One zone node at the massive roots' centre of mass owns the only global term (SubzoneReach is the one place the subzone shape is decided: isolated-subzones). WellNode gains Extent and Anchor; a belt orbit's extent is its outermost asteroid. GravityField.SeriesFrom = 0.4 is emitted into the shader template and Gravity.cginc. Tests: the spec's WellLawTests; the old seam test is replaced by TheBandPotentialIsExactInSinglePrecision. GravityFieldParityVerify runs the multi-root fixture (second sun, moon inside the planet's Roche limit, far window): PASS, largest drawn tau 1.228, max error 0.01028 u. The dotnet suite has not been run at this commit. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
85 lines
3.9 KiB
C#
85 lines
3.9 KiB
C#
using System.Runtime.InteropServices;
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using UnityEngine;
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/// <summary>
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/// The renderer's lowering of the zone's potential (aetheria-gravity, cut grid-lowering). Zone.GetHeight owns the drawn
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/// height: this hands its inputs (each term's position, strength, softening, band edges and reference, and the
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/// exaggeration) to Assets/Shaders/Gravity.cginc, which sums them per texel, and makes the one quad that carries the sum into every
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/// camera that culls layer 9. Nothing here decides a height.
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/// </summary>
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public static class GravityLowering
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{
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/// <summary>The layer the gravity cameras cull; nothing but the run-time field sits on it.</summary>
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public const int FieldLayer = 9;
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/// <summary>The quad's side in u: larger than any zone (10000) plus any view (4096); texels outside a camera cost nothing.</summary>
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public const float FieldExtent = 100000f;
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// Mirrors the term record of Gravity.cginc: float2 position, strength, softening, inner, outer, reference.
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[StructLayout(LayoutKind.Sequential)]
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struct TermRecord
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{
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public Vector2 Position;
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public float Strength;
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public float Softening;
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public float Inner;
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public float Outer;
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public float Reference;
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}
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static readonly int Stride = Marshal.SizeOf<TermRecord>();
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static readonly int WellsId = Shader.PropertyToID("_GravityWells");
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static readonly int CountId = Shader.PropertyToID("_GravityWellCount");
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static readonly int ExaggerationId = Shader.PropertyToID("_HeightExaggeration");
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static TermRecord[] _records = new TermRecord[0];
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/// <summary>
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/// Fills one record per term of the zone's WellTree (a null zone has none) and sets the shader globals. The buffer is
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/// the caller's, (re)allocated to the term count (at least one, so the global is always bound). Terms are lowered at
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/// their node's rail at the drawn time (DrawAhead.Time), the same T the planets and a ship's ride height use.
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/// </summary>
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public static void Lower(Zone zone, float lead, ref ComputeBuffer wells)
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{
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var count = zone?.Wells.Terms.Count ?? 0;
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var capacity = Mathf.Max(count, 1);
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if (wells == null || wells.count != capacity)
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{
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wells?.Release();
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wells = new ComputeBuffer(capacity, Stride);
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}
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if (_records.Length != capacity) _records = new TermRecord[capacity];
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for (var t = 0; t < count; t++)
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{
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var term = zone.Wells.Terms[t];
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var at = term.Node.IsSet() ? DrawAhead.Orbit(zone, term.Node, lead) : zone.Wells.Centre; // an unset node is the zone node, stationary at Centre
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_records[t] = new TermRecord
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{
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Position = new Vector2(at.x, at.y),
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Strength = term.Strength,
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Softening = term.Softening,
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Inner = term.Inner,
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Outer = term.Outer,
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Reference = term.Reference
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};
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}
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wells.SetData(_records);
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Shader.SetGlobalBuffer(WellsId, wells);
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Shader.SetGlobalInt(CountId, count);
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Shader.SetGlobalFloat(ExaggerationId, zone?.Settings.HeightExaggeration ?? 1f);
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}
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/// <summary>The one quad of the field: flat in xz at y 0 on layer 9, drawn with the Gravity Field material.</summary>
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public static GameObject CreateField(Material material)
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{
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var field = new GameObject("Gravity Field") { layer = FieldLayer };
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field.transform.rotation = Quaternion.Euler(90f, 0f, 0f);
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field.transform.localScale = FieldExtent * Vector3.one;
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field.AddComponent<MeshFilter>().sharedMesh = Resources.GetBuiltinResource<Mesh>("Quad.fbx");
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var renderer = field.AddComponent<MeshRenderer>();
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renderer.sharedMaterial = material;
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renderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
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renderer.receiveShadows = false;
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return field;
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}
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}
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