Merge eureka/aetheria-release-sim-speed: one SimClock steps the zone, presenters draw ahead by Lead

AetherDrive.cs: master deleted the behaviour (2cfdc728); the branch only added a
TurnRate line to it. Deletion kept. Thruster remains the one rotation actuator
and feeds Entity.TurnRate. No sim stepping outside the clock on master
(mines presenter, Pirates AI, lot-product all step through Zone.Update).

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
This commit is contained in:
Meta Vens 2026-10-09 02:29:37 +02:00
commit f28d4b4b12
10 changed files with 508 additions and 38 deletions

View file

@ -177,8 +177,6 @@ public class ActionGameManager : MonoBehaviour
public Sprite ShieldIcon;
public Sprite NoShieldIcon;
public float IntroDuration;
//public PlayerInput Input;
// private CinemachineFramingTransposer _transposer;
@ -231,6 +229,8 @@ public class ActionGameManager : MonoBehaviour
public ItemManager ItemManager { get; private set; }
public Zone Zone { get; private set; }
public static SimClock Clock { get; } = new SimClock(1f / 60f);
private bool _zoneEntered;
private readonly (float2 direction, string name)[] _directions = {
(float2(0, 1), "Front"),
@ -728,6 +728,7 @@ public class ActionGameManager : MonoBehaviour
galaxyZone.Contents = new Zone(ItemManager, Settings.PlanetSettings, galaxyZone.PackedContents, galaxyZone, CurrentGalaxy);
}
Zone = galaxyZone.Contents;
_zoneEntered = true; // the clock forgets its lead between frames, never inside a step
PlayMusic(MusicType.Overworld);
Zone.Log = s => Debug.Log($"Zone: {s}");
@ -818,7 +819,6 @@ public class ActionGameManager : MonoBehaviour
}
else
{
//StartCoroutine(IntroCutscene(targetEntity as Ship));
BindToEntity(targetEntity);
}
@ -866,35 +866,6 @@ public class ActionGameManager : MonoBehaviour
BindToEntity(staged.Player);
}
private IEnumerator IntroCutscene(Ship ship)
{
ZoneRenderer.PerspectiveEntity = ship;
var entityPosition = ship.Position.xz;
var followOrbit = Zone.Orbits.Keys.MinBy(o => lengthsq(Zone.GetOrbitPosition(o) - entityPosition));
var followPlanet = ZoneRenderer.Planets[Zone.Planets.FirstOrDefault(p => p.Value.Orbit.Key.Equals(followOrbit)).Key];
DockCamera.Follow = followPlanet.Body.transform;
var rootOrbit = followOrbit;
while (Zone.Orbits[rootOrbit].Data.Parent.IsSet())
rootOrbit = Zone.Orbits[rootOrbit].Data.Parent.Key;
var rootPlanet = ZoneRenderer.Planets[Zone.Planets.FirstOrDefault(p => p.Value.Orbit.Key.Equals(rootOrbit)).Key];
DockCamera.LookAt = rootPlanet.Body.transform;
var shipVelocity = ship.GetBehavior<VelocityLimit>().Limit;
var followOrbitPosition = Zone.GetOrbitPosition(followOrbit);
var shipDirection = normalize(Zone.GetOrbitPosition(rootOrbit) - followOrbitPosition);
ship.Position.xz = followOrbitPosition - shipDirection * shipVelocity * IntroDuration;
var startTime = Time.time;
while (Time.time - startTime < IntroDuration)
{
ship.Direction = shipDirection;
ship.Velocity = shipDirection * shipVelocity;
yield return null;
}
BindToEntity(ship);
}
public void Dock()
{
if (CurrentEntity.Parent != null) return;
@ -1356,8 +1327,14 @@ public class ActionGameManager : MonoBehaviour
CurrentEntity.TractorPower =
saturate(CurrentEntity.TractorPower + sign(tractorPower - CurrentEntity.TractorPower) * Time.deltaTime * 2);
}
Zone.Update(Time.deltaTime);
}
// One clock steps the zone, paused or not: a paused frame feeds it no real time.
// A zone entered inside a step (a wormhole) ends this frame's stepping: the rest of its steps are the old zone's.
void EnterNewZone() { if (_zoneEntered) { Clock.Reset(); _zoneEntered = false; } }
EnterNewZone();
var steppedZone = Zone;
Clock.Advance(_paused ? 0f : Time.deltaTime, delta => { if (Zone == steppedZone) steppedZone.Update(delta); });
EnterNewZone();
}
private static string ResultLabel(ShotResult result) => result switch

