Gravity grid-lowering fixes: formula mirror test, verify across moved off-axis bodies and a zero-strength body, map camera wiring, RTS Planet's Gravity Well deleted

GravityShaderMirrorTests compares the expression of GravityField.Potential with gravityPotential in Gravity.cginc.
GravityFieldParityVerify now builds four off-axis bodies (one of mass 0), lowers through three frames with bodies moved
between them, and checks the map screen's gravity camera mask. RTS/Planet.prefab loses the Gravity Well object bound to
the Gravity Field material. Builds: yes (verify passes on Starfire; the new test is unrun until the Yggdrasil job).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Meta Vens 2026-10-15 07:59:15 +02:00
commit e6d1546b44
3 changed files with 97 additions and 109 deletions

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@ -26,9 +26,9 @@ namespace Aetheria.EditorTools
{
const string Tag = "[GravityFieldParityVerify]";
const int Size = 256;
// Measured on this tree (the "max error" line this run prints): the largest |texel + GetHeight| over the three
// windows is 0.0059 u, in the planetoid's window (float32 on both sides, the GPU's log against the CPU's, the
// quad's interpolated world position). The tolerance is 5x that. A 0.1% error in the tail constant (.5 -> .501)
// Measured on this tree (the "max error" line this run prints): the largest |texel + GetHeight| over the windows of the three
// frames and windows is 0.0065 u, in the last frame's planetoid window (float32 on both sides, the GPU's log against the CPU's, the
// quad's interpolated world position). The tolerance is 4.6x that. A 0.1% error in the tail constant (.5 -> .501)
// moves the drawn height by 0.053 u where all three tails reach (the planetoid and zone windows), 1.8x the
// tolerance; a reference of zero moves it by about 150 u.
const float Tolerance = 0.03f;
@ -70,16 +70,22 @@ namespace Aetheria.EditorTools
var material = AssetDatabase.LoadAssetAtPath<Material>("Assets/Materials/Brushes/Gravity Field.mat")
?? throw new InvalidOperationException("No Gravity Field.mat.");
var zone = BuildZone(settings, work, out var bodies);
var zone = BuildZone(settings, work, out var orbits);
GravityLowering.Lower(zone, ref wells);
field = GravityLowering.CreateField(material);
var sun = Core(zone, 14152f);
var planetoid = Core(zone, 29.2f);
CheckTexels("planetoid", zone, bodies[2], 4f * planetoid);
CheckTexels("sun", zone, bodies[0], 4f * sun);
CheckTexels("zone", zone, new Vector2(0f, 0f), 1.05f * zone.Pack.Radius);
CheckGradient(zone, bodies);
// Three frames through the one buffer, as ZoneRenderer.Update runs it: the bodies as built, then two moves
// (an orbit's Position is what Zone.GetHeight reads). A lowering that mirrors an axis or stops refreshing
// the upload agrees with the sim in the first frame only where it is symmetric, and not after a move.
CheckFrame("built", zone, orbits);
orbits[1].Position = new float2(-420f, 560f);
orbits[2].Position = new float2(900f, -700f);
GravityLowering.Lower(zone, ref wells);
CheckFrame("moved", zone, orbits);
orbits[0].Position = new float2(210f, -95f);
orbits[2].Position = new float2(-1800f, 1300f);
GravityLowering.Lower(zone, ref wells);
CheckFrame("moved-again", zone, orbits);
Debug.Log($"{Tag} max error {_maxError:G4} u (tolerance {Tolerance:G4}); max gradient angle {_maxAngle:F2} degrees (limit {GradientDegrees:F0})");
CheckWiring(settings);
@ -102,26 +108,43 @@ namespace Aetheria.EditorTools
static float Core(Zone zone, float mass) => zone.Settings.CoreRadius.Evaluate(mass);
// A sun (14152 at the origin), a planet (273.9 at 610) and a planetoid (29.2 at 670): parentless, fixed, so the
// zone's wells sit where the verify says before any Update.
static Zone BuildZone(GameSettings settings, string work, out Vector2[] positions)
static Vector2 At(Orbit orbit) => new Vector2(orbit.Position.x, orbit.Position.y);
// Orbits 0-2 are the sun, the planet and the planetoid, each window centred where the body is now; orbit 3 is the
// body of no strength. The zone window holds all four.
static void CheckFrame(string frame, Zone zone, Orbit[] orbits)
{
CheckTexels(frame + "-planetoid", zone, At(orbits[2]), 4f * Core(zone, 29.2f));
CheckTexels(frame + "-sun", zone, At(orbits[0]), 4f * Core(zone, 14152f));
CheckTexels(frame + "-zone", zone, Vector2.zero, 1.05f * zone.Pack.Radius);
CheckGradient(zone, orbits.Select(At).ToArray());
}
// A sun (14152 at (-130, 85)), a planet (273.9 at (610, -240)), a planetoid (29.2 at (670, -270)) and a body of
// mass 0, whose well has no strength (a legal body; its curves give c = 0 and R = 0), at (1700, 300): parentless,
// fixed, off both axes and asymmetric, so the zone's wells sit where the verify says before any Update and a
// mirrored or swapped axis cannot agree with the sim.
static Zone BuildZone(GameSettings settings, string work, out Orbit[] orbits)
{
var cache = AetheriaStores.Open(Path.Combine(work, "catalog.cc"), Path.Combine(work, "run.cc"), catalogWritable: true);
cache.Upsert(new VerseGrammar { Revision = 1 });
cache.FlushAsync().Wait();
var items = new ItemManager(cache, new ProvenanceLedger(), settings.GameplaySettings, _ => { });
positions = new[] { new Vector2(0f, 0f), new Vector2(610f, 0f), new Vector2(670f, 0f) };
var masses = new[] { 14152f, 273.9f, 29.2f };
var positions = new[] { new Vector2(-130f, 85f), new Vector2(610f, -240f), new Vector2(670f, -270f), new Vector2(1700f, 300f) };
var masses = new[] { 14152f, 273.9f, 29.2f, 0f };
var keys = new CultRecordKey[positions.Length];
var pack = new ZonePack { Radius = 4182f };
for (var i = 0; i < positions.Length; i++)
{
var orbit = cache.Upsert(new OrbitData { FixedPosition = new float2(positions[i].x, positions[i].y) }).Key;
var orbit = keys[i] = cache.Upsert(new OrbitData { FixedPosition = new float2(positions[i].x, positions[i].y) }).Key;
var body = cache.Upsert(new PlanetData
{ Name = "Body " + i, Orbit = new CultRecordRef<OrbitData>(orbit), Mass = masses[i] }).Key;
pack.Orbits.Add(new CultRecordRef<OrbitData>(orbit));
pack.Planets.Add(new CultRecordRef<BodyData>(body));
}
return new Zone(items, settings.PlanetSettings, pack, new GalaxyZone { Name = "Gravity Parity", Owner = null }, null);
var zone = new Zone(items, settings.PlanetSettings, pack, new GalaxyZone { Name = "Gravity Parity", Owner = null }, null);
orbits = keys.Select(k => zone.Orbits[k]).ToArray();
return zone;
}
// Renders the field through a downward orthographic camera that culls layer 9 only, centred on `centre` with
@ -244,6 +267,12 @@ namespace Aetheria.EditorTools
}
if (seen < gravityTargets.Length) Fail("wiring", $"only {seen} gravity cameras found in ARPG.unity");
// The map screen's gravity camera has no target until MapRenderer gives it one at run time.
var map = UnityEngine.Object.FindFirstObjectByType<MapRenderer>(FindObjectsInactive.Include);
if (map == null || map.GravityCamera == null) Fail("wiring", "no MapRenderer.GravityCamera in ARPG.unity");
else if (map.GravityCamera.cullingMask != 1 << GravityLowering.FieldLayer)
Fail("wiring", $"MapRenderer.GravityCamera culls mask {map.GravityCamera.cullingMask}, not layer {GravityLowering.FieldLayer} alone");
var renderer = UnityEngine.Object.FindFirstObjectByType<ZoneRenderer>(FindObjectsInactive.Include);
if (renderer == null) Fail("wiring", "no ZoneRenderer in ARPG.unity");
else if (renderer.GravityField == null || renderer.GravityField.shader.name != "Brushes/Gravity Field")

