Aetheria/Assets/Scripts/ServerShared/GravityField.cs
Meta Vens 021c4cbcbf Gravity: one potential per zone owns acceleration and height
GravityField is the law of one well (logarithmic tail, softened core).
Zone.GetForce and GetHeight sum it over the bodies; GetNormal derives from
the force for ship tilt; Flow and Ship read GetForce. Well strength, core
radius and Roche limit are PlanetSettings curves of mass, height
exaggeration K one global. Deletes GravityAcceleration, GravityReferenceRate,
GravityStrength, the PowerPulse well, GetNormal's finite differences and
BodyData.GravityDepthExponent. Settings.asset carries the calibrated curves.
Tests: PotentialOwnerTests, the moon's moon placement, retired keys over every
BodyData type, a body-derived giant sweep. Not yet built or run (verify job
follows); this commit may not build.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-15 04:36:28 +02:00

27 lines
1.3 KiB
C#

using CultMath;
using static CultMath.math;
using float2 = CultMath.float2;
/// <summary>
/// The law of one gravity well: a 2D point mass with a softened core. Outside the core radius the potential is
/// logarithmic and the pull is c / r; inside it the pull falls linearly to zero at the centre and meets the tail in
/// value and slope at the core radius. c is the well's strength (u^2/s^2), R its core radius (u). No threshold
/// anywhere: a well pulls at every distance. Zone.GetForce and Zone.GetHeight sum this over a zone's bodies.
/// </summary>
public static class GravityField
{
// The potential at distance r from the body, defined up to a constant (callers subtract their reference).
public static float Potential(float c, float coreRadius, float r) =>
r < coreRadius
? c * r * r / (2 * coreRadius * coreRadius)
: c * (log(r / coreRadius) + .5f);
// The acceleration at `offsetFromBody`, toward the body: zero at the body itself.
public static float2 Acceleration(float c, float coreRadius, float2 offsetFromBody)
{
var r = length(offsetFromBody);
if (r == 0f) return float2.zero;
var pull = r < coreRadius ? c * r / (coreRadius * coreRadius) : c / r;
return -offsetFromBody / r * pull;
}
}