View file

@ -416,9 +416,10 @@ public class EntityInstance : MonoBehaviour
var direction = FireControl.Solution(weapon, Entity, Entity.Target.Value).Direction;
group.Value.position = barrel + new Vector3(direction.x, 0, direction.y) * aimDistance;
}
LocalSpace.localPosition = transform.position = Entity.Position.ToUnity();
var drawn = DrawAhead.Position(Entity, ActionGameManager.Clock.Lead);
LocalSpace.localPosition = transform.position = drawn.ToUnity();
if (_influenceInstance)
_influenceInstance.position = new Vector3(Entity.Position.x, 0, Entity.Position.z);
_influenceInstance.position = new Vector3(drawn.x, 0, drawn.z);
}
public virtual void OnDestroy()

View file

@ -102,6 +102,6 @@ public class ShipInstance : EntityInstance
emissionModule.rateOverTimeMultiplier = thrusterInstance.BaseEmission * thrusterInstance.Thruster.Axis * thrusterInstance.Thruster.Condition;
}
transform.rotation = Ship.Rotation.ToUnity();
transform.rotation = DrawAhead.Rotation(Ship, ActionGameManager.Clock.Lead).ToUnity();
}
}

View file

@ -125,8 +125,9 @@ public class Thruster : Behavior, IAnalogBehavior, IPowerConsumer
{
var thrust = Thrust;
Entity.Velocity -= Direction.xz * _input * thrust / Entity.Mass * dt;
Entity.Direction = mul(Entity.Direction,
CultMath.float2x2.Rotate(_input * Torque * thrust * ItemManager.GameplaySettings.TorqueMultiplier / Entity.Mass * dt));
var turnRate = _input * Torque * thrust * ItemManager.GameplaySettings.TorqueMultiplier / Entity.Mass;
Entity.Direction = mul(Entity.Direction, CultMath.float2x2.Rotate(turnRate * dt));
Entity.TurnRate += turnRate;
AddHeat(_input * Evaluate(_data.Heat) * dt);
var vis = _input * Evaluate(_data.Visibility);
if (!Entity.VisibilitySources.ContainsKey(this) || vis > Entity.VisibilitySources[this])

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@ -0,0 +1,40 @@
/* 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 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
// one, a previous state or a velocity of its own.
public static class DrawAhead
{
// A ship in a wormhole animation has its pose scripted by the step, not integrated from Velocity and TurnRate,
// so it is drawn where the step put it: extrapolating a scripted pose draws a streak that resets every step.
public static float3 Position(Entity entity, float lead) =>
entity is Ship { WormholeAnimationInProgress: true }
? entity.Position
: entity.Position + float3(entity.Velocity.x, 0, entity.Velocity.y) * lead;
// The ship's rotation turned about its own up axis by the rate its last step turned, for lead seconds.
public static quaternion Rotation(Ship ship, float lead) =>
ship.WormholeAnimationInProgress ? ship.Rotation : Turned(ship.Rotation, ship.TurnRate * lead);
// q turned about its own up axis by the angle, in the sense Direction turns for a positive TurnRate.
public static quaternion Turned(quaternion q, float angle)
{
var u = float3(q.x, q.y, q.z);
var up = float3(0, 1, 0);
up += 2 * (q.w * cross(u, up) + cross(u, cross(u, up)));
var half = angle * .5f;
var s = sin(half);
var t = new quaternion(up.x * s, up.y * s, up.z * s, cos(half));
// Hamilton product t * q: CultMath carries no quaternion product (a gap in CultMath, not filled here).
return normalize(new quaternion(
t.w * q.x + t.x * q.w + t.y * q.z - t.z * q.y,
t.w * q.y - t.x * q.z + t.y * q.w + t.z * q.x,
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));
}
}

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@ -0,0 +1,11 @@
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@ -27,6 +27,10 @@ public abstract class Entity
public float3 Position;
public float2 Direction = float2(0,1);
public float2 Velocity;
// Rad per sim second, signed as the step turns Direction: the sum of this step's rotation actuators' applied
// angle over the step. Runtime only, zeroed at the start of Update, so a staged, loaded or wormhole write to
// Direction is never a turn. Read only by presenters that draw ahead of the step.
public float TurnRate;
// Runtime only, never saved; Entity.Update is the one writer of both. Acceleration is the planar velocity change
// across the base update over its delta (thrust, not the drag or gravity a subclass applies before calling it),
@ -1359,6 +1363,7 @@ public abstract class Entity
public virtual void Update(float delta)
{
TurnRate = 0;
if (!_active) return;
var velocityBefore = Velocity;

