct, result), direct.FireTime + 10000f, 0f)); var missEnd = direct.FireTime + 1000f / speed; - Assert.False(DrawAhead.RoundOver(direct, ShotResult.Miss, missEnd - .01f)); - Assert.True(DrawAhead.RoundOver(direct, ShotResult.Miss, missEnd)); + Assert.False(DrawAhead.RoundOver(direct, Known(direct, ShotResult.Miss), missEnd - .01f, 0f)); + Assert.True(DrawAhead.RoundOver(direct, Known(direct, ShotResult.Miss), missEnd, 0f)); // A target beyond the weapon's range: a miss never ends short of its own arrival. var far = FireDirectRound(speed, 100f, targetRange: 150f); var beyond = SafeAssert.OnlyShot(far.Zone); Assert.Equal(beyond.FireTime + 150f / speed, beyond.ArrivalTime, 4); - Assert.Equal(beyond.FireTime + 150f / speed, FireControl.RoundEnd(beyond, ShotResult.Miss), 4); + Assert.Equal(beyond.FireTime + 150f / speed, DrawAhead.RoundEnd(beyond, ShotResult.Miss), 4); // A round fired at nothing arrives where it left, and a miss flies on to the range. var none = FireDirectRound(speed, 100f, atNothing: true); var nothing = SafeAssert.OnlyShot(none.Zone); Assert.Equal(nothing.FireTime, nothing.ArrivalTime, 4); - Assert.Equal(nothing.FireTime, FireControl.RoundEnd(nothing, null), 4); - Assert.Equal(nothing.FireTime + 100f / speed, FireControl.RoundEnd(nothing, ShotResult.Miss), 4); + Assert.Equal(nothing.FireTime, DrawAhead.RoundEnd(nothing, null), 4); + Assert.Equal(nothing.FireTime + 100f / speed, DrawAhead.RoundEnd(nothing, ShotResult.Miss), 4); } } @@ -239,21 +270,17 @@ public sealed partial class FireControlCut124Tests foreach (var lead in new[] { 0f, step / 2f, .999f * step }) { - var time = shot.ArrivalTime + lead; - foreach (ShotResult? known in new ShotResult?[] { null, ShotResult.Hit, ShotResult.Burst }) - { - var drawn = DrawAhead.Round(shot, known, shot.FireOrigin, 0f, time); - Assert.Equal(origin.x, drawn.x, 3); - Assert.Equal(origin.z + 100f, drawn.z, 3); - } - var missed = DrawAhead.Round(shot, ShotResult.Miss, shot.FireOrigin, 0f, time); + var waiting = DrawAhead.Round(shot, null, shot.FireOrigin, 0f, shot.ArrivalTime, lead); + Assert.Equal(origin.x, waiting.x, 3); + Assert.Equal(origin.z + 100f, waiting.z, 3); + var missed = DrawAhead.Round(shot, Known(shot, ShotResult.Miss), shot.FireOrigin, 0f, shot.ArrivalTime, lead); Assert.Equal(origin.x, missed.x, 3); Assert.Equal(origin.z + 100f + lead * speed, missed.z, 3); } for (var time = shot.FireTime; time <= shot.ArrivalTime + 1f; time += 1f / 144f) { - var drawn = DrawAhead.Round(shot, null, shot.FireOrigin, 0f, time); + var drawn = DrawAhead.Round(shot, null, shot.FireOrigin, 0f, time, 0f); Assert.True(drawn.z - origin.z <= 100f + 1e-3f, "the round was drawn past its arrival point"); } } @@ -289,7 +316,7 @@ public sealed partial class FireControlCut124Tests Assert.Equal(fired.FireTime + 1.05f, record.ArrivalTime, 2); Assert.True(record.ArrivalTime < fired.ArrivalTime); - var stop = DrawAhead.RoundStop(record, outcome, record.FireOrigin, 0f); + var stop = DrawAhead.Round(record, outcome, record.FireOrigin, 0f, record.ArrivalTime, 0f); var expected = outcome.HasBurstPoint ? outcome.BurstPoint : record.FireOrigin.xz + record.TravelDirection * (20f * (record.ArrivalTime - record.FireTime)); @@ -297,7 +324,7 @@ public sealed partial class FireControlCut124Tests Assert.Equal(expected.y, stop.z, 3); foreach (var later in new[] { 0f, .5f, 5f }) { - var drawn = DrawAhead.Round(record, ShotResult.Burst, record.FireOrigin, 0f, record.ArrivalTime + later); + var drawn = DrawAhead.Round(record, outcome, record.FireOrigin, 0f, record.ArrivalTime + later, 0f); Assert.Equal(expected.x, drawn.x, 3); Assert.Equal(expected.y, drawn.z, 3); } @@ -324,11 +351,11 @@ public sealed partial class FireControlCut124Tests Assert.Equal(want.z, got.z, 3); } - Close(barrel, DrawAhead.Round(shot, null, barrel, blend, shot.FireTime)); - Close(Line(blend / 2f) + offset * .5f, DrawAhead.Round(shot, null, barrel, blend, shot.FireTime + blend / 2f)); - Close(Line(blend), DrawAhead.Round(shot, null, barrel, blend, shot.FireTime + blend)); - Close(Line(2f * blend), DrawAhead.Round(shot, null, barrel, blend, shot.FireTime + 2f * blend)); - Close(Line(0f), DrawAhead.Round(shot, null, barrel, 0f, shot.FireTime)); + Close(barrel, DrawAhead.Round(shot, null, barrel, blend, shot.FireTime, 0f)); + Close(Line(blend / 2f) + offset * .5f, DrawAhead.Round(shot, null, barrel, blend, shot.FireTime + blend / 2f, 0f)); + Close(Line(blend), DrawAhead.Round(shot, null, barrel, blend, shot.FireTime + blend, 0f)); + Close(Line(2f * blend), DrawAhead.Round(shot, null, barrel, blend, shot.FireTime + 2f * blend, 0f)); + Close(Line(0f), DrawAhead.Round(shot, null, barrel, 0f, shot.FireTime, 0f)); } // Placement depends on sim time alone: any history of frames walked to a checkpoint draws what a fresh call draws, which @@ -342,6 +369,7 @@ public sealed partial class FireControlCut124Tests var shot = SafeAssert.OnlyShot(e.Zone); var checkpoints = new[] { .05f, .3f, 1f, 3f }; var histories = new[] { new[] { 1f / 144f }, new[] { 1f / 30f }, new[] { 1f / 144f, 1f / 30f, 1f / 90f } }; + var miss = Known(shot, ShotResult.Miss); foreach (var frames in histories) { @@ -352,10 +380,18 @@ public sealed partial class FireControlCut124Tests while (elapsed + 1e-4f < checkpoint) { elapsed = min(checkpoint, elapsed + frames[frame++ % frames.Length]); - DrawAhead.Round(shot, ShotResult.Miss, shot.FireOrigin, .1f, shot.FireTime + elapsed); + DrawAhead.Round(shot, miss, shot.FireOrigin, .1f, shot.FireTime + elapsed, 0f); + } + var drawn = DrawAhead.Round(shot, miss, shot.FireOrigin, .1f, shot.FireTime + checkpoint, 0f); + var fresh = DrawAhead.Round(shot, miss, shot.FireOrigin, .1f, shot.FireTime + checkpoint, 0f); + // A frame that falls `lead` after the step draws what the sim time lead later would. + foreach (var lead in new[] { 1f / 60f, 1f / 90f }) + { + var ahead = DrawAhead.Round(shot, miss, shot.FireOrigin, .1f, shot.FireTime + checkpoint - lead, lead); + Assert.Equal(fresh.x, ahead.x, 3); + Assert.Equal(fresh.y, ahead.y, 3); + Assert.Equal(fresh.z, ahead.z, 3); } - var drawn = DrawAhead.Round(shot, ShotResult.Miss, shot.FireOrigin, .1f, shot.FireTime + checkpoint); - var fresh = DrawAhead.Round(shot, ShotResult.Miss, shot.FireOrigin, .1f, shot.FireTime + checkpoint); Assert.Equal(fresh.z, drawn.z, 3); Assert.Equal(shot.FireOrigin.z + speed * min(checkpoint, 1000f / speed), drawn.z, 3); Assert.Equal(shot.FireOrigin.x, drawn.x, 3); @@ -364,31 +400,118 @@ public sealed partial class FireControlCut124Tests } } - // Today's sim geometry (a target crossing at 10 against a speed of 20, so an intercept exists): the round flies the line frozen at Fire and stops at the arrival point on it, whatever the - // target does afterwards. (Where a leading round's arrival should lie is the sim's question, never Projectile's.) - [Fact] - public void AHitOnAMovingTargetStopsOnItsFrozenLine() + // A hit ends at its impact cell on the target's drawn pose when damage lands, not at the arrival point of the line + // frozen at Fire (ruling direct-arrival-keep-timing): the target has moved and turned since, and is drawn ahead by its + // last step's velocity and turn. The expected point is computed apart from DrawAhead, by moving the entity itself and + // asking its own schematic frame (Entity.ToWorldPoint) where the