Aetheria/Assets/Scripts/ServerShared/GlobalData.cs
Reinier Vens 526a737a4d Modular Database Tools
Extracted all inspector code for database inspector into a single class per supported field type and wrote reflection code to invoke them automatically
Removed all Aetheria-specific code from database tools
Database View editor is now abstract and supports arbitrary grouping of entry types; specific users must implement their own database view
2021-03-31 04:07:11 +01:00

125 lines
4.5 KiB
C#

/* 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;
using System.Collections.Generic;
using MessagePack;
using Newtonsoft.Json;
using Unity.Mathematics;
using static Unity.Mathematics.math;
using static Unity.Mathematics.noise;
using static NoiseFbm;
[Inspectable, Serializable, RethinkTable("Galaxy"), MessagePackObject, JsonObject(MemberSerialization.OptIn)]
public class GalaxyMapLayerData : DatabaseEntry, INamedEntry
{
[Inspectable, JsonProperty("coreBoost"), Key(1)]
public float CoreBoost = 1.05f;
[Inspectable, JsonProperty("coreBoostOffset"), Key(2)]
public float CoreBoostOffset = .1f;
[Inspectable, JsonProperty("coreBoostPower"), Key(3)]
public float CoreBoostPower = 2.25f;
[Inspectable, JsonProperty("spokeScale"), Key(4)]
public float SpokeScale = 1;
[Inspectable, JsonProperty("spokeOffset"), Key(5)]
public float SpokeOffset = 0;
[Inspectable, JsonProperty("edgeReduction"), Key(6)]
public float EdgeReduction = 3;
[Inspectable, JsonProperty("noiseOffset"), Key(7)]
public float NoiseOffset = 0;
[Inspectable, JsonProperty("noiseAmplitude"), Key(8)]
public float NoiseAmplitude = 1.5f;
[Inspectable, JsonProperty("noiseGain"), Key(9)]
public float NoiseGain = .7f;
[Inspectable, JsonProperty("noiseLacunarity"), Key(10)]
public float NoiseLacunarity = 2;
[Inspectable, JsonProperty("noiseOctaves"), Key(11)]
public int NoiseOctaves = 7;
[Inspectable, JsonProperty("noiseFrequency"), Key(12)]
public float NoiseFrequency = 1;
[Inspectable, JsonProperty("noisePosition"), Key(13)]
public float NoisePosition = 1337;
[Inspectable, JsonProperty("name"), Key(14)]
public string Name;
public float Evaluate(float2 uv, GalaxyShapeSettings settings)
{
float2 offset = -float2(.5f, .5f)+uv;
float circle = (.5f-length(offset))*2;
float angle = pow(length(offset)*2,settings.TwistExponent) * settings.Twist;
float2 t = float2(offset.x*cos(angle) - offset.y*sin(angle), offset.x*sin(angle) + offset.y*cos(angle));
float atan = atan2(t.y,t.x);
float spokes = (sin(atan*settings.Arms) + SpokeOffset) * SpokeScale;
float noise = fBm(uv + float2(NoisePosition), NoiseOctaves, NoiseFrequency, NoiseOffset, NoiseAmplitude, NoiseLacunarity, NoiseGain);
float shape = lerp(spokes - EdgeReduction * length(offset), 1, pow(circle, CoreBoostPower) * CoreBoost) + CoreBoostOffset;
float gal = max(shape - noise * saturate(circle), 0);
return gal;
}
[IgnoreMember] public string EntryName
{
get => Name;
set => Name = value;
}
}
public static class NoiseFbm
{
public static float3 fBm3(float2 p, int octaves, float frequency, float offset, float amplitude, float lacunarity, float gain)
{
return float3(
fBm(p, octaves, frequency, offset, amplitude, lacunarity, gain),
fBm(p+10, octaves, frequency, offset, amplitude, lacunarity, gain),
fBm(p+20, octaves, frequency, offset, amplitude, lacunarity, gain));
}
public static float fBm(float2 p, int octaves, float frequency, float offset, float amplitude, float lacunarity, float gain)
{
float freq = frequency, amp = .5f;
float sum = 0;
for(int i = 0; i < octaves; i++)
{
sum += snoise(p * freq) * amp;
freq *= lacunarity;
amp *= gain;
}
return (sum + offset)*amplitude;
}
public static float3 fBm3(float p, int octaves, float frequency, float offset, float amplitude, float lacunarity, float gain)
{
return float3(
fBm(p, octaves, frequency, offset, amplitude, lacunarity, gain),
fBm(p+10, octaves, frequency, offset, amplitude, lacunarity, gain),
fBm(p+20, octaves, frequency, offset, amplitude, lacunarity, gain));
}
public static float fBm(float p, int octaves, float frequency, float offset, float amplitude, float lacunarity, float gain)
{
float freq = frequency, amp = .5f;
float sum = 0;
for(int i = 0; i < octaves; i++)
{
sum += Noise1D.noise(p * freq) * amp;
freq *= lacunarity;
amp *= gain;
}
return (sum + offset)*amplitude;
}
}