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@ -0,0 +1,68 @@
/* 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;
// The one relation between simulation time and real time. Real seconds go in; whole fixed steps come out, each
// handed to the caller's step action with the same Step. Nothing else in the game converts frame time to sim time,
// and nothing integrates a sim quantity on this clock: presenters read Lead to draw ahead of the latest step
// (DrawAhead) and decide no sim fact.
public sealed class SimClock
{
// The longest real time one frame may feed. A hitch (a load, a breakpoint) is a slow frame, not a burst of
// catch-up steps.
public const float MaxFrameSeconds = .1f;
private readonly double _period;
private double _accumulator;
private bool _advancing;
public SimClock(float step, float stepsPerRealSecond = 60)
{
if (!(step > 0)) throw new ArgumentOutOfRangeException(nameof(step));
if (!(stepsPerRealSecond > 0)) throw new ArgumentOutOfRangeException(nameof(stepsPerRealSecond));
Step = step;
StepsPerRealSecond = stepsPerRealSecond;
_period = 1.0 / stepsPerRealSecond;
}
// Sim seconds per step, fixed for the clock's life.
public float Step { get; }
public float StepsPerRealSecond { get; }
public long Steps { get; private set; }
// Sim seconds since the last step, 0 <= Lead < Step.
public float Lead => (float) (_accumulator * StepsPerRealSecond * Step);
// Forgets the real time paid toward the next step (a new zone starts between steps). A step cannot do this to the
// clock that is running it.
public void Reset()
{
if (_advancing) throw new InvalidOperationException("A step cannot reset the clock that is running it.");
_accumulator = 0;
}
// Feeds real seconds (negative counts as none, one frame counts at most MaxFrameSeconds) and runs the whole
// steps they pay for. Returns how many ran.
public int Advance(float realSeconds, Action<float> step)
{
_accumulator += Math.Min(Math.Max(realSeconds, 0f), MaxFrameSeconds);
var ran = 0;
_advancing = true;
try
{
while (_accumulator >= _period)
{
_accumulator -= _period;
step(Step);
Steps++;
ran++;
}
}
finally { _advancing = false; }
return ran;
}
}