cell is. + [Theory] + [InlineData(20f)] + [InlineData(200f)] + public void AHitEndsAtItsImpactCellOnTheTargetsDrawnPose(float speed) { - var e = Build(TestSettings(), SolidShape(5, 4), velocity: BallisticSpeed, weaponRange: 1000f); + var e = Build(TestSettings(), SolidShape(5, 4), velocity: speed, weaponRange: 1000f); e.Target.Velocity = float2(10, 0); FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter); var shot = SafeAssert.OnlyShot(e.Zone); Assert.True(shot.TravelDirection.x > 0f, "the round did not lead the target"); + const float step = 1f / 30f; e.Target.Position += float3(40, 0, 0); - var stop = DrawAhead.RoundStop(shot, new ShotOutcome { ShotId = shot.ShotId, Result = ShotResult.Hit }, shot.FireOrigin, 0f); - var line = shot.FireOrigin.xz + shot.TravelDirection * (BallisticSpeed * (shot.ArrivalTime - shot.FireTime)); - Assert.Equal(line.x, stop.x, 3); - Assert.Equal(shot.FireOrigin.y, stop.y, 3); - Assert.Equal(line.y, stop.z, 3); + e.Target.Direction = normalize(float2(1, 2)); + e.Target.TurnRate = 3f; + var cell = FarCell(e); + var hit = Hit(shot, e.Target, cell, shot.CommitTime); + var arrivalOnTheLine = DrawAhead.Round(shot, null, shot.FireOrigin, 0f, shot.ArrivalTime, 0f); + var cellSize = e.Items.GameplaySettings.SchematicCellSize; + + foreach (var lead in new[] { 0f, step / 2f, .999f * step }) + { + var position = e.Target.Position; + var direction = e.Target.Direction; + e.Target.Position += float3(e.Target.Velocity.x, 0, e.Target.Velocity.y) * lead; + e.Target.Direction = mul(e.Target.Direction, float2x2.Rotate(e.Target.TurnRate * lead)); + var cellPoint = e.Target.ToWorldPoint((float2) cell); + var expected = float3(cellPoint.x, e.Target.Position.y, cellPoint.y); + e.Target.Position = position; + e.Target.Direction = direction; + + Assert.True(length((expected - arrivalOnTheLine).xz) > cellSize, "the fixture put the cell on the frozen line's arrival point"); + var impact = DrawAhead.Impact(e.Target, cell, lead); + Assert.Equal(expected.x, impact.x, 3); + Assert.Equal(expected.y, impact.y, 3); + Assert.Equal(expected.z, impact.z, 3); + foreach (var simTime in new[] { shot.ArrivalTime, shot.ArrivalTime + .5f }) + { + var drawn = DrawAhead.Round(shot, hit, shot.FireOrigin, .1f, simTime, lead); + Assert.Equal(expected.x, drawn.x, 3); + Assert.Equal(expected.y, drawn.y, 3); + Assert.Equal(expected.z, drawn.z, 3); + } + } + } + + // A hit leaves its frozen line at the commit tick and steers onto its end by the time damage lands: before the commit it + // is on the line, half way through the steer it is half way to the impact cell, and a frame drawn ahead by the clock's + // lead places the round where the sim time that much later would. + [Fact] + public void ASteeredRoundLeavesItsLineAtTheCommit() + { + var e = FireDirectRound(20f, 1000f); + var shot = SafeAssert.OnlyShot(e.Zone); + Assert.Equal(shot.FireTime + 5f, shot.ArrivalTime, 3); + var cell = FarCell(e); + var commit = shot.ArrivalTime - 2f; + var hit = Hit(shot, e.Target, cell, commit); + + foreach (var t in new[] { commit - 1f, commit }) + { + var steered = DrawAhead.Round(shot, hit, shot.FireOrigin, 0f, t, 0f); + var line = DrawAhead.Round(shot, null, shot.FireOrigin, 0f, t, 0f); + Assert.Equal(line.x, steered.x, 3); + Assert.Equal(line.y, steered.y, 3); + Assert.Equal(line.z, steered.z, 3); + } + + var m = commit + 1f; + var onTheLine = DrawAhead.Round(shot, null, shot.FireOrigin, 0f, m, 0f); + var end = DrawAhead.Impact(e.Target, cell, 0f); + Assert.True(length((end - onTheLine).xz) > 1f, "the fixture put the impact cell on the line"); + var halfway = DrawAhead.Round(shot, hit, shot.FireOrigin, 0f, m, 0f); + Assert.Equal(onTheLine.x + (end.x - onTheLine.x) * .5f, halfway.x, 3); + Assert.Equal(onTheLine.y + (end.y - onTheLine.y) * .5f, halfway.y, 3); + Assert.Equal(onTheLine.z + (end.z - onTheLine.z) * .5f, halfway.z, 3); + + var ahead = DrawAhead.Round(shot, hit, shot.FireOrigin, 0f, m - .02f, .02f); + Assert.Equal(halfway.x, ahead.x, 3); + Assert.Equal(halfway.y, ahead.y, 3); + Assert.Equal(halfway.z, ahead.z, 3); + } + + // The sim states facts and draws nothing: no drawing function, and no lead, blend or barrel, lives in FireControl; + // those belong to DrawAhead, the presentation statics. + [Fact] + public void FireControlHasNoDrawingFunctions() + { + const BindingFlags all = BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Static | BindingFlags.Instance | BindingFlags.DeclaredOnly; + var methods = typeof(FireControl).GetMethods(all).Cast().Concat(typeof(FireControl).GetConstructors(all)).ToList(); + Assert.NotEmpty(methods); + foreach (var method in methods) + { + Assert.False(method.Name.StartsWith("Round") || method.Name.StartsWith("Draw"), "FireControl has a drawing function: " + method.Name); + foreach (var parameter in method.GetParameters()) + Assert.False(new[] { "lead", "blendTime", "barrel" }.Contains(parameter.Name), "FireControl takes a drawing parameter: " + parameter.Name); + } + + foreach (var name in new[] { "Round", "Impact", "RoundOver", "RoundEnd" }) + Assert.NotNull(typeof(DrawAhead).GetMethod(name, BindingFlags.Public | BindingFlags.Static)); } // A proximity round at a target that recedes faster than the round closes bursts at the weapon's range, pulled back // along its line, while it arrives when it has flown the distance the target was fired at: its burst point is not - // the line at its arrival. The stop is the sim's burst point, so a presenter that stopped at the arrival line would + // the line at its arrival. The end is the sim's burst point, so a presenter that ended at the arrival line would // end the tracer short of where the round burst. [Fact] - public void ABurstRoundStopsAtItsBurstPointNotItsArrivalLine() + public void ABurstRoundEndsAtItsBurstPointNotItsArrivalLine() { var e = Build(TestSettings(), SolidShape(5, 4), velocity: BallisticSpeed, fuse: WeaponFuse.Proximity, blastRadius: 4f, damage: 100f, weaponRange: NoLockRange, targetRange: 50f); @@ -404,8 +527,8 @@ public sealed partial class FireControlCut124Tests Assert.Equal(origin.x, outcome.BurstPoint.x, 3); Assert.Equal(origin.z + NoLockRange, outcome.BurstPoint.y, 3); - Assert.Equal(origin.z + 50f, FireControl.RoundAt(record, outcome.Result, record.ArrivalTime).y, 3); - var stop = DrawAhead.RoundStop(record, outcome, record.FireOrigin, 0f); + Assert.Equal(origin.z + 50f, DrawAhead.Round(record, null, record.FireOrigin, 0f, record.ArrivalTime, 0f).z, 3); + var stop = DrawAhead.Round(record, outcome, record.FireOrigin, 0f, record.ArrivalTime, 0f); Assert.Equal(outcome.BurstPoint.x, stop.x, 3); Assert.Equal(outcome.BurstPoint.y, stop.z, 3); } From 6b36835953780ff7c2b3ddd67d9d5e2f1c590665 Mon Sep 17 00:00:00 2001 From: Meta Vens Date: Fri, 9 Oct 2026 23:29:32 +0200 Subject: [PATCH 15/19] Ballistic flight r3: name CultMath.float2x2.Rotate in full (the math.float2x2 method shadows the type) The previous commit (2dcb7b20) does not build: DrawAhead.cs CS0119. Co-Authored-By: Claude Opus 5.5 --- Assets/Scripts/ServerShared/DrawAhead.cs | 2 +- tests/Aetheria.Shared.Tests/BallisticFlightTests.cs | 3 +-- 2 files changed, 2 insertions(+), 3 deletions(-) diff --git a/Assets/Scripts/ServerShared/DrawAhead.cs b/Assets/Scripts/ServerShared/DrawAhead.cs index 98b70656e..13da8aae9 100644 --- a/Assets/Scripts/ServerShared/DrawAhead.cs +++ b/Assets/Scripts/ServerShared/DrawAhead.cs @@ -63,7 +63,7 @@ public static class DrawAhead { var at = Position(target, lead); var offset = target.ToWorldPoint((float2) cell) - target.Position.xz; - var turned = mul(offset, float2x2.Rotate(Turn(target, lead))); + var turned = mul(offset, CultMath.float2x2.Rotate(Turn(target, lead))); return float3(at.x + turned.x, at.y, at.z + turned.y); } diff --git a/tests/Aetheria.Shared.Tests/BallisticFlightTests.cs b/tests/Aetheria.Shared.Tests/BallisticFlightTests.cs index 61a733e3a..79c787a74 100644 --- a/tests/Aetheria.Shared.Tests/BallisticFlightTests.cs +++ b/tests/Aetheria.Shared.Tests/BallisticFlightTests.cs @@ -9,7 +9,6 @@ using UniRx; using Xunit; using static CultMath.math; using float2 = CultMath.float2; -using float2x2 = CultMath.float2x2; using float3 = CultMath.float3; using int2 = CultMath.int2; @@ -429,7 +428,7 @@ public sealed partial class FireControlCut124Tests var position = e.Target.Position; var direction = e.Target.Direction; e.Target.Position += float3(e.Target.Velocity.x, 0, e.Target.Velocity.y) * lead; - e.Target.Direction = mul(e.Target.Direction, float2x2.Rotate(e.Target.TurnRate * lead)); + e.Target.Direction = mul(e.Target.Direction, CultMath.float2x2.Rotate(e.Target.TurnRate * lead)); var cellPoint = e.Target.ToWorldPoint((float2) cell); var expected = float3(cellPoint.x, e.Target.Position.y, cellPoint.y); e.Target.Position = position; From 840dfe6460b7a0ac424d2a0bb9c0e1af5e61160c Mon Sep 17 00:00:00 2001 From: Meta Vens Date: Sat, 10 Oct 2026 00:26:21 +0200 Subject: [PATCH 16/19] PBR materials: 12 ambientCG CC0 sets for Unity (GlowFade) under Assets/Materials/PBR 2K-JPG Color/Roughness/NormalGL (+Metalness, AO where the set has them), generated MetallicSmoothness.png (R metallic, A 1-roughness), texture and material .meta files, SOURCES.md. Unity side not opened yet. Co-Authored-By: Claude Opus 5.5 --- Assets/Materials/PBR.meta | 8 ++ Assets/Materials/PBR/Carbon_Fibre.meta | 8 ++ .../PBR/Carbon_Fibre/Carbon_Fibre.mat | 86 +++++++++++++++ .../PBR/Carbon_Fibre/Carbon_Fibre.mat.meta | 8 ++ .../PBR/Carbon_Fibre/Carbon_Fibre_Color.jpg | 3 + .../Carbon_Fibre/Carbon_Fibre_Color.jpg.meta | 104 ++++++++++++++++++ .../Carbon_Fibre_MetallicSmoothness.png | 3 + .../Carbon_Fibre_MetallicSmoothness.png.meta | 104 ++++++++++++++++++ .../Carbon_Fibre/Carbon_Fibre_Metalness.jpg | 3 + .../Carbon_Fibre_Metalness.jpg.meta | 104 ++++++++++++++++++ .../Carbon_Fibre/Carbon_Fibre_NormalGL.jpg | 3 + .../Carbon_Fibre_NormalGL.jpg.meta | 104 ++++++++++++++++++ .../Carbon_Fibre/Carbon_Fibre_Roughness.jpg | 3 + .../Carbon_Fibre_Roughness.jpg.meta | 104 ++++++++++++++++++ Assets/Materials/PBR/Gunmetal_Dark.meta | 8 ++ .../PBR/Gunmetal_Dark/Gunmetal_Dark.mat | 86 +++++++++++++++ .../PBR/Gunmetal_Dark/Gunmetal_Dark.mat.meta | 8 ++ .../PBR/Gunmetal_Dark/Gunmetal_Dark_Color.jpg | 3 + .../Gunmetal_Dark_Color.jpg.meta | 104 ++++++++++++++++++ .../Gunmetal_Dark_MetallicSmoothness.png | 3 + .../Gunmetal_Dark_MetallicSmoothness.png.meta | 104 ++++++++++++++++++ .../Gunmetal_Dark/Gunmetal_Dark_Metalness.jpg | 3 + .../Gunmetal_Dark_Metalness.jpg.meta | 104 ++++++++++++++++++ .../Gunmetal_Dark/Gunmetal_Dark_NormalGL.jpg | 3 + .../Gunmetal_Dark_NormalGL.jpg.meta | 104 ++++++++++++++++++ .../Gunmetal_Dark/Gunmetal_Dark_Roughness.jpg | 3 + .../Gunmetal_Dark_Roughness.jpg.meta | 104 ++++++++++++++++++ Assets/Materials/PBR/Metal_Scratched.meta | 8 ++ .../PBR/Metal_Scratched/Metal_Scratched.mat | 86 +++++++++++++++ .../Metal_Scratched/Metal_Scratched.mat.meta | 8 ++ .../Metal_Scratched/Metal_Scratched_Color.jpg | 3 + .../Metal_Scratched_Color.jpg.meta | 104 ++++++++++++++++++ .../Metal_Scratched_MetallicSmoothness.png | 3 + ...etal_Scratched_MetallicSmoothness.png.meta | 104 ++++++++++++++++++ .../Metal_Scratched_Metalness.jpg | 3 + .../Metal_Scratched_Metalness.jpg.meta | 104 ++++++++++++++++++ .../Metal_Scratched_NormalGL.jpg | 3 + .../Metal_Scratched_NormalGL.jpg.meta | 104 ++++++++++++++++++ .../Metal_Scratched_Roughness.jpg | 3 + .../Metal_Scratched_Roughness.jpg.meta | 104 ++++++++++++++++++ Assets/Materials/PBR/Paint_Clean_Light.meta | 8 ++ .../Paint_Clean_Light/Paint_Clean_Light.mat | 86 +++++++++++++++ .../Paint_Clean_Light.mat.meta | 8 ++ .../Paint_Clean_Light_Color.jpg | 3 + .../Paint_Clean_Light_Color.jpg.meta | 104 ++++++++++++++++++ .../Paint_Clean_Light_MetallicSmoothness.png | 3 + ...nt_Clean_Light_MetallicSmoothness.png.meta | 104 ++++++++++++++++++ .../Paint_Clean_Light_NormalGL.jpg | 3 + .../Paint_Clean_Light_NormalGL.jpg.meta | 104 ++++++++++++++++++ .../Paint_Clean_Light_Roughness.jpg | 3 + .../Paint_Clean_Light_Roughness.jpg.meta | 104 ++++++++++++++++++ Assets/Materials/PBR/Paint_Worn_Dark.meta | 8 ++ .../PBR/Paint_Worn_Dark/Paint_Worn_Dark.mat | 86 +++++++++++++++ .../Paint_Worn_Dark/Paint_Worn_Dark.mat.meta | 8 ++ .../Paint_Worn_Dark/Paint_Worn_Dark_AO.jpg | 3 + .../Paint_Worn_Dark_AO.jpg.meta | 104 ++++++++++++++++++ .../Paint_Worn_Dark/Paint_Worn_Dark_Color.jpg | 3 + .../Paint_Worn_Dark_Color.jpg.meta | 104 ++++++++++++++++++ .../Paint_Worn_Dark_MetallicSmoothness.png | 3 + ...aint_Worn_Dark_MetallicSmoothness.png.meta | 104 ++++++++++++++++++ .../Paint_Worn_Dark_Metalness.jpg | 3 + .../Paint_Worn_Dark_Metalness.jpg.meta | 104 ++++++++++++++++++ .../Paint_Worn_Dark_NormalGL.jpg | 3 + .../Paint_Worn_Dark_NormalGL.jpg.meta | 104 ++++++++++++++++++ .../Paint_Worn_Dark_Roughness.jpg | 3 + .../Paint_Worn_Dark_Roughness.jpg.meta | 104 ++++++++++++++++++ Assets/Materials/PBR/Paint_Worn_Light.meta | 8 ++ .../PBR/Paint_Worn_Light/Paint_Worn_Light.mat | 86 +++++++++++++++ .../Paint_Worn_Light.mat.meta | 8 ++ .../Paint_Worn_Light/Paint_Worn_Light_AO.jpg | 3 + .../Paint_Worn_Light_AO.jpg.meta | 104 ++++++++++++++++++ .../Paint_Worn_Light_Color.jpg | 3 + .../Paint_Worn_Light_Color.jpg.meta | 104 ++++++++++++++++++ .../Paint_Worn_Light_MetallicSmoothness.png | 3 + ...int_Worn_Light_MetallicSmoothness.png.meta | 104 ++++++++++++++++++ .../Paint_Worn_Light_Metalness.jpg | 3 + .../Paint_Worn_Light_Metalness.jpg.meta | 104 ++++++++++++++++++ .../Paint_Worn_Light_NormalGL.jpg | 3 + .../Paint_Worn_Light_NormalGL.jpg.meta | 104 ++++++++++++++++++ .../Paint_Worn_Light_Roughness.jpg | 3 + .../Paint_Worn_Light_Roughness.jpg.meta | 104 ++++++++++++++++++ Assets/Materials/PBR/Plastic_Matte.meta | 8 ++ .../PBR/Plastic_Matte/Plastic_Matte.mat | 86 +++++++++++++++ .../PBR/Plastic_Matte/Plastic_Matte.mat.meta | 8 ++ .../PBR/Plastic_Matte/Plastic_Matte_Color.jpg | 3 + .../Plastic_Matte_Color.jpg.meta | 104 ++++++++++++++++++ .../Plastic_Matte_MetallicSmoothness.png | 3 + .../Plastic_Matte_MetallicSmoothness.png.meta | 104 ++++++++++++++++++ .../Plastic_Matte/Plastic_Matte_NormalGL.jpg | 3 + .../Plastic_Matte_NormalGL.jpg.meta | 104 ++++++++++++++++++ .../Plastic_Matte/Plastic_Matte_Roughness.jpg | 3 + .../Plastic_Matte_Roughness.jpg.meta | 104 ++++++++++++++++++ Assets/Materials/PBR/Plates_Panels.meta | 8 ++ .../PBR/Plates_Panels/Plates_Panels.mat | 86 +++++++++++++++ .../PBR/Plates_Panels/Plates_Panels.mat.meta | 8 ++ .../PBR/Plates_Panels/Plates_Panels_Color.jpg | 3 + .../Plates_Panels_Color.jpg.meta | 104 ++++++++++++++++++ .../Plates_Panels_MetallicSmoothness.png | 3 + .../Plates_Panels_MetallicSmoothness.png.meta | 104 ++++++++++++++++++ .../Plates_Panels/Plates_Panels_Metalness.jpg | 3 + .../Plates_Panels_Metalness.jpg.meta | 104 ++++++++++++++++++ .../Plates_Panels/Plates_Panels_NormalGL.jpg | 3 + .../Plates_Panels_NormalGL.jpg.meta | 104 ++++++++++++++++++ .../Plates_Panels/Plates_Panels_Roughness.jpg | 3 + .../Plates_Panels_Roughness.jpg.meta | 104 ++++++++++++++++++ Assets/Materials/PBR/Plates_Riveted.meta | 8 ++ .../PBR/Plates_Riveted/Plates_Riveted.mat | 86 +++++++++++++++ .../Plates_Riveted/Plates_Riveted.mat.meta | 8 ++ .../Plates_Riveted/Plates_Riveted_Color.jpg | 3 + .../Plates_Riveted_Color.jpg.meta | 104 ++++++++++++++++++ .../Plates_Riveted_MetallicSmoothness.png | 3 + ...Plates_Riveted_MetallicSmoothness.png.meta | 104 ++++++++++++++++++ .../Plates_Riveted_Metalness.jpg | 3 + .../Plates_Riveted_Metalness.jpg.meta | 104 ++++++++++++++++++ .../Plates_Riveted_NormalGL.jpg | 3 + .../Plates_Riveted_NormalGL.jpg.meta | 104 ++++++++++++++++++ .../Plates_Riveted_Roughness.jpg | 3 + .../Plates_Riveted_Roughness.jpg.meta | 104 ++++++++++++++++++ Assets/Materials/PBR/Rubber.meta | 8 ++ Assets/Materials/PBR/Rubber/Rubber.mat | 86 +++++++++++++++ Assets/Materials/PBR/Rubber/Rubber.mat.meta | 8 ++ Assets/Materials/PBR/Rubber/Rubber_Color.jpg | 3 + .../PBR/Rubber/Rubber_Color.jpg.meta | 104 ++++++++++++++++++ .../PBR/Rubber/Rubber_MetallicSmoothness.png | 3 + .../Rubber/Rubber_MetallicSmoothness.png.meta | 104 ++++++++++++++++++ .../Materials/PBR/Rubber/Rubber_NormalGL.jpg | 3 + .../PBR/Rubber/Rubber_NormalGL.jpg.meta | 104 ++++++++++++++++++ .../Materials/PBR/Rubber/Rubber_Roughness.jpg | 3 + .../PBR/Rubber/Rubber_Roughness.jpg.meta | 104 ++++++++++++++++++ Assets/Materials/PBR/SOURCES.md | 22 ++++ Assets/Materials/PBR/SOURCES.md.meta | 7 ++ Assets/Materials/PBR/Steel_Brushed.meta | 8 ++ .../PBR/Steel_Brushed/Steel_Brushed.mat | 86 +++++++++++++++ .../PBR/Steel_Brushed/Steel_Brushed.mat.meta | 8 ++ .../PBR/Steel_Brushed/Steel_Brushed_Color.jpg | 3 + .../Steel_Brushed_Color.jpg.meta | 104 ++++++++++++++++++ .../Steel_Brushed_MetallicSmoothness.png | 3 + .../Steel_Brushed_MetallicSmoothness.png.meta | 104 ++++++++++++++++++ .../Steel_Brushed/Steel_Brushed_Metalness.jpg | 3 + .../Steel_Brushed_Metalness.jpg.meta | 104 ++++++++++++++++++ .../Steel_Brushed/Steel_Brushed_NormalGL.jpg | 3 + .../Steel_Brushed_NormalGL.jpg.meta | 104 ++++++++++++++++++ .../Steel_Brushed/Steel_Brushed_Roughness.jpg | 3 + .../Steel_Brushed_Roughness.jpg.meta | 104 ++++++++++++++++++ Assets/Materials/PBR/Tread_Diamond.meta | 8 ++ .../PBR/Tread_Diamond/Tread_Diamond.mat | 86 +++++++++++++++ .../PBR/Tread_Diamond/Tread_Diamond.mat.meta | 8 ++ .../PBR/Tread_Diamond/Tread_Diamond_Color.jpg | 3 + .../Tread_Diamond_Color.jpg.meta | 104 ++++++++++++++++++ .../Tread_Diamond_MetallicSmoothness.png | 3 + .../Tread_Diamond_MetallicSmoothness.png.meta | 104 ++++++++++++++++++ .../Tread_Diamond/Tread_Diamond_Metalness.jpg | 3 + .../Tread_Diamond_Metalness.jpg.meta | 104 ++++++++++++++++++ .../Tread_Diamond/Tread_Diamond_NormalGL.jpg | 3 + .../Tread_Diamond_NormalGL.jpg.meta | 104 ++++++++++++++++++ .../Tread_Diamond/Tread_Diamond_Roughness.jpg | 3 + .../Tread_Diamond_Roughness.jpg.meta | 104 ++++++++++++++++++ 157 files changed, 7574 insertions(+) create mode 100644 Assets/Materials/PBR.meta create mode 100644 Assets/Materials/PBR/Carbon_Fibre.meta create mode 100644 Assets/Materials/PBR/Carbon_Fibre/Carbon_Fibre.mat create mode 100644 Assets/Materials/PBR/Carbon_Fibre/Carbon_Fibre.mat.meta create mode 100644 Assets/Materials/PBR/Carbon_Fibre/Carbon_Fibre_Color.jpg create mode 100644 Assets/Materials/PBR/Carbon_Fibre/Carbon_Fibre_Color.jpg.meta create mode 100644 Assets/Materials/PBR/Carbon_Fibre/Carbon_Fibre_MetallicSmoothness.png create mode 100644 Assets/Materials/PBR/Carbon_Fibre/Carbon_Fibre_MetallicSmoothness.png.meta create mode 100644 Assets/Materials/PBR/Carbon_Fibre/Carbon_Fibre_Metalness.jpg create mode 100644 Assets/Materials/PBR/Carbon_Fibre/Carbon_Fibre_Metalness.jpg.meta create mode 100644 Assets/Materials/PBR/Carbon_Fibre/Carbon_Fibre_NormalGL.jpg create mode 100644 Assets/Materials/PBR/Carbon_Fibre/Carbon_Fibre_NormalGL.jpg.meta create mode 100644 Assets/Materials/PBR/Carbon_Fibre/Carbon_Fibre_Roughness.jpg create mode 100644 Assets/Materials/PBR/Carbon_Fibre/Carbon_Fibre_Roughness.jpg.meta create mode 100644 Assets/Materials/PBR/Gunmetal_Dark.meta create mode 100644 Assets/Materials/PBR/Gunmetal_Dark/Gunmetal_Dark.mat create mode 100644 Assets/Materials/PBR/Gunmetal_Dark/Gunmetal_Dark.mat.meta create mode 100644 Assets/Materials/PBR/Gunmetal_Dark/Gunmetal_Dark_Color.jpg create mode 100644 Assets/Materials/PBR/Gunmetal_Dark/Gunmetal_Dark_Color.jpg.meta create mode 100644 Assets/Materials/PBR/Gunmetal_Dark/Gunmetal_Dark_MetallicSmoothness.png create mode 100644 Assets/Materials/PBR/Gunmetal_Dark/Gunmetal_Dark_MetallicSmoothness.png.meta create mode 100644 Assets/Materials/PBR/Gunmetal_Dark/Gunmetal_Dark_Metalness.jpg create mode 100644 Assets/Materials/PBR/Gunmetal_Dark/Gunmetal_Dark_Metalness.jpg.meta create mode 100644 Assets/Materials/PBR/Gunmetal_Dark/Gunmetal_Dark_NormalGL.jpg create mode 100644 Assets/Materials/PBR/Gunmetal_Dark/Gunmetal_Dark_NormalGL.jpg.meta create mode 100644 Assets/Materials/PBR/Gunmetal_Dark/Gunmetal_Dark_Roughness.jpg create mode 100644 Assets/Materials/PBR/Gunmetal_Dark/Gunmetal_Dark_Roughness.jpg.meta create mode 100644 Assets/Materials/PBR/Metal_Scratched.meta create mode 100644 Assets/Materials/PBR/Metal_Scratched/Metal_Scratched.mat create mode 100644 Assets/Materials/PBR/Metal_Scratched/Metal_Scratched.mat.meta create mode 100644 Assets/Materials/PBR/Metal_Scratched/Metal_Scratched_Color.jpg create mode 100644 Assets/Materials/PBR/Metal_Scratched/Metal_Scratched_Color.jpg.meta create mode 100644 Assets/Materials/PBR/Metal_Scratched/Metal_Scratched_MetallicSmoothness.png create mode 100644 Assets/Materials/PBR/Metal_Scratched/Metal_Scratched_MetallicSmoothness.png.meta create mode 100644 Assets/Materials/PBR/Metal_Scratched/Metal_Scratched_Metalness.jpg create mode 100644 Assets/Materials/PBR/Metal_Scratched/Metal_Scratched_Metalness.jpg.meta create mode 100644 Assets/Materials/PBR/Metal_Scratched/Metal_Scratched_NormalGL.jpg create mode 100644 Assets/Materials/PBR/Metal_Scratched/Metal_Scratched_NormalGL.jpg.meta create mode 100644 Assets/Materials/PBR/Metal_Scratched/Metal_Scratched_Roughness.jpg create mode 100644 Assets/Materials/PBR/Metal_Scratched/Metal_Scratched_Roughness.jpg.meta create mode 100644 Assets/Materials/PBR/Paint_Clean_Light.meta create mode 100644 Assets/Materials/PBR/Paint_Clean_Light/Paint_Clean_Light.mat create mode 100644 Assets/Materials/PBR/Paint_Clean_Light/Paint_Clean_Light.mat.meta create mode 100644 Assets/Materials/PBR/Paint_Clean_Light/Paint_Clean_Light_Color.jpg create mode 100644 Assets/Materials/PBR/Paint_Clean_Light/Paint_Clean_Light_Color.jpg.meta create mode 100644 Assets/Materials/PBR/Paint_Clean_Light/Paint_Clean_Light_MetallicSmoothness.png create mode 100644 Assets/Materials/PBR/Paint_Clean_Light/Paint_Clean_Light_MetallicSmoothness.png.meta create mode 100644 Assets/Materials/PBR/Paint_Clean_Light/Paint_Clean_Light_NormalGL.jpg create mode 100644 Assets/Materials/PBR/Paint_Clean_Light/Paint_Clean_Light_NormalGL.jpg.meta create mode 100644 