research(step2e): 8 parameter profiles, worst 570 ms -- speed gate met, look NOT yet accepted

Editor-only, default off. Seeded chamber graph (jittered XY grid, spanning tree, optional loops,
tunnels, shafts, pillars, ledges, spires, floating masses, basins), 8 profiles, four detail bands
at every surface-affecting 25 cm sample, sound brick proofs. 259^3 ring, six workers, medians of 3:
404-570 ms (worst TerracedBasin 570.0 ms). Detail, seam, bound-audit (0 violations, undersized
control caught), determinism (1 vs 6 workers) and TraversalSeeds all pass; live tests untouched.

Not accepted yet: the profiles are 81-97% open air. In the slices a "TightNetwork" is a large void
with scattered solid blobs (rooms of 0.5-0.76 x pitch overlap and merge), and the finest detail
band shows as salt-and-pepper speckle with 22-109 separate 1 m components per ring: fast partly
because air bricks skip, and the look needs the owner's judgement. Also missing vs live: maze,
flat/plain, crystal-chamber, surface-world and underwater grammars; water geometry.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
This commit is contained in:
Fr0zkaandClaude Opus 5.5 committed 2026-09-30 17:47:36 +02:00
1 parent f8a46ecf8d
commit 0a7492ffab
38 files changed
+1761 -186

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@@ -55,21 +55,21 @@ namespace
};
const FParameterProfile GParameterProfiles[] = {
{ TEXT("OpenVaults"), { 176.0f, 0.34f, 0.45f, 340.0f, 12.0f, 40.0f, 36.0f,
{ TEXT("OpenVaults"), { 176.0f, 0.62f, 0.76f, 340.0f, 12.0f, 40.0f, 36.0f,
0.35f, 0.14f, 22.0f, 0.04f, 0.12f, 0.08f, 0.15f, 0.00f, 0.0f, 0.50f } },
{ TEXT("TightNetwork"), { 104.0f, 0.28f, 0.42f, 112.0f, 8.0f, 20.0f, 22.0f,
{ TEXT("TightNetwork"), { 104.0f, 0.52f, 0.64f, 256.0f, 8.0f, 20.0f, 22.0f,
0.12f, 0.03f, 14.0f, 0.06f, 0.08f, 0.02f, 0.12f, 0.00f, 0.0f, 0.50f } },
{ TEXT("ChamberHalls"), { 144.0f, 0.38f, 0.45f, 320.0f, 18.0f, 34.0f, 32.0f,
{ TEXT("ChamberHalls"), { 144.0f, 0.55f, 0.72f, 320.0f, 18.0f, 34.0f, 32.0f,
0.28f, 0.18f, 22.0f, 0.08f, 0.22f, 0.10f, 0.22f, 0.05f, 20.0f, 0.40f } },
{ TEXT("ShaftForest"), { 128.0f, 0.32f, 0.43f, 176.0f, 12.0f, 26.0f, 28.0f,
0.12f, 0.55f, 20.0f, 0.05f, 0.18f, 0.04f, 0.20f, 0.00f, 0.0f, 0.50f } },
{ TEXT("FloatingArchipelago"), { 136.0f, 0.37f, 0.45f, 192.0f, 10.0f, 28.0f, 28.0f,
{ TEXT("ShaftForest"), { 128.0f, 0.50f, 0.62f, 272.0f, 12.0f, 26.0f, 28.0f,
0.12f, 0.92f, 28.0f, 0.05f, 0.18f, 0.04f, 0.20f, 0.00f, 0.0f, 0.50f } },
{ TEXT("FloatingArchipelago"), { 136.0f, 0.55f, 0.68f, 216.0f, 10.0f, 28.0f, 28.0f,
0.15f, 0.10f, 16.0f, 0.05f, 0.10f, 0.72f, 0.28f, 0.00f, 0.0f, 0.50f } },
{ TEXT("PillaredCathedral"), { 160.0f, 0.38f, 0.45f, 248.0f, 12.0f, 32.0f, 34.0f,
{ TEXT("PillaredCathedral"), { 160.0f, 0.55f, 0.72f, 248.0f, 12.0f, 32.0f, 34.0f,