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@ -0,0 +1,356 @@
/* 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;
using System.Collections.Generic;
using System.Globalization;
using System.Linq;
using System.Text;
using CultMath;
using UniRx;
using Xunit;
using static CultMath.math;
using float2 = CultMath.float2;
using float3 = CultMath.float3;
// SimClock owns sim time's relation to real time: frames of real seconds in, whole fixed steps out. Nothing here hands
// a clock to a presenter; DrawAhead is pure reads of the latest state.
public sealed class SimClockTests
{
private static readonly float[] Irregular = { 1f / 144, 1f / 30, 1f / 90 };
// Runs frames cycling through the lengths until the clock has run the steps; returns the step values it passed.
private static List<float> Drive(SimClock clock, float[] frames, long steps)
{
var passed = new List<float>();
for (var frame = 0; clock.Steps < steps; frame++)
clock.Advance(frames[frame % frames.Length], dt => passed.Add(dt));
return passed;
}
[Fact]
public void TheStepNeverChanges()
{
foreach (var frames in new[] { new[] { 1f / 60 }, Irregular, new[] { .09f, .004f, 0f, 3f } })
{
var clock = new SimClock(1f / 60f);
var passed = Drive(clock, frames, 500);
Assert.True(passed.Count >= 500);
Assert.All(passed, dt => Assert.Equal(clock.Step, dt));
}
var slow = new SimClock(.1f, 6);
Assert.All(Drive(slow, Irregular, 50), dt => Assert.Equal(.1f, dt));
}
[Fact]
public void StepsFollowRealTime()
{
// Ten real seconds of irregular frames.
var clock = new SimClock(1f / 60f);
var elapsed = 0.0;
for (var frame = 0; elapsed < 10.0; frame++)
{
var seconds = Irregular[frame % Irregular.Length];
elapsed += seconds;
clock.Advance(seconds, _ => { });
}
Assert.InRange(elapsed, 10.0, 10.1);
Assert.InRange(clock.Steps, Math.Round(elapsed * 60) - 1, Math.Round(elapsed * 60) + 1);
// A frame that pays for exactly one step runs it (binary-exact seconds, so nothing rounds).
var exact = new SimClock(.25f, 16);
Assert.Equal(1, exact.Advance(.0625f, _ => { }));
Assert.Equal(0f, exact.Lead);
var slow = new SimClock(1f / 60f, 30);
for (var frame = 0; frame < 600; frame++) slow.Advance(1f / 60, _ => { });
Assert.InRange(slow.Steps, 299, 301);
}
[Fact]
public void AHitchIsClamped()
{
var clock = new SimClock(1f / 60f);
var ran = clock.Advance(5f, _ => { });
Assert.Equal(6, ran);
Assert.Equal(6, clock.Steps);
}
[Fact]
public void AStepCannotResetItsClock()
{
var clock = new SimClock(1f / 60f);
Assert.Throws<InvalidOperationException>(() => clock.Advance(1f / 60f, _ => clock.Reset()));
clock.Advance(.005f, _ => { });
Assert.True(clock.Lead > 0);
clock.Reset();
Assert.Equal(0f, clock.Lead);
Assert.Equal(1, clock.Advance(1f / 60f, _ => { }));
}
[Fact]
public void PauseFeedsNothing()
{
var clock = new SimClock(1f / 60f);
clock.Advance(.025f, _ => { });
var lead = clock.Lead;
var steps = clock.Steps;
Assert.True(lead > 0);
foreach (var seconds in new[] { 0f, -1f })
{
Assert.Equal(0, clock.Advance(seconds, _ => throw new InvalidOperationException()));
Assert.Equal(lead, clock.Lead);
Assert.Equal(steps, clock.Steps);
}
}
[Fact]
public void LeadIsHonest()
{
var clock = new SimClock(.1f, 6);
double sinceLastStep = 0;
for (var frame = 0; frame < 400; frame++)
{
// The real time since the last step: what was left over plus this frame, less the steps it paid for.
sinceLastStep += Irregular[frame % Irregular.Length];
var seconds = Irregular[frame % Irregular.Length];
clock.Advance(seconds, _ => sinceLastStep -= 1.0 / clock.StepsPerRealSecond);
Assert.InRange(clock.Lead, 0f, clock.Step * .99999f);
Assert.Equal(sinceLastStep * clock.StepsPerRealSecond * clock.Step, clock.Lead, 4);
}
}
[Fact]
public void ABadClockIsRefusedByFieldName()
{
Assert.Equal("step", Assert.Throws<ArgumentOutOfRangeException>(() => new SimClock(0f)).ParamName);
Assert.Equal("stepsPerRealSecond", Assert.Throws<ArgumentOutOfRangeException>(() => new SimClock(1f, 0f)).ParamName);
}
}
public sealed partial class RunStartTests
{
private const float ClockFrame = 1f / 60f;
private const int HistorySteps = 1800;
// The Duel launched as the game launches it, its item random reseeded so play draws the same numbers every time.
private (Zone arena, Ship player) LaunchDuel()
{
var launched = Launch(new Duel());
Assert.Empty(launched.failures);
_items.Random = new CultMath.Random(0xC0FFEE);