Assets/Materials/PBR/Paint_Clean_Light/Paint_Clean_Light_Roughness.jpg create mode 100644 Assets/Materials/PBR/Paint_Clean_Light/Paint_Clean_Light_Roughness.jpg.meta create mode 100644 Assets/Materials/PBR/Paint_Worn_Dark.meta create mode 100644 Assets/Materials/PBR/Paint_Worn_Dark/Paint_Worn_Dark.mat create mode 100644 Assets/Materials/PBR/Paint_Worn_Dark/Paint_Worn_Dark.mat.meta create mode 100644 Assets/Materials/PBR/Paint_Worn_Dark/Paint_Worn_Dark_AO.jpg create mode 100644 Assets/Materials/PBR/Paint_Worn_Dark/Paint_Worn_Dark_AO.jpg.meta create mode 100644 Assets/Materials/PBR/Paint_Worn_Dark/Paint_Worn_Dark_Color.jpg create mode 100644 Assets/Materials/PBR/Paint_Worn_Dark/Paint_Worn_Dark_Color.jpg.meta create mode 100644 Assets/Materials/PBR/Paint_Worn_Dark/Paint_Worn_Dark_MetallicSmoothness.png create mode 100644 Assets/Materials/PBR/Paint_Worn_Dark/Paint_Worn_Dark_MetallicSmoothness.png.meta create mode 100644 Assets/Materials/PBR/Paint_Worn_Dark/Paint_Worn_Dark_Metalness.jpg create mode 100644 Assets/Materials/PBR/Paint_Worn_Dark/Paint_Worn_Dark_Metalness.jpg.meta create mode 100644 Assets/Materials/PBR/Paint_Worn_Dark/Paint_Worn_Dark_NormalGL.jpg create mode 100644 Assets/Materials/PBR/Paint_Worn_Dark/Paint_Worn_Dark_NormalGL.jpg.meta create mode 100644 Assets/Materials/PBR/Paint_Worn_Dark/Paint_Worn_Dark_Roughness.jpg create mode 100644 Assets/Materials/PBR/Paint_Worn_Dark/Paint_Worn_Dark_Roughness.jpg.meta create mode 100644 Assets/Materials/PBR/Paint_Worn_Light.meta create mode 100644 Assets/Materials/PBR/Paint_Worn_Light/Paint_Worn_Light.mat create mode 100644 Assets/Materials/PBR/Paint_Worn_Light/Paint_Worn_Light.mat.meta create mode 100644 Assets/Materials/PBR/Paint_Worn_Light/Paint_Worn_Light_AO.jpg create mode 100644 Assets/Materials/PBR/Paint_Worn_Light/Paint_Worn_Light_AO.jpg.meta create mode 100644 Assets/Materials/PBR/Paint_Worn_Light/Paint_Worn_Light_Color.jpg create mode 100644 Assets/Materials/PBR/Paint_Worn_Light/Paint_Worn_Light_Color.jpg.meta create mode 100644 Assets/Materials/PBR/Paint_Worn_Light/Paint_Worn_Light_MetallicSmoothness.png create mode 100644 Assets/Materials/PBR/Paint_Worn_Light/Paint_Worn_Light_MetallicSmoothness.png.meta create mode 100644 Assets/Materials/PBR/Paint_Worn_Light/Paint_Worn_Light_Metalness.jpg create mode 100644 Assets/Materials/PBR/Paint_Worn_Light/Paint_Worn_Light_Metalness.jpg.meta create mode 100644 Assets/Materials/PBR/Paint_Worn_Light/Paint_Worn_Light_NormalGL.jpg create mode 100644 Assets/Materials/PBR/Paint_Worn_Light/Paint_Worn_Light_NormalGL.jpg.meta create mode 100644 Assets/Materials/PBR/Paint_Worn_Light/Paint_Worn_Light_Roughness.jpg create mode 100644 Assets/Materials/PBR/Paint_Worn_Light/Paint_Worn_Light_Roughness.jpg.meta create mode 100644 Assets/Materials/PBR/Plastic_Matte.meta create mode 100644 Assets/Materials/PBR/Plastic_Matte/Plastic_Matte.mat create mode 100644 Assets/Materials/PBR/Plastic_Matte/Plastic_Matte.mat.meta create mode 100644 Assets/Materials/PBR/Plastic_Matte/Plastic_Matte_Color.jpg create mode 100644 Assets/Materials/PBR/Plastic_Matte/Plastic_Matte_Color.jpg.meta create mode 100644 Assets/Materials/PBR/Plastic_Matte/Plastic_Matte_MetallicSmoothness.png create mode 100644 Assets/Materials/PBR/Plastic_Matte/Plastic_Matte_MetallicSmoothness.png.meta create mode 100644 Assets/Materials/PBR/Plastic_Matte/Plastic_Matte_NormalGL.jpg create mode 100644 Assets/Materials/PBR/Plastic_Matte/Plastic_Matte_NormalGL.jpg.meta create mode 100644 Assets/Materials/PBR/Plastic_Matte/Plastic_Matte_Roughness.jpg create mode 100644 Assets/Materials/PBR/Plastic_Matte/Plastic_Matte_Roughness.jpg.meta create mode 100644 Assets/Materials/PBR/Plates_Panels.meta create mode 100644 Assets/Materials/PBR/Plates_Panels/Plates_Panels.mat create mode 100644 Assets/Materials/PBR/Plates_Panels/Plates_Panels.mat.meta create mode 100644 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a/Assets/Materials/PBR/SOURCES.md b/Assets/Materials/PBR/SOURCES.md new file mode 100644 index 000000000..d0f2c96cb --- /dev/null +++ b/Assets/Materials/PBR/SOURCES.md @@ -0,0 +1,22 @@ +# PBR material sources + +All texture sets are from ambientCG (https://ambientcg.com), licensed CC0 1.0 Universal (public domain, https://creativecommons.org/publicdomain/zero/1.0/). 2K-JPG downloads; displacement and NormalDX dropped; NormalGL kept (OpenGL convention, used by Blender and Unity). + +| Material | ambientCG id | URL | Metallic source | +|---|---|---|---| +| Paint_Clean_Light | Plastic010 | https://ambientcg.com/view?id=Plastic010 | none in set: constant 0 | +| Paint_Worn_Light | PaintedMetal012 | https://ambientcg.com/view?id=PaintedMetal012 | ambientCG Metalness map | +| Paint_Worn_Dark | PaintedMetal007 | https://ambientcg.com/view?id=PaintedMetal007 | ambientCG Metalness map | +| Steel_Brushed | Metal009 | https://ambientcg.com/view?id=Metal009 | ambientCG Metalness map | +| Metal_Scratched | Metal002 | https://ambientcg.com/view?id=Metal002 | ambientCG Metalness map | +| Gunmetal_Dark | Metal030 | https://ambientcg.com/view?id=Metal030 | ambientCG Metalness map | +| Plates_Riveted | MetalPlates002 | https://ambientcg.com/view?id=MetalPlates002 | ambientCG Metalness map | +| Plates_Panels | MetalPlates006 | https://ambientcg.com/view?id=MetalPlates006 | ambientCG Metalness map | +| Tread_Diamond | DiamondPlate001 | https://ambientcg.com/view?id=DiamondPlate001 | ambientCG Metalness map | +| Rubber | Rubber001 | https://ambientcg.com/view?id=Rubber001 | none in set: constant 0 | +| Plastic_Matte | Plastic004 | https://ambientcg.com/view?id=Plastic004 | none in set: constant 0 | +| Carbon_Fibre | Fabric004 | https://ambientcg.com/view?id=Fabric004 | ambientCG Metalness map | + +Files per material: `_Color`, `_Roughness`, `_NormalGL`, `_Metalness` and `_AO` (where the set has them), plus `_MetallicSmoothness.png` generated here for Unity (Metallic in R, Smoothness = 1 - Roughness in A). AO exists only for Paint_Worn_Light and Paint_Worn_Dark. + +Blender library: `Asset Sources/PBR Materials.blend` (catalog Aetheria/PBR, images linked by relative path to this folder). 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Co-Authored-By: Claude Opus 5.5 --- Asset Sources/PBR Materials.blend | 3 +++ Asset Sources/blender_assets.cats.txt | 10 ++++++++++ 2 files changed, 13 insertions(+) create mode 100644 Asset Sources/PBR Materials.blend create mode 100644 Asset Sources/blender_assets.cats.txt diff --git a/Asset Sources/PBR Materials.blend b/Asset Sources/PBR Materials.blend new file mode 100644 index 000000000..445390b60 --- /dev/null +++ b/Asset Sources/PBR Materials.blend @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:f86c6a34ead2264030e7a54f276229e0d84d90f9c09db25fe31c1c086cc933c7 +size 356054 diff --git a/Asset Sources/blender_assets.cats.txt b/Asset Sources/blender_assets.cats.txt new file mode 100644 index 000000000..0dc908483 --- /dev/null +++ b/Asset Sources/blender_assets.cats.txt @@ -0,0 +1,10 @@ +# This is an Asset Catalog Definition file for Blender. +# +# Empty lines and lines starting with `#` will be ignored. +# The first non-ignored line should be the version indicator. +# Other lines are of the format "UUID:catalog/path/for/assets:simple catalog name" + +VERSION 1 + +6a165bb4-35a8-42c5-904e-cea20c966e8e:Aetheria:Aetheria +815f70ff-5f5c-4582-b612-a6ca360fcc59:Aetheria/PBR:Aetheria-PBR From 80842ba2fc362d1066e715a988a1b2e87bd7abcb Mon Sep 17 00:00:00 2001 From: Meta Vens Date: Sat, 10 Oct 2026 00:27:53 +0200 Subject: [PATCH 18/19] Carbon_Fibre: dielectric, metallic 0 (drop unused Metalness map) Co-Authored-By: Claude Opus 5.5 --- Asset Sources/PBR Materials.blend | 4 +- Asset Sources/blender_assets.cats.txt | 4 +- .../Carbon_Fibre_MetallicSmoothness.png | 4 +- .../Carbon_Fibre/Carbon_Fibre_Metalness.jpg | 3 - .../Carbon_Fibre_Metalness.jpg.meta | 104 ------------------ Assets/Materials/PBR/SOURCES.md | 2 +- 6 files changed, 7 insertions(+), 114 deletions(-) delete mode 100644 Assets/Materials/PBR/Carbon_Fibre/Carbon_Fibre_Metalness.jpg delete mode 100644 Assets/Materials/PBR/Carbon_Fibre/Carbon_Fibre_Metalness.jpg.meta diff --git a/Asset Sources/PBR Materials.blend b/Asset Sources/PBR Materials.blend index 445390b60..cbe7a475b 100644 --- a/Asset Sources/PBR Materials.blend +++ b/Asset Sources/PBR Materials.blend @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:f86c6a34ead2264030e7a54f276229e0d84d90f9c09db25fe31c1c086cc933c7 -size 356054 +oid sha256:7c88c4c5380c3553182a545e04ffcc0776a54f7cbde4fa80de95f5e569b931de +size 359499 diff --git a/Asset Sources/blender_assets.cats.txt b/Asset Sources/blender_assets.cats.txt index 0dc908483..7fc29fe08 100644 --- a/Asset Sources/blender_assets.cats.txt +++ b/Asset Sources/blender_assets.cats.txt @@ -6,5 +6,5 @@ VERSION 1 -6a165bb4-35a8-42c5-904e-cea20c966e8e:Aetheria:Aetheria -815f70ff-5f5c-4582-b612-a6ca360fcc59:Aetheria/PBR:Aetheria-PBR +2c70f9d2-3a69-4004-8f42-4712b3e6c439:Aetheria:Aetheria +a71be0dc-105e-4c66-8ff3-acb25522e9cd:Aetheria/PBR:Aetheria-PBR diff --git a/Assets/Materials/PBR/Carbon_Fibre/Carbon_Fibre_MetallicSmoothness.png b/Assets/Materials/PBR/Carbon_Fibre/Carbon_Fibre_MetallicSmoothness.png index 49cf03f2e..31131f1a7 100644 --- a/Assets/Materials/PBR/Carbon_Fibre/Carbon_Fibre_MetallicSmoothness.png +++ b/Assets/Materials/PBR/Carbon_Fibre/Carbon_Fibre_MetallicSmoothness.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:a053fa899ea1950563d133010b55a52eee89be8efb3f703e270789a9ad7f75c2 -size 1944565 +oid sha256:fd50d0187fdf8c05eba5ef982da5217c6adf9f03720a2c8041ef4bebd5a2658d +size 1944562 diff --git a/Assets/Materials/PBR/Carbon_Fibre/Carbon_Fibre_Metalness.jpg b/Assets/Materials/PBR/Carbon_Fibre/Carbon_Fibre_Metalness.jpg deleted file mode 100644 index afd0fe3a6..000000000 --- a/Assets/Materials/PBR/Carbon_Fibre/Carbon_Fibre_Metalness.jpg +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:b65d6b9091747bd81ee58adedcb6209d8ee21b2bde9298d7216989ada85ef622 -size 16545 diff --git a/Assets/Materials/PBR/Carbon_Fibre/Carbon_Fibre_Metalness.jpg.meta b/Assets/Materials/PBR/Carbon_Fibre/Carbon_Fibre_Metalness.jpg.meta deleted file mode 100644 index 2089e25b6..000000000 --- a/Assets/Materials/PBR/Carbon_Fibre/Carbon_Fibre_Metalness.jpg.meta +++ /dev/null @@ -1,104 +0,0 @@ -fileFormatVersion: 2 -guid: b4012db38dfe4d4b8ecea91919903a8f -TextureImporter: - internalIDToNameTable: [] - externalObjects: {} - serializedVersion: 13 - mipmaps: - mipMapMode: 0 - enableMipMap: 1 - sRGBTexture: 0 - linearTexture: 0 - fadeOut: 0 - borderMipMap: 0 - mipMapsPreserveCoverage: 0 - alphaTestReferenceValue: 0.5 - mipMapFadeDistanceStart: 1 - mipMapFadeDistanceEnd: 3 - bumpmap: - convertToNormalMap: 0 - externalNormalMap: 0 - heightScale: 0.25 - normalMapFilter: 0 - flipGreenChannel: 0 - isReadable: 0 - streamingMipmaps: 0 - streamingMipmapsPriority: 0 - vTOnly: 0 - ignoreMipmapLimit: 0 - grayScaleToAlpha: 0 - generateCubemap: 6 - cubemapConvolution: 0 - seamlessCubemap: 0 - textureFormat: 1 - maxTextureSize: 2048 - textureSettings: - serializedVersion: 2 - filterMode: 1 - aniso: 4 - mipBias: 0 - wrapU: 0 - wrapV: 0 - wrapW: 0 - nPOTScale: 1 - lightmap: 0 - compressionQuality: 50 - spriteMode: 0 - spriteExtrude: 1 - spriteMeshType: 1 - alignment: 0 - spritePivot: {x: 0.5, y: 0.5} - spritePixelsToUnits: 100 - spriteBorder: {x: 0, y: 0, z: 0, w: 0} - spriteGenerateFallbackPhysicsShape: 1 - alphaUsage: 1 - alphaIsTransparency: 0 - spriteTessellationDetail: -1 - textureType: 0 - textureShape: 1 - singleChannelComponent: 0 - flipbookRows: 1 - flipbookColumns: 1 - maxTextureSizeSet: 0 - compressionQualitySet: 0 - textureFormatSet: 0 - ignorePngGamma: 0 - applyGammaDecoding: 0 - swizzle: 50462976 - cookieLightType: 1 - platformSettings: - - serializedVersion: 4 - buildTarget: DefaultTexturePlatform - maxTextureSize: 2048 - resizeAlgorithm: 0 - textureFormat: -1 - textureCompression: 1 - compressionQuality: 50 - crunchedCompression: 0 - allowsAlphaSplitting: 0 - overridden: 0 - ignorePlatformSupport: 0 - androidETC2FallbackOverride: 0 - forceMaximumCompressionQuality_BC6H_BC7: 0 - spriteSheet: - serializedVersion: 2 - sprites: [] - outline: [] - customData: - physicsShape: [] - bones: [] - spriteID: - internalID: 0 - vertices: [] - indices: - edges: [] - weights: [] - secondaryTextures: [] - spriteCustomMetadata: - entries: [] - nameFileIdTable: {} - mipmapLimitGroupName: - pSDRemoveMatte: 0 - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Materials/PBR/SOURCES.md b/Assets/Materials/PBR/SOURCES.md index d0f2c96cb..baebd4022 100644 --- a/Assets/Materials/PBR/SOURCES.md +++ b/Assets/Materials/PBR/SOURCES.md @@ -15,7 +15,7 @@ All texture sets are from ambientCG (https://ambientcg.com), licensed CC0 1.0 Un | Tread_Diamond | DiamondPlate001 | https://ambientcg.com/view?id=DiamondPlate001 | ambientCG Metalness map | | Rubber | Rubber001 | https://ambientcg.com/view?id=Rubber001 | none in set: constant 0 | | Plastic_Matte | Plastic004 | https://ambientcg.com/view?id=Plastic004 | none in set: constant 0 | -| Carbon_Fibre | Fabric004 | https://ambientcg.com/view?id=Fabric004 | ambientCG Metalness map | +| Carbon_Fibre | Fabric004 | https://ambientcg.com/view?id=Fabric004 | set map is all 1.0; dielectric, so constant 0 | Files per material: `_Color`, `_Roughness`, `_NormalGL`, `_Metalness` and `_AO` (where the set has them), plus `_MetallicSmoothness.png` generated here for Unity (Metallic in R, Smoothness = 1 - Roughness in A). AO exists only for Paint_Worn_Light and Paint_Worn_Dark. From ce0023f1f8b47f8a60978702c35f2cc2f4e80c33 Mon Sep 17 00:00:00 2001 From: Meta Vens Date: Sat, 10 Oct 2026 00:50:14 +0200 Subject: [PATCH 19/19] Research: prior art on hull decals, panel lines and wear layering Eyes pass before the hull shader fork: DECALmachine 2.17 export paths, forward-renderer decal practice, parallax for panel lines, layered wear on the built-in pipeline, and this project's rendering constraints. Co-Authored-By: Claude Opus 5.5 --- .../hull-decals-and-wear-prior-art.md | 70 +++++++++++++++++++ 1 file changed, 70 insertions(+) create mode 100644 docs/research/hull-decals-and-wear-prior-art.md diff --git a/docs/research/hull-decals-and-wear-prior-art.md b/docs/research/hull-decals-and-wear-prior-art.md new file mode 100644 index 000000000..e8e62a16a --- /dev/null +++ b/docs/research/hull-decals-and-wear-prior-art.md @@ -0,0 +1,70 @@ +# Hull decals, panel lines and wear layering: prior art + +Eyes pass, 2026-10-10, before the hull shader design fork (operator: "I want tiling materials with global effects on top, plus decals ... Needs a new shader in unity to apply parallax