fix(galaxy): remove inner/outer radius from disks, restore original spiral sweep

The inner_radius/outer_radius parameters were added for multi-disk layer
support but broke the spiral effect: they introduced a gap between the
core and disk arms that made the galaxy look like detached floating disks.

Reverted to the original generation formula:
  r = powf(random, 0.62) * galaxy_size
  angle = arm_base + (r / galaxy_size) * twist + scatter

This sweeps systems continuously from origin to galaxy edge with density
packed near the core — arms flow naturally from the dense center outward.

Removed:
- inner_radius, outer_radius fields from DiskParams
- DISK_INNER/OUTER_RADIUS_* constants from params.rs
- 4 ParamButton variants and their handlers
- UI param rows for inner/outer radius
- randomize_disk radius logic
This commit is contained in:
2026-06-10 00:35:24 -04:00
parent ae7926ecc6
commit 376d6a5913
3 changed files with 15 additions and 123 deletions

View File

@@ -221,7 +221,6 @@ fn generate_system_positions(params: &GalaxyParams, rng: &mut StdRng) -> Vec<Gen
base_spacing,
&mut next_index,
disk_index,
params.core.radius,
);
}
@@ -310,13 +309,11 @@ fn generate_core(
}
}
/// Generate one disk layer of spiral arms. Arms are anchored to the core
/// cluster: when `inner_radius` is 0 (auto), systems start inside the core
/// zone so arms visually emerge from the core boundary rather than appearing
/// detached. The density bias (`pow(0.45)` → strongly packed near inner edge)
/// produces a natural falloff from bright core-proximal arms to sparse outer
/// regions. Supports tilt (rotation around X, capped at 45°), Y-axis rotation
/// offset, and independent inner/outer radii.
/// Generate one disk layer of spiral arms. Systems sweep continuously from
/// the origin to `galaxy_size` with a `powf(0.62)` density bias packing them
/// near the core — no inner/outer radius gap, so arms flow naturally from the
/// dense center outward. Supports tilt (rotation around X, capped at 45°) and
/// Y-axis rotation offset.
fn generate_disk(
systems: &mut Vec<GeneratedSystem>,
rng: &mut StdRng,
@@ -325,26 +322,8 @@ fn generate_disk(
base_spacing: f32,
next_index: &mut usize,
disk_index: usize,
core_radius: f32,
) {
let arm_count = disk.arms.max(1);
// Effective outer radius: explicit value if set, else galaxy size.
let outer = if disk.outer_radius > 0.0 {
disk.outer_radius
} else {
galaxy_size
};
// Anchor disk arms to the core: when inner_radius is 0 (auto), start
// systems inside the core zone so arms visually emerge from the core
// boundary rather than appearing detached. The 0.4 factor places the
// density peak well inside the core sphere, producing overlap that
// creates a seamless core-to-arm transition.
let inner = if disk.inner_radius > 0.0 {
disk.inner_radius
} else {
core_radius * 0.4
};
let span = (outer - inner).max(1.0);
// Pre-compute the rotation quaternion for this disk's tilt + Y rotation.
// Tilt is applied first (around X), then the Y rotation offset.
@@ -368,12 +347,9 @@ fn generate_disk(
let mut position = Option::<Vec3>::None;
let mut final_radius = 0.0f32;
for attempt in 0..SPACING_ATTEMPTS {
// powf(0.45) concentrates ~60% of systems in the inner 30% of the
// radial span, ensuring arms are dense near the core boundary and
// fade naturally toward the edge.
let r = inner + rng.gen::<f32>().powf(0.45) * span;
let r = rng.gen::<f32>().powf(0.62) * galaxy_size;
let angle = std::f32::consts::TAU * arm as f32 / arm_count as f32
+ ((r - inner) / span) * disk.twist
+ (r / galaxy_size) * disk.twist
+ (rng.gen::<f32>() - 0.5) * arm_scatter(arm_count);
let y = (rng.gen::<f32>() - 0.5) * 20.0;
let mut candidate = Vec3::new(angle.cos() * r, y, angle.sin() * r);

View File

@@ -81,13 +81,6 @@ pub const DISK_ROTATION_MAX: f32 = std::f32::consts::TAU;
/// 30° steps.
pub const DISK_ROTATION_STEP: f32 = std::f32::consts::TAU / 12.0;
pub const DISK_INNER_RADIUS_MIN: f32 = 0.0;
pub const DISK_INNER_RADIUS_MAX: f32 = 400.0;
pub const DISK_INNER_RADIUS_STEP: f32 = 10.0;
pub const DISK_OUTER_RADIUS_MIN: f32 = 40.0;
pub const DISK_OUTER_RADIUS_MAX: f32 = 420.0;
pub const DISK_OUTER_RADIUS_STEP: f32 = 10.0;
pub const BEAM_COUNT_MIN: usize = 0;
pub const BEAM_COUNT_MAX: usize = 120;
pub const BEAM_COUNT_STEP: usize = 4;
@@ -139,11 +132,12 @@ impl Default for CoreParams {
/// One independent disk layer of spiral arms.
///
/// Disks are generated in the XZ plane and then tilted by [`Self::tilt`]
/// (rotation around the X axis) and rotated by [`Self::rotation_offset`]
/// (around the Y axis). Systems are placed between [`Self::inner_radius`]
/// and [`Self::outer_radius`]; if `outer_radius` is 0 the galaxy-wide
/// [`GalaxyParams::size`] is used instead.
/// Disks are generated in the XZ plane with systems sweeping continuously
/// from the origin to `galaxy_size` (no inner/outer radius gap), then
/// tilted by [`Self::tilt`] (rotation around X) and rotated by
/// [`Self::rotation_offset`] (around Y). The `powf(0.62)` density bias
/// packs systems near the origin so arms flow naturally from the dense
/// core cluster outward.
#[derive(Debug, Clone)]
pub struct DiskParams {
pub count: usize,
@@ -157,11 +151,6 @@ pub struct DiskParams {
/// Rotates the disk in the horizontal plane, determining where the
/// tilted disk's "high side" points.
pub rotation_offset: f32,
/// Minimum distance from the origin for systems in this disk.
/// 0 = systems can start at the origin (overlapping the core).
pub inner_radius: f32,
/// Maximum distance from the origin. 0 = use [`GalaxyParams::size`].
pub outer_radius: f32,
}
impl Default for DiskParams {
@@ -172,8 +161,6 @@ impl Default for DiskParams {
twist: DEFAULT_DISK_TWIST,
tilt: 0.0,
rotation_offset: 0.0,
inner_radius: 0.0,
outer_radius: 0.0, // means "use galaxy size"
}
}
}