launched.staged.Player.MovementDirection = float2(0, 1);
launched.staged.Player.Turn = .5f;
foreach (var ship in launched.arena.Entities.OfType<Ship>())
ship.SetTarget(launched.arena.Entities.OfType<Ship>().First(other => other != ship));
return (launched.arena, launched.staged.Player);
}
private static string R(float value) => value.ToString("R", CultureInfo.InvariantCulture);
// Everything the step decides, as text: the zone clock, each entity's pose and condition, and each shot resolved.
private static string Snapshot(Zone zone, List<string> shots)
{
var text = new StringBuilder(R(zone.Time));
foreach (var entity in zone.Entities)
{
text.Append($"|{entity.Name} {R(entity.Position.x)},{R(entity.Position.z)} v{R(entity.Velocity.x)},{R(entity.Velocity.y)} " +
$"d{R(entity.Direction.x)},{R(entity.Direction.y)} w{R(entity.TurnRate)} h{R(entity.Hull.Durability)}");
if (entity.Shield != null) text.Append($" s{R(entity.Shield.Progress)}");
if (entity.Temperature != null)
{
var heat = 0f;
foreach (var cell in entity.Temperature) heat += cell;
text.Append($" t{R(heat)}");
}
}
text.Append($"|shots {string.Join(",", shots)}");
shots.Clear();
return text.ToString();
}
// Feeds the zone through one SimClock with the frames cycled, snapshotting every step until HistorySteps have run.
private static List<string> History(Zone zone, float[] frames)
{
var clock = new SimClock(1f / 60f);
var shots = new List<string>();
using var _ = zone.ShotResolved.Subscribe(outcome => shots.Add($"{outcome.ShotId}:{outcome.Result}"));
var history = new List<string>();
for (var frame = 0; history.Count < HistorySteps; frame++)
clock.Advance(frames[frame % frames.Length], dt =>
{
// Both ships open fire every 90th step, on the step count, so the fight is the same fight whatever
// the frames were.
if (history.Count % 90 == 0)
foreach (var ship in zone.Entities.OfType<Ship>())
foreach (var weapon in ship.GetBehaviors<Weapon>())
FireControl.Fire(weapon, weapon.Item, ship);
zone.Update(dt);
history.Add(Snapshot(zone, shots));
});
return history.Take(HistorySteps).ToList();
}
// Control: the same launch driven twice the same way is the same history. If this fails the simulation is
// nondeterministic before the clock is involved, and FrameTimesDoNotChangeHistory proves nothing.
[Fact]
public void OneHistoryTwice()
{
var first = History(LaunchDuel().arena, new[] { ClockFrame });
var second = History(LaunchDuel().arena, new[] { ClockFrame });
Assert.Equal(first, second);
Assert.Contains(first, line => !line.EndsWith("|shots ")); // shots were fired and resolved
}
[Fact]
public void FrameTimesDoNotChangeHistory()
{
var steady = History(LaunchDuel().arena, new[] { ClockFrame });
var irregular = History(LaunchDuel().arena, new[] { 1f / 144, 1f / 30, 1f / 90 });
Assert.Equal(steady.Count, irregular.Count);
for (var step = 0; step < steady.Count; step++)
Assert.True(steady[step] == irregular[step], $"step {step}: {steady[step]} != {irregular[step]}");
}
private static float SignedTurn(float2 before, float2 after) =>
atan2(before.x * after.y - before.y * after.x, dot(before, after));
[Fact]
public void TurnRateIsTheActuatorsTurn()
{
var (arena, player) = LaunchDuel();
Assert.Equal(0f, player.TurnRate); // staged: nothing has turned it
var turned = 0;
for (var step = 0; step < 240; step++)
{
var before = player.Direction;
arena.Update(ClockFrame);
var angle = SignedTurn(before, player.Direction);
Assert.InRange(abs(abs(angle) - abs(player.TurnRate * ClockFrame)), 0f, 1e-6f);
// A positive turn demand turns clockwise, and TurnRate is signed the way the step turned Direction.
if (abs(player.TurnRate) > 1e-4f)
{
turned++;
Assert.True(player.TurnRate > 0 == dot(player.Direction, before.Rotate(ItemRotation.Clockwise)) > 0);
}
}
Assert.True(turned > 60, "the held turn turned the ship");
// A write to Direction between steps (staging, a load, a wormhole exit) is not a turn.
player.Turn = 0;
for (var step = 0; step < 600 && abs(player.TurnRate) > 0; step++) arena.Update(ClockFrame);
player.Direction = normalize(float2(3, -4));
arena.Update(ClockFrame);
Assert.Equal(0f, player.TurnRate);
}
[Fact]
public void DrawAheadIsTheStateAtZeroLead()
{
var (arena, player) = LaunchDuel();
for (var step = 0; step < 120; step++) arena.Update(ClockFrame);
var before = Snapshot(arena, new List<string>());
var zero = DrawAhead.Position(player, 0);