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@ -0,0 +1,50 @@
using System.IO;
using System.Text.RegularExpressions;
using Xunit;
// potential-owns-gravity (aetheria-gravity, cut grid-lowering): Assets/Shaders/Gravity.cginc lowers the potential for
// the GPU and decides nothing, so its gravityPotential must be GravityField.Potential, term for term, zero-strength
// guard and core branch included. The shader cannot be compiled here (GravityFieldParityVerify renders it, on Starfire
// only), so this test is the automated guard: each copy's expression is read from its file, reduced to the same
// spelling (float suffixes, the core radius's name, whitespace and comments), and compared. A drift in either file fails it.
public sealed class GravityShaderMirrorTests
{
private static string Read(string relative) =>
File.ReadAllText(Path.Combine(RunStartTests.FindRepoRoot(), relative));
// The text between `start` and the first `;` after it, comments removed and spellings reduced.
private static string Expression(string source, string start, string then = "")
{
source = Regex.Replace(source, @"//[^\n]*", "");
var from = source.IndexOf(start, System.StringComparison.Ordinal);
Assert.True(from >= 0, $"'{start}' not found");
var body = source.Substring(from + start.Length);
if (then != "")
{
var at = body.IndexOf(then, System.StringComparison.Ordinal);
Assert.True(at >= 0, $"'{then}' not found after '{start}'");
body = body.Substring(at + then.Length);
}
body = body.Substring(0, body.IndexOf(';'));
body = Regex.Replace(body, @"(?<=[\d.])f\b", "");
body = body.Replace("coreRadius", "R");
return Regex.Replace(body, @"\s+", "");
}
private static string CSharpLaw() =>
Expression(Read("Assets/Scripts/ServerShared/GravityField.cs"), "Potential(float c, float coreRadius, float r) =>");
private static string ShaderLaw() =>
Expression(Read("Assets/Shaders/Gravity.cginc"), "float gravityPotential(float c, float R, float r)", "return");
[Fact]
public void TheShaderRunsTheSameLawAsGravityFieldPotential()
{
var law = CSharpLaw();
// The reduction found the whole law, so equality is not two empty strings agreeing.
Assert.Contains("log(r/R)", law);
Assert.Contains("c==0?0:", law);
Assert.Contains("c*r*r/(2*R*R)", law);
Assert.Equal(law, ShaderLaw());
}
}