View File

@@ -61,10 +61,6 @@ pub enum ParamButton {
DiskTiltIncr,
DiskRotationDecr,
DiskRotationIncr,
DiskInnerRadiusDecr,
DiskInnerRadiusIncr,
DiskOuterRadiusDecr,
DiskOuterRadiusIncr,
// Top beam (+Y)
BeamTopEnabled,
BeamTopThicknessDecr,
@@ -585,30 +581,7 @@ pub fn param_button_handler(
.min(DISK_ROTATION_MAX);
params.bump_generation();
}
ParamButton::DiskInnerRadiusDecr => {
let disk = selected_disk_mut(&mut params, selected_disk.0);
disk.inner_radius =
(disk.inner_radius - DISK_INNER_RADIUS_STEP).max(DISK_INNER_RADIUS_MIN);
params.bump_generation();
}
ParamButton::DiskInnerRadiusIncr => {
let disk = selected_disk_mut(&mut params, selected_disk.0);
disk.inner_radius =
(disk.inner_radius + DISK_INNER_RADIUS_STEP).min(DISK_INNER_RADIUS_MAX);
params.bump_generation();
}
ParamButton::DiskOuterRadiusDecr => {
let disk = selected_disk_mut(&mut params, selected_disk.0);
disk.outer_radius =
(disk.outer_radius - DISK_OUTER_RADIUS_STEP).max(DISK_OUTER_RADIUS_MIN);
params.bump_generation();
}
ParamButton::DiskOuterRadiusIncr => {
let disk = selected_disk_mut(&mut params, selected_disk.0);
disk.outer_radius =
(disk.outer_radius + DISK_OUTER_RADIUS_STEP).min(DISK_OUTER_RADIUS_MAX);
params.bump_generation();
}
// ── Top Beam (+Y) ─────────────────────────────────────────────
ParamButton::BeamTopEnabled => {
params.beam_top.enabled = !params.beam_top.enabled;
@@ -814,20 +787,7 @@ pub fn refresh_control_panel_values(
"disk_twist" => format!("{:.1}", disk.twist),
"disk_tilt" => format!("{:.0}°", disk.tilt.to_degrees()),
"disk_rotation" => format!("{:.0}°", disk.rotation_offset.to_degrees()),
"disk_inner_radius" => {
if disk.inner_radius > 0.0 {
format!("{:.0}", disk.inner_radius)
} else {
"0".to_string()
}
}
"disk_outer_radius" => {
if disk.outer_radius > 0.0 {
format!("{:.0}", disk.outer_radius)
} else {
"auto".to_string()
}
}
// Top beam
"beam_top_enabled" => {
format!(
@@ -1092,21 +1052,6 @@ fn spawn_scroll_contents_with_tabs(
ParamButton::DiskRotationDecr,
ParamButton::DiskRotationIncr,
);
spawn_param_row(
scroll,
"Inner Rad",
"disk_inner_radius",
ParamButton::DiskInnerRadiusDecr,
ParamButton::DiskInnerRadiusIncr,
);
spawn_param_row(
scroll,
"Outer Rad",
"disk_outer_radius",
ParamButton::DiskOuterRadiusDecr,
ParamButton::DiskOuterRadiusIncr,
);
// Remove button — only show if more than one disk.
if params.disks.len() > 1 {
scroll
@@ -1334,22 +1279,6 @@ fn randomize_disk(rng: &mut impl rand::Rng) -> DiskParams {
disk.rotation_offset = rng.gen_range(DISK_ROTATION_MIN..=DISK_ROTATION_MAX);
disk.rotation_offset =
(disk.rotation_offset / DISK_ROTATION_STEP).round() * DISK_ROTATION_STEP;
// Bias inner_radius toward 0 (auto) ~70% of the time so randomized disks
// are always anchored to the core by default.
if rng.gen_bool(0.7) {
disk.inner_radius = 0.0;
} else {
disk.inner_radius = rng.gen_range(DISK_INNER_RADIUS_MIN..=DISK_INNER_RADIUS_MAX);
disk.inner_radius =
(disk.inner_radius / DISK_INNER_RADIUS_STEP).round() * DISK_INNER_RADIUS_STEP;
}
disk.outer_radius = rng.gen_range(DISK_OUTER_RADIUS_MIN..=DISK_OUTER_RADIUS_MAX);
disk.outer_radius =
(disk.outer_radius / DISK_OUTER_RADIUS_STEP).round() * DISK_OUTER_RADIUS_STEP;
// Allow 0 (auto) ~60% of the time so disks fill the galaxy by default.
if rng.gen_bool(0.6) {
disk.outer_radius = 0.0;
}
disk
}