Assert.Equal(player.Position.x, zero.x);
Assert.Equal(player.Position.y, zero.y);
Assert.Equal(player.Position.z, zero.z);
var rotation = DrawAhead.Rotation(player, 0);
Assert.Equal(1f, abs(rotation.x * player.Rotation.x + rotation.y * player.Rotation.y + rotation.z * player.Rotation.z + rotation.w * player.Rotation.w), 5);
const float lead = .007f;
var ahead = DrawAhead.Position(player, lead);
Assert.Equal(player.Position.x + player.Velocity.x * lead, ahead.x, 6);
Assert.Equal(player.Position.y, ahead.y);
Assert.Equal(player.Position.z + player.Velocity.y * lead, ahead.z, 6);
Assert.Equal(before, Snapshot(arena, new List<string>()));
}
// A pose the step scripts (the wormhole animation) is drawn where the step put it, at any lead.
[Fact]
public void ScriptedPosesAreNotDrawnAhead()
{
var (arena, player) = LaunchDuel();
for (var step = 0; step < 120; step++) arena.Update(ClockFrame);
player.EnterWormhole(player.Position.xz + float2(50, 0));
arena.Update(ClockFrame);
Assert.True(player.WormholeAnimationInProgress);
Assert.True(length(player.Velocity) > .01f, "the ship carries speed into the animation");
var position = DrawAhead.Position(player, ClockFrame);
Assert.Equal(player.Position.x, position.x);
Assert.Equal(player.Position.y, position.y);
Assert.Equal(player.Position.z, position.z);
var rotation = DrawAhead.Rotation(player, ClockFrame);
Assert.Equal(player.Rotation.x, rotation.x);
Assert.Equal(player.Rotation.y, rotation.y);
Assert.Equal(player.Rotation.z, rotation.z);
Assert.Equal(player.Rotation.w, rotation.w);
}
// The turn a presenter draws ahead is the turn the next step makes: a ship held in a steady turn, drawn one whole
// step ahead of the pose it was last given, is where the sim puts that pose next.
[Fact]
public void DrawnRotationFollowsTheTurn()
{
var (arena, player) = LaunchDuel();
player.Turn = 1f;
for (var step = 0; step < 300; step++) arena.Update(ClockFrame);
var rate = player.TurnRate;
Assert.True(abs(rate) > .05f, "the ship is turning");
var drawn = DrawAhead.Rotation(player, ClockFrame);
arena.Update(ClockFrame);
Assert.True(abs(player.TurnRate - rate) < 1e-3f * abs(rate), "the turn is steady");
var next = player.Rotation;
var error = 2 * acos(min(1f, abs(drawn.x * next.x + drawn.y * next.y + drawn.z * next.z + drawn.w * next.w)));
var turn = abs(rate * ClockFrame);
Assert.True(turn > .005f, "the step turns the ship enough to tell its sense");
Assert.True(error < .2f * turn, $"drawn one step ahead is where the sim puts the pose next (off by {error} of a {turn} turn)");
}
// Thrusters turn the same way: a Longinus held in a turn, settled, turns each step by exactly its TurnRate.
[Fact]
public void ThrustersReportTheirTurn()
{
var (_, longinus, _) = EvFleet();
EvSettle(longinus);
longinus.Turn = 1f;
var turned = 0;
for (var step = 0; step < 120; step++)
{
var before = longinus.Direction;
longinus.Update(ClockFrame);
Assert.InRange(abs(abs(SignedTurn(before, longinus.Direction)) - abs(longinus.TurnRate * ClockFrame)), 0f, 1e-6f);
if (abs(longinus.TurnRate) > 1e-4f)
{
turned++;
Assert.True(longinus.TurnRate > 0 == dot(longinus.Direction, before.Rotate(ItemRotation.Clockwise)) > 0);
}
}
Assert.True(turned > 30, "the thrusters turned the ship");
}
// The draw-ahead turn on a pose that is not flat: the up axis stays the pose's up, and the forward axis swings about
// it by the angle (Rodrigues' rotation, written out apart from DrawAhead's quaternion product).
[Fact]
public void TheDrawnTurnIsAboutThePosesOwnUp()
{
var up = normalize(float3(.3f, .8f, -.2f));
var pose = quaternion.LookRotation(normalize(cross(float3(1, 0, .4f), up)), up);
const float angle = .6f;
var turned = DrawAhead.Turned(pose, angle);
float3 Axis(quaternion q, float3 v)
{
var u = float3(q.x, q.y, q.z);
return v + 2 * (q.w * cross(u, v) + cross(u, cross(u, v)));
}
float3 Close(float3 a, float3 b) => float3(abs(a.x - b.x), abs(a.y - b.y), abs(a.z - b.z));
var forward = Axis(pose, float3(0, 0, 1));
var rodrigues = forward * cos(angle) + cross(Axis(pose, float3(0, 1, 0)), forward) * sin(angle);
var upBefore = Axis(pose, float3(0, 1, 0));
var tolerance = float3(1e-5f, 1e-5f, 1e-5f);
Assert.True(all(Close(Axis(turned, float3(0, 1, 0)), upBefore) < tolerance), "the pose's up does not move");
Assert.True(all(Close(Axis(turned, float3(0, 0, 1)), rodrigues) < tolerance), "the forward axis swings about it by the angle");
}
}