0.25f, 0.08f, 18.0f, 0.72f, 0.30f, 0.08f, 0.45f, 0.00f, 0.0f, 0.50f } },
{ TEXT("TerracedBasin"), { 136.0f, 0.34f, 0.45f, 216.0f, 14.0f, 28.0f, 30.0f,
{ TEXT("TerracedBasin"), { 136.0f, 0.52f, 0.65f, 264.0f, 14.0f, 28.0f, 30.0f,
0.20f, 0.10f, 18.0f, 0.10f, 0.84f, 0.05f, 0.25f, 0.85f, 48.0f, 0.30f } },
{ TEXT("HyperComplex"), { 96.0f, 0.30f, 0.45f, 192.0f, 20.0f, 30.0f, 28.0f,
{ TEXT("HyperComplex"), { 96.0f, 0.60f, 0.74f, 280.0f, 20.0f, 30.0f, 28.0f,
0.40f, 0.55f, 20.0f, 0.45f, 0.68f, 0.50f, 0.75f, 0.42f, 28.0f, 0.40f } },
};
@@ -82,6 +82,11 @@ namespace
float PadRadius = 0.0f;
float BlendRadius = LandingFloorBlendVoxels;
FVector ApproachEnd = FVector::ZeroVector;
bool bGeneratedAnchorPrepared = false;
FVector GeneratedAnchorStart = FVector::ZeroVector;
FVector GeneratedAnchorDelta = FVector::ZeroVector;
float GeneratedAnchorLengthSquared = 0.0f;
float GeneratedAnchorReach = 0.0f;
};
struct FVerticalShaftNode
@@ -147,6 +152,8 @@ namespace
TArray<FLandingSite> Landings;
};
void PrepareParameterizedAnchors(FStratePlan& Plan);
struct FThreadPlanCache
{
const UVoxelStrateManager* Manager = nullptr;
@@ -159,6 +166,7 @@ namespace
};
thread_local FThreadPlanCache GPlanCache;
thread_local const FStratePlan* GParameterizedRoomCellCachePlan = nullptr;
thread_local FThreadShaftEdgeCache GShaftEdgeCache;
FORCEINLINE uint32 Mix(uint32 Value)
@@ -477,6 +485,7 @@ namespace
if (Manager == nullptr)
{
GPlanCache = FThreadPlanCache();
GParameterizedRoomCellCachePlan = nullptr;
return;
}
const uint64 Lifetime = Manager->GetCacheLifetimeId();
@@ -492,6 +501,7 @@ namespace
}
GPlanCache = FThreadPlanCache();
GParameterizedRoomCellCachePlan = nullptr;
GPlanCache.Manager = Manager;
GPlanCache.ManagerLifetimeId = Lifetime;
GPlanCache.LayoutVersion = Version;
@@ -566,10 +576,10 @@ namespace
Plan.Generation.RoomPitchVoxels = FMath::Max(
Plan.Generation.RoomPitchVoxels, 80.0f);
Plan.Generation.MinimumRoomRadiusFraction = FMath::Clamp(
Plan.Generation.MinimumRoomRadiusFraction, 0.20f, 0.41f);
Plan.Generation.MinimumRoomRadiusFraction, 0.20f, 0.72f);
Plan.Generation.MaximumRoomRadiusFraction = FMath::Clamp(
Plan.Generation.MaximumRoomRadiusFraction,
Plan.Generation.MinimumRoomRadiusFraction, 0.45f);
Plan.Generation.MinimumRoomRadiusFraction, 0.80f);
Plan.Generation.LoopProbability = FMath::Clamp(
Plan.Generation.LoopProbability, 0.0f, 0.8f);
Plan.Generation.VerticalShaftProbability = FMath::Clamp(
@@ -718,7 +728,8 @@ namespace
Plan.FloorZ = FMath::Clamp(
static_cast<float>(FloorSum / FloorCount), Bottom + 16.0f, Top - 72.0f);
Plan.CeilingZ = Plan.FloorZ + MinimumCaveHeight;
Plan.GenerationFloorZ = Plan.FloorZ;
// Parameterized chambers keep their profile-defined vertical span. The
// passage landing is connected into that graph by its generated anchor.
}
}
for (FLandingSite& Site : Plan.Landings)
@@ -765,6 +776,10 @@ namespace
}
}
}
for (FStratePlan& Plan : GPlanCache.Strates)
{
PrepareParameterizedAnchors(Plan);
}
}
struct FGeneratedCaveCell
@@ -788,6 +803,30 @@ namespace
float SpireLength = 0.0f;
float SpireRadius = 0.0f;
uint8 FeatureFlags = 0;
uint8 OpenTunnelEdges = 0;
};
struct FParameterizedColumnContext
{
FGeneratedCaveCell GeneratedCells[9];
const FGeneratedCaveCell* Cells[9] = {};
float RoomDistanceSquared[9] = {};
float RoomRadii[9] = {};
float RoomHorizontals[9] = {};
float RoomFloors[9] = {};
float PillarHorizontals[9] = {};
float FloatingXYDistanceSquared[9][2] = {};
float SpireBaseZ[9] = {};
float SpireTipZ[9] = {};
float SpireBaseTopZ[9] = {};
float SpireTipBottomZ[9] = {};
float TunnelT[4] = {};
float TunnelHorizontal[4] = {};
float LandingDistanceSquared[8] = {};
float LandingDistance[8] = {};
float LandingBridgeT[8] = {};
float LandingBridgeHorizontal[8] = {};
bool bHasLandingXYCache = false;
};
constexpr uint8 HasPillarFlag = 1u << 0;
@@ -795,6 +834,20 @@ namespace
constexpr uint8 HasFloatingFlag = 1u << 2;
constexpr uint8 HasSpireFlag = 1u << 3;
constexpr uint8 HasBasinFlag = 1u << 4;
constexpr uint8 HasVerticalShaftFlag = 1u << 5;
constexpr uint8 TunnelToNegativeY = 1u << 0;
constexpr uint8 TunnelToPositiveY = 1u << 1;
constexpr uint8 TunnelToNegativeX = 1u << 2;
constexpr uint8 TunnelToPositiveX = 1u << 3;
thread_local TArray<FGeneratedCaveCell> GParameterizedRoomCellCache;
thread_local FIntPoint GParameterizedRoomCellCacheMin = FIntPoint::ZeroValue;
thread_local FIntPoint GParameterizedRoomCellCacheSize = FIntPoint::ZeroValue;
FIntPoint GeneratedParent(const FStratePlan& Plan, int32 CellX, int32 CellY);
bool IsGeneratedEdgeOpen(
const FStratePlan& Plan, int32 AX, int32 AY, int32 BX, int32 BY);
FORCEINLINE FIntPoint GenerationCellAt(const FStratePlan& Plan, float X, float Y);
FORCEINLINE float ParameterRoll(uint32 Hash, uint32 Salt)
{
@@ -829,6 +882,27 @@ namespace
Cell.RadiusX = Pitch * RadiusFraction;
Cell.RadiusY = Cell.RadiusX * FMath::Lerp(
0.82f, 0.98f, ParameterRoll(Hash, 0x27C5u));
if (VoxelHash::ToFloat01(Hash3(CellX, CellY, 0x53, Plan.GenerationSeed))
< P.VerticalShaftProbability)
{
Cell.FeatureFlags |= HasVerticalShaftFlag;
}
if (IsGeneratedEdgeOpen(Plan, CellX, CellY, CellX, CellY - 1))
{
Cell.OpenTunnelEdges |= TunnelToNegativeY;
}
if (IsGeneratedEdgeOpen(Plan, CellX, CellY, CellX, CellY + 1))
{
Cell.OpenTunnelEdges |= TunnelToPositiveY;
}
if (IsGeneratedEdgeOpen(Plan, CellX, CellY, CellX - 1, CellY))
{
Cell.OpenTunnelEdges |= TunnelToNegativeX;
}
if (IsGeneratedEdgeOpen(Plan, CellX, CellY, CellX + 1, CellY))
{
Cell.OpenTunnelEdges |= TunnelToPositiveX;
}
Cell.FloorZ = Plan.GenerationFloorZ
+ (ParameterRoll(Hash, 0xF103u) * 2.0f - 1.0f) * P.FloorReliefVoxels;
Cell.CeilingZ = Cell.FloorZ + P.RoomHeightVoxels;
@@ -880,6 +954,42 @@ namespace
return Cell;
}
void PrepareParameterizedAnchors(FStratePlan& Plan)
{
const float AnchorReach = Plan.Generation.RoomPitchVoxels * 1.25f
+ FMath::Max(32.0f, Plan.Generation.TunnelRadiusVoxels);
for (FLandingSite& Site : Plan.Landings)
{
const FIntPoint LandingCell = GenerationCellAt(
Plan, Site.Position.X, Site.Position.Y);
FGeneratedCaveCell NearestCell;
float BestDistanceSquared = FLT_MAX;
for (int32 CellY = -1; CellY <= 1; ++CellY)
for (int32 CellX = -1; CellX <= 1; ++CellX)
{
const FGeneratedCaveCell Candidate = BuildGeneratedCell(
Plan, LandingCell.X + CellX, LandingCell.Y + CellY);
const float DX = Candidate.CenterX - Site.Position.X;
const float DY = Candidate.CenterY - Site.Position.Y;
const float DistanceSquared = DX * DX + DY * DY;
if (DistanceSquared < BestDistanceSquared)
{
BestDistanceSquared = DistanceSquared;
NearestCell = Candidate;
}
}
Site.GeneratedAnchorStart = FVector(
Site.Position.X, Site.Position.Y, Site.FloorZ + 24.0f);
const FVector AnchorEnd(
NearestCell.CenterX, NearestCell.CenterY,
NearestCell.FloorZ + Plan.Generation.TunnelHalfHeightVoxels);
Site.GeneratedAnchorDelta = AnchorEnd - Site.GeneratedAnchorStart;
Site.GeneratedAnchorLengthSquared = Site.GeneratedAnchorDelta.SizeSquared();
Site.GeneratedAnchorReach = AnchorReach;
Site.bGeneratedAnchorPrepared = true;
}
}
FORCEINLINE float SmoothMinimum(float A, float B, float K)
{
const float H = FMath::Max(K - FMath::Abs(A - B), 0.0f) / K;
@@ -903,72 +1013,81 @@ namespace
}
FORCEINLINE float GeneratedRoomCell(
const FStratePlan& Plan, const FGeneratedCaveCell& Cell,
float X, float Y, float Z)
const FGeneratedCaveCell& Cell,
float Z, float Radius, float Horizontal,
const FParameterizedColumnContext& Column, int32 CellIndex)
{
const float DX = X - Cell.CenterX;
const float DY = Y - Cell.CenterY;
const float Radius = FMath::Sqrt(DX * DX + DY * DY);
const float Horizontal = Cell.RadiusX - Radius;
float FloorZ = Cell.FloorZ;
if ((Cell.FeatureFlags & HasBasinFlag) != 0)
{
FloorZ += Plan.Generation.BasinDepthVoxels
* FMath::Clamp(Radius / FMath::Max(Cell.RadiusX, 1.0f), 0.0f, 1.0f);
}
const float FloorZ = Column.RoomFloors[CellIndex];
const float Vertical = FMath::Min(Z - FloorZ, Cell.CeilingZ - Z);
float Room = SmoothMinimum(Horizontal, Vertical, 8.0f);
if (Room > 0.0f && (Cell.FeatureFlags & HasPillarFlag) != 0)
if ((Cell.FeatureFlags & HasPillarFlag) != 0 && Room > -14.0f)
{
const float PX = X - Cell.PillarX;
const float PY = Y - Cell.PillarY;
const float Pillar = FMath::Max3(
FMath::Sqrt(PX * PX + PY * PY) - Cell.PillarRadius,
Column.PillarHorizontals[CellIndex],
Cell.FloorZ - Z, Z - Cell.CeilingZ);
Room = FMath::Min(Room, Pillar);
if (Pillar < Room)
{
Room = Pillar;
}
}
if ((Cell.FeatureFlags & HasLedgeFlag) != 0
&& Horizontal >= -2.0f && FMath::Abs(Z - Cell.LedgeZ) <= 3.0f)
if ((Cell.FeatureFlags & HasLedgeFlag) != 0)
{
const float Inner = Cell.RadiusX * 0.58f;
const float Outer = Cell.RadiusX + 1.0f;
const float Ledge = FMath::Max3(
Inner - Radius, Radius - Outer, FMath::Abs(Z - Cell.LedgeZ) - 2.5f);
Room = FMath::Min(Room, Ledge);
if (Ledge < Room)
{
Room = Ledge;
}
}
if (Room > 0.0f && (Cell.FeatureFlags & HasFloatingFlag) != 0)
if ((Cell.FeatureFlags & HasFloatingFlag) != 0)
{
for (int32 Blob = 0; Blob < 2; ++Blob)
{
const float BX = X - Cell.FloatingX[Blob];
const float BY = Y - Cell.FloatingY[Blob];
if (Room <= -Cell.FloatingRadius[Blob])
{
continue;
}
const float BZ = Z - Cell.FloatingZ[Blob];
const float BlobSolid = FMath::Sqrt(BX * BX + BY * BY + BZ * BZ)
const float BlobSolid = FMath::Sqrt(
Column.FloatingXYDistanceSquared[CellIndex][Blob] + BZ * BZ)
- Cell.FloatingRadius[Blob];
Room = FMath::Min(Room, BlobSolid);
if (BlobSolid < Room)
{
Room = BlobSolid;
}
}
}
if (Room > 0.0f && (Cell.FeatureFlags & HasSpireFlag) != 0)
if ((Cell.FeatureFlags & HasSpireFlag) != 0 && Room > -14.0f)
{
const float BaseZ = Cell.FloorZ + 2.0f;
const float TipZ = FMath::Min(Cell.CeilingZ - 2.0f, BaseZ + Cell.SpireLength);
if (Z >= BaseZ && Z <= TipZ)
const float BaseZ = Column.SpireBaseZ[CellIndex];
const float TipZ = Column.SpireTipZ[CellIndex];
if (Z >= BaseZ || BaseZ - Z < Room)
{
const float T = (Z - BaseZ) / FMath::Max(TipZ - BaseZ, 1.0f);
const float T = FMath::Clamp(
(Z - BaseZ) / FMath::Max(TipZ - BaseZ, 1.0f), 0.0f, 1.0f);
const float RadiusAtZ = FMath::Lerp(Cell.SpireRadius, 1.25f, T);
const float Spire = FMath::Max3(
Radius - RadiusAtZ, BaseZ - Z, Z - TipZ);
Room = FMath::Min(Room, Spire);
if (Spire < Room)
{
Room = Spire;
}
}
const float BaseTop = Cell.CeilingZ - 2.0f;
const float TipBottom = FMath::Max(Cell.FloorZ + 2.0f, BaseTop - Cell.SpireLength);
if (Z >= TipBottom && Z <= BaseTop)
const float BaseTop = Column.SpireBaseTopZ[CellIndex];
const float TipBottom = Column.SpireTipBottomZ[CellIndex];
if (Z <= BaseTop || Z - BaseTop < Room)
{
const float T = (BaseTop - Z) / FMath::Max(BaseTop - TipBottom, 1.0f);
const float T = FMath::Clamp(
(BaseTop - Z) / FMath::Max(BaseTop - TipBottom, 1.0f), 0.0f, 1.0f);
const float RadiusAtZ = FMath::Lerp(Cell.SpireRadius, 1.25f, T);
const float Stalactite = FMath::Max3(
Radius - RadiusAtZ, Z - BaseTop, TipBottom - Z);
Room = FMath::Min(Room, Stalactite);
if (Stalactite < Room)
{
Room = Stalactite;
}
}
}
return Room;
@@ -1018,18 +1137,8 @@ namespace
FORCEINLINE float GeneratedTunnelEdge(
const FStratePlan& Plan,
const FGeneratedCaveCell& A, const FGeneratedCaveCell& B,
float X, float Y, float Z)
float Z, float T, float Horizontal)
{
if (!IsGeneratedEdgeOpen(Plan, A.CellX, A.CellY, B.CellX, B.CellY))
{
return -FLT_MAX;
}
const float T = SegmentParameterXY(X, Y,
FVector(A.CenterX, A.CenterY, 0.0f), FVector(B.CenterX, B.CenterY, 0.0f));
const float Horizontal = Plan.Generation.TunnelRadiusVoxels
- FMath::Sqrt(DistanceSquaredToSegmentXY(
X, Y, FVector(A.CenterX, A.CenterY, 0.0f),
FVector(B.CenterX, B.CenterY, 0.0f)));
const float FloorZ = FMath::Lerp(A.FloorZ, B.FloorZ, T);
const float Vertical = FMath::Min(
Z - FloorZ,
@@ -1037,66 +1146,267 @@ namespace
return SmoothMinimum(Horizontal, Vertical, 5.0f);
}
float EvaluateParameterizedMacro(
const FStratePlan& Plan, float X, float Y, float Z, float* OutDetailScale)
const FGeneratedCaveCell* FindParameterizedBrickRoomCell(
const FStratePlan& Plan, const FParameterizedBrickContext* Context,
int32 CellX, int32 CellY)
{
if (Context == nullptr || Context->PlanToken != &Plan
|| Context->RoomCellCacheToken != GParameterizedRoomCellCache.GetData()
|| GParameterizedRoomCellCachePlan != &Plan
|| CellX < Context->RoomCellCacheMin.X
|| CellY < Context->RoomCellCacheMin.Y
|| CellX >= Context->RoomCellCacheMin.X + Context->RoomCellCacheSize.X
|| CellY >= Context->RoomCellCacheMin.Y + Context->RoomCellCacheSize.Y)
{
return nullptr;
}
const int32 Index = (CellY - Context->RoomCellCacheMin.Y)
* Context->RoomCellCacheSize.X + CellX - Context->RoomCellCacheMin.X;
return GParameterizedRoomCellCache.IsValidIndex(Index)
? &GParameterizedRoomCellCache[Index] : nullptr;
}
void BuildParameterizedColumnContext(
const FStratePlan& Plan, float X, float Y,
const FParameterizedBrickContext* Context,
FParameterizedColumnContext& OutColumn)
{
const FIntPoint BaseCell = GenerationCellAt(Plan, X, Y);
FGeneratedCaveCell Cells[9];
const bool bHasRoomCellCache = Context != nullptr
&& Context->PlanToken == &Plan
&& Context->RoomCellCacheToken == GParameterizedRoomCellCache.GetData()
&& GParameterizedRoomCellCachePlan == &Plan;
for (int32 CellY = -1; CellY <= 1; ++CellY)
for (int32 CellX = -1; CellX <= 1; ++CellX)
{
const int32 Index = (CellY + 1) * 3 + CellX + 1;
Cells[Index] = BuildGeneratedCell(
Plan, BaseCell.X + CellX, BaseCell.Y + CellY);
const int32 GeneratedX = BaseCell.X + CellX;
const int32 GeneratedY = BaseCell.Y + CellY;
if (bHasRoomCellCache)
{
const int32 CacheX = GeneratedX - Context->RoomCellCacheMin.X;
const int32 CacheY = GeneratedY - Context->RoomCellCacheMin.Y;
if (CacheX >= 0 && CacheY >= 0
&& CacheX < Context->RoomCellCacheSize.X
&& CacheY < Context->RoomCellCacheSize.Y)
{
const int32 CacheIndex = CacheY * Context->RoomCellCacheSize.X + CacheX;
if (GParameterizedRoomCellCache.IsValidIndex(CacheIndex))
{
OutColumn.Cells[Index] = &GParameterizedRoomCellCache[CacheIndex];
}
}
}
else
{
OutColumn.Cells[Index] = FindParameterizedBrickRoomCell(
Plan, Context, GeneratedX, GeneratedY);
}
if (OutColumn.Cells[Index] == nullptr)
{
OutColumn.GeneratedCells[Index] = BuildGeneratedCell(
Plan, GeneratedX, GeneratedY);
OutColumn.Cells[Index] = &OutColumn.GeneratedCells[Index];
}
const float DX = X - OutColumn.Cells[Index]->CenterX;
const float DY = Y - OutColumn.Cells[Index]->CenterY;
const float DistanceSquared = DX * DX + DY * DY;
OutColumn.RoomDistanceSquared[Index] = DistanceSquared;
OutColumn.RoomRadii[Index] = FMath::Sqrt(DistanceSquared);
OutColumn.RoomHorizontals[Index] = OutColumn.Cells[Index]->RadiusX
- OutColumn.RoomRadii[Index];
const FGeneratedCaveCell& Cell = *OutColumn.Cells[Index];
OutColumn.RoomFloors[Index] = Cell.FloorZ;
if ((Cell.FeatureFlags & HasBasinFlag) != 0)
{
OutColumn.RoomFloors[Index] += Plan.Generation.BasinDepthVoxels