decals for nice panel lines"). Related release-map follow-ups: hull-decals, hull-damage-wear. Facts only; tags mark FETCHED, SEARCH and KNOWLEDGE (unverified). + +# Hull decals and wear: prior-art facts (Eyes, 2026-10-10) + +Target (operator): tiling PBR materials + global per-ship wear/dirt masks + parallax panel-line decals, authored with DECALmachine 2.17 (Blender 5.2). +Tags: FETCHED = page read this session; SEARCH = search-result summary only; KNOWLEDGE = unverified recall; PROJECT = read from origin/master. +Placement: F:\Projects\Aetheria has no docs/research on origin/master, so this file sits in the scratchpad for Self to commit. + +## 5. Project / Unity constraints (PROJECT, origin/master; ProjectSettings are LFS pointers, read via `git lfs smudge`) +- Unity 6000.3.24f1 (ProjectVersion.txt). Built-in pipeline: GraphicsSettings m_CustomRenderPipeline {fileID: 0}. +- Colour space linear: ProjectSettings m_ActiveColorSpace: 1. +- GraphicsSettings: m_DefaultRenderingPath: 1, m_DefaultMobileRenderingPath: 1, tier settings (m_BuildTarget 1, Tier 2) renderingPath: 1, useHDR: 1, useDetailNormalMap: 1, standardShaderQuality 2. (Enum reading, KNOWLEDGE: 1 = Forward.) +- Per-camera override, counted in scenes/prefabs: m_RenderingPath: 1 on 21 cameras, -1 (use project setting) on 5, 3 (Deferred) on 4: Assets/Scenes/ARPG.unity:30582, FieldShieldTest.unity:1695, Main Menu.unity:1258, TestScene.unity:3781. Not checked: which camera ARPG:30582 is, or whether it is the gameplay camera. Effective path is forward for most cameras, deferred on those four. +- QualitySettings: single level "Amazing", pixelLightCount 4, shadows 0, shadowCascades 4, shadowDistance 150, anisotropicTextures 0, textureQuality 0. +- Graphics APIs set: Windows m_APIs 0200000012000000 (KNOWLEDGE decode: 2 = D3D11, 0x12 = Vulkan), Android 0b000000 (KNOWLEDGE: GLES3), iOS Metal; not decoded further. +- GlowFade (Assets/Shaders/GlowFade.shader, "Aetheria/GlowFade") is a CGPROGRAM surface shader: `#pragma surface surf Standard fullforwardshadows noambient vertex:vert`, `#pragma target 3.0`, Cull Off, RenderType Opaque, FallBack Diffuse. + - Samplers declared: _MainTex, _MetallicGlossMap, _OcclusionMap, _FadeTex, _BumpMap (5). All except _FadeTex sampled with uv_MainTex; _FadeTex uses uv_FadeTex. + - Includes "Dither Functions.cginc" and Volumetric.cginc (VolumeSampleColorSimple at vertex, ambientColor into Emission * 10). Sampler use inside Volumetric.cginc not inspected. + - Dither-clip fade via screenPos; multi_compile FLOW_GLOBAL / FLOW_SLOPE / NOISE_SLOPE; per-instance _Fade via UNITY_INSTANCING_BUFFER. Metallic = _Metallic * m.r, Smoothness = _Glossiness * m.a (packed metallic-smoothness). Normal = UnpackNormal(...) * _BumpScale. + - Input struct has no viewDir, worldPos, worldNormal or uv2; only uv_MainTex, uv_FadeTex, screenPos, ambientColor. +- docs/aetheria-release-map.md:358 lists `hull-decals` as a full-game follow-up ("Insignia and damage decals"); :1651 "With a mask texture, painted-in logos can live in the mask; only separate insignia and damage decals remain"; :2140 names `hull-damage-wear` as "the first real Ship parameter". No decal code or shader on origin/master (git grep decal over cs/shader/md hits only that doc). +- Assets/Materials/PBR holds 12 .mat folders (e.g. Carbon_Fibre, Gunmetal_Dark) each with Color, MetallicSmoothness, Normal(GL), Roughness maps. Shader used by those .mat files not determined (LFS pointer parse failed). +- Unity 6.5/6.6 manual banner (FETCHED, docs 6000.6 decals-birp page): Built-In RP "is deprecated and will be made obsolete in a future release", supported incl. bug fixes through the 6.7 LTS lifecycle. That page's only BiRP decal technique is the legacy Projector component. SEARCH: 6.3 LTS docs had no such banner. +- Sampler limits (SEARCH, Unity forum/issue tracker): D3D11 allows 16 active texture samplers per shader (issue tracker "maximum ps_4_0 sampler register index 16 exceeded"); surface shaders spend some internally (lightmaps, shadows); sampling the same texture twice reuses its sampler; a later Unity fix shares some internal samplers inline. No official Unity page stating the number found. Forum mentions GLES 3.0 as the min spec when more are needed. +- Unity Standard shader (FETCHED, StandardShaderMaterialParameterDetail): Secondary Maps = second Albedo and second Normal, usually tiled finer; Detail Mask limits where; "The Secondary normal map channel is more expensive than the primary one". Page does not name the UV set. SEARCH (old forum thread): only detail albedo and normal can use the secondary UV; occlusion cannot. +- Unity built-in has no decal system beyond Projector (FETCHED above). Deferred decals sample = Unity's "RenderingCommandBuffers" project (SEARCH, Unity manual GraphicsCommandBuffers older versions): "each decal is implemented as a box ... affects any geometry inside the box volume", "very similar to how lights are done in deferred shading, except instead of accumulating the lighting we modify the G-buffer textures". Command buffers attach via Camera.AddCommandBuffer at a CameraEvent; in deferred, depth is resolved at AfterGBuffer and shadows at BeforeLighting (SEARCH). The blog post body could not be fetched (404). + +## 1. DECALmachine export (machin3.io/DECALmachine/docs/...) +- Export intro (FETCHED, export_introduction): "DECALmachine 2.0 supports 3 approaches for exporting to Unity, Unreal Engine, etc.": Atlasing, Trim Sheets, Baking. +- Main page (FETCHED, machin3.io/DECALmachine): Atlases "for deferred rendering engines such as Unity HDRP and Unreal Engine"; Trim Sheets "anywhere, including forward renderers like Unity URP"; Baking = decals baked into the parent's UV space. +- Atlas (FETCHED, export_atlas): + - Output: texture set copied to a target folder plus `data.json` (each decal's position in the sheet). Atlas and trim sheet share the data format, so atlased decals appear as "Trims" in the file. Atlased decals get UVs remapped to atlas position; reversible. Channel packing is in the Atlas section of the Decal Export panel. Decal meshes export through the same panel or Blender's native exporter. + - Texture types named: Height, Opacity/masks (example packing: R = diffuse+emissive mask, G = normal mask, B = metallic+roughness mask, from Subset Occlusion / Alpha dropdowns), Base Color, Roughness/Metallic, Normal. + - Unity HDRP: deferred decals blending with the material underneath; Shader Graph decal shaders (Simple/Subset/Panel and Info) on GitHub; Amplify Shader Editor can build equivalents "and add parallax that matches Blender". Unity parallax: possible via ASE using the height map. + - Unity URP: forward, "decals are always opaque", no deferred projectors, trim sheets suggested; "a simple Lit shader with optional alpha mapping is possible, but matching materials is manual"; URP cannot reproduce HDRP material blending. + - Unreal 4.24: mesh decals (not decal actors) for performance; decal-domain material combining base colour/metal/rough/normal and the opacity map; per-channel opacity needs an engine patch; height map into a POM node on the UVs, Bump Offset as cheaper alternative. That section is by a third party. + - Caveats stated: no colour map is produced for normal-mapped decals or atlases (fake AO by blackening normal-only regions in base colour); UE 4.24 mesh decals lack AO. +- Trim sheet export (FETCHED, export_trim_sheet): models with trim detail export via native Blender export; textures via the Atlas export tools after adding one Trim Decal from the sheet and setting the sheet as its atlas; textures can be channel packed. No second-UV or parent-material description on the page. +- Bake (FETCHED, export_bake): "bakes decal textures onto the UV space of their parent objects"; works on objects with decals and at least one UV channel; one or several objects. Fetched page has an empty "Using Bake" heading and no texture list. The caveat "There is an open Blender issue/bug, that limits the usefulness of Baking Decals right now" is SEARCH (search summary of that page and the Superhive, Blender Market, Bazaar listings, which mark baking not recommended). The issue is not named; no source found saying it is fixed in 2.17. Listing: v2.17 supports Blender 4.3 to 5.2 (SEARCH). +- Material matching (FETCHED, match_material, shortcut DV): Simple, Subset, Panel decals, not Info. Source material must end in a Principled BSDF; nodes feeding it are ignored, "simple, parameter-based materials work best". Up to three material components per decal; Re-Apply and asset loaders match only Material and Material 2. Trim sheet materials matchable only if the sheet has no Color, Metallic or Roughness map. Blender-side only. +- Transfer UVs (FETCHED, transfer_uvs): creates a second UV channel on the decal mesh, copies the parent's UVs into it, copies the parent's image textures into the decal material (only UV-mapped image textures wired directly into a Principled BSDF; generated-coordinate parents use Init Generated Coords). Can use the parent's normal map and apply parallax to the transferred textures; works properly "only when the decal's and parent's UV spaces face the same way", which the page says is rarely the case. Page does not say whether this second UV channel is meant for export. +- Parallax (FETCHED, docs/assets): Simple, Subset, Panel decals (Panel inconsistent on the page) use parallax to offset UVs; view-angle dependent; depth into the surface works better than above; one depth level better than several; square decals better than elongated; mirrored decals need flipped UVs; Eevee flicker when a decal sits too close to the surface (fix: Displace modifier height or viewport clip start). Page does not name the height map or its channel. +- Decal types (FETCHED): Simple = normal + parallax, one material component; Subset = normal + parallax, two; Panel = normal, up to three; Info = colour. +- Not found: any documented export path of decal height into a forward hull shader; the atlas docs' only forward answer is URP trim sheets with manual material matching. + +## 2. Shipped-game practice +- Star Citizen (SEARCH, Polycount/Unreal forum threads; no primary talk found): community accounts of floating mesh decals blended over the base material; a secondary blend shader driven by vertex alpha for subtle wear in occluded areas (attributed to an SC developer post); POM on decals is hearsay; decals need an offset to avoid z-fighting; ships too large to bake from one high-poly. Whitepaper link on the Polycount thread not retrieved (polycount.com/discussion/comment/2585025 returned 403). Treat as unconfirmed. +- Unreal mesh decals (SEARCH, forum): POM works on decal actors but not mesh decals per one report; opacity tied to all channels so normal maps get affected; metalness/AO hard on mesh decals. +- Doom 2016 (SEARCH, DF interview, 80.lv, id Tech 6 wiki): opaque geometry and decals use clustered-forward shading; frustum grid of lights, probes and decals looked up in the forward pixel shader; 4000-decal in-view limit; depth prepass + equal test; decals are projected volumes in the cluster structure, not mesh decals. Doom Eternal course notes (advances.realtimerendering.com/s2020/RenderingDoomEternal.pdf, listed, not opened): fully forward, hybrid cluster+tile lists. +- Godot decal docs (SEARCH): a normal-only decal uses the albedo alpha to decide where the surface normal is overridden. Bevy clustered decals (SEARCH, commit): normal maps combined with Whiteout blending (SIGGRAPH 2007), chosen because it is commutative and associative unlike RNM. Both are projected decals, not mesh decals. +- Trim sheets vs decal sheets (SEARCH, Polycount forum answer): trim sheet = textures side by side in one bitmap; decal sheet = same layout overlaid on another texture via alpha edges or buffered rendering (deferred/stencil). Trim sheets suit repeated machinery/pipes. +- Insomniac/Ratchet trim-sheet talks, Halo, Destiny, Titanfall mesh-decal talks: not found (searches returned a members-only GDC lighting talk and a fan "ultimate trim" article on 80.lv). Polycount wiki decals / trim sheet pages: not retrieved. Destiny/Halo/Titanfall technique details: KNOWLEDGE only, unverified, not stated here. + +## 3. Parallax techniques +- SEARCH (Wikipedia, Tatarchuk SI3D06 PDF advances.realtimerendering.com/s2006/Tatarchuk-POM.pdf, listed not opened): POM first published 2005 (Brawley and Tatarchuk, ShaderX3); ray-marches a heightfield per fragment; "substantial GPU time", fragment-bound; changes apparent surface not the silhouette, so a flat outline shows at glancing angles; earlier methods aliased at grazing angles, Tatarchuk's adds adaptive sampling and refined intersection; prism POM (Dachsbacher and Tatarchuk 2007) addresses silhouettes; sensitive to fragment-vs-face normal variation; multi-pass use degrades from height mismatch. Step counts not surfaced. +- KNOWLEDGE (unverified): simple parallax mapping with offset limiting costs one extra height sample and a view-vector offset; steep/relief/POM variants take N linear steps (commonly 8-32) plus refinement; all need a tangent-space view vector; offset UVs can leave a decal's alpha/UV island at its edge. +- Alternatives named in sources: normal-map-only lines (Godot normal-only decal; DECALmachine Panel/Simple decals are normal-mapped); Unreal Bump Offset as cheaper than POM (FETCHED, DECALmachine atlas page); real geometry insets ("limited use of actual geometry" for silhouettes, SEARCH). + +## 4. Layering tiling material + global wear masks in built-in +- Unity Standard detail maps and detail mask: see section 5. +- Surface-shader extension pattern: GlowFade (PROJECT) shows surf function, extra samplers, Input struct fields. KNOWLEDGE (unverified): `uv2_Name` in Input reads UV1; `viewDir` and `worldPos` are available Input members. +- Height-blended material layers, per-ship curvature/AO mask packed RGB on UV1: no source consulted this session. KNOWLEDGE (unverified): mask-driven lerp of albedo/smoothness/normal with optional height-based contrast; mask on a unique non-overlapping UV channel because tiling UV0 repeats. +- Hand-retopologised hulls with deliberate seams: no source consulted on seam handling for tiling materials or triplanar alternatives. + +## Gaps for Self +- Which camera runs deferred in ARPG.unity:30582 and whether gameplay uses it. +- Shader assigned to the 12 PBR .mat files; sampler use in Volumetric.cginc. +- Primary sources not opened: Tatarchuk PDF, Doom Eternal PDF, Unity RenderingCommandBuffers project, SC whitepaper, identity of the DECALmachine Blender bug.