* FMath::Clamp(OutColumn.RoomRadii[Index]
/ FMath::Max(Cell.RadiusX, 1.0f), 0.0f, 1.0f);
}
if ((Cell.FeatureFlags & HasPillarFlag) != 0)
{
const float PX = X - Cell.PillarX;
const float PY = Y - Cell.PillarY;
OutColumn.PillarHorizontals[Index] = FMath::Sqrt(PX * PX + PY * PY)
- Cell.PillarRadius;
}
if ((Cell.FeatureFlags & HasFloatingFlag) != 0)
{
for (int32 Blob = 0; Blob < 2; ++Blob)
{
const float BX = X - Cell.FloatingX[Blob];
const float BY = Y - Cell.FloatingY[Blob];
OutColumn.FloatingXYDistanceSquared[Index][Blob] = BX * BX + BY * BY;
}
}
if ((Cell.FeatureFlags & HasSpireFlag) != 0)
{
OutColumn.SpireBaseZ[Index] = Cell.FloorZ + 2.0f;
OutColumn.SpireTipZ[Index] = FMath::Min(
Cell.CeilingZ - 2.0f,
OutColumn.SpireBaseZ[Index] + Cell.SpireLength);
OutColumn.SpireBaseTopZ[Index] = Cell.CeilingZ - 2.0f;
OutColumn.SpireTipBottomZ[Index] = FMath::Max(
Cell.FloorZ + 2.0f,
OutColumn.SpireBaseTopZ[Index] - Cell.SpireLength);
}
}
const FGeneratedCaveCell& Centre = *OutColumn.Cells[4];
const int32 EdgeIndices[] = {1, 7, 3, 5};
const uint8 EdgeFlags[] = {
TunnelToNegativeY, TunnelToPositiveY,
TunnelToNegativeX, TunnelToPositiveX};
for (int32 EdgeIndex = 0; EdgeIndex < UE_ARRAY_COUNT(EdgeIndices); ++EdgeIndex)
{
OutColumn.TunnelHorizontal[EdgeIndex] = -FLT_MAX;
if ((Centre.OpenTunnelEdges & EdgeFlags[EdgeIndex]) == 0)
{
continue;
}
const FGeneratedCaveCell& Next = *OutColumn.Cells[EdgeIndices[EdgeIndex]];
const float ABX = Next.CenterX - Centre.CenterX;
const float ABY = Next.CenterY - Centre.CenterY;
const float LengthSquared = ABX * ABX + ABY * ABY;
const float T = LengthSquared > 1.0e-8f
? FMath::Clamp(((X - Centre.CenterX) * ABX
+ (Y - Centre.CenterY) * ABY) / LengthSquared, 0.0f, 1.0f)
: 0.0f;
const float DX = X - (Centre.CenterX + T * ABX);
const float DY = Y - (Centre.CenterY + T * ABY);
OutColumn.TunnelT[EdgeIndex] = T;
OutColumn.TunnelHorizontal[EdgeIndex] = Plan.Generation.TunnelRadiusVoxels
- FMath::Sqrt(DX * DX + DY * DY);
}
OutColumn.bHasLandingXYCache = Plan.Landings.Num() <= UE_ARRAY_COUNT(
OutColumn.LandingDistanceSquared);
if (OutColumn.bHasLandingXYCache)
{
const FLandingSite* Hub = Plan.LandingHubIndex != INDEX_NONE
? &Plan.Landings[Plan.LandingHubIndex] : nullptr;
for (int32 SiteIndex = 0; SiteIndex < Plan.Landings.Num(); ++SiteIndex)
{
const FLandingSite& Site = Plan.Landings[SiteIndex];
const float DX = X - Site.Position.X;
const float DY = Y - Site.Position.Y;
const float DistanceSquared = DX * DX + DY * DY;
OutColumn.LandingDistanceSquared[SiteIndex] = DistanceSquared;
OutColumn.LandingDistance[SiteIndex] = FMath::Sqrt(DistanceSquared);
OutColumn.LandingBridgeT[SiteIndex] = 0.0f;
OutColumn.LandingBridgeHorizontal[SiteIndex] = -FLT_MAX;
if (Hub != nullptr && Plan.Landings.Num() > 1
&& SiteIndex != Plan.LandingHubIndex)
{
OutColumn.LandingBridgeT[SiteIndex] = SegmentParameterXY(
X, Y, Site.Position, Hub->Position);
OutColumn.LandingBridgeHorizontal[SiteIndex] = LandingBridgeRadius
- FMath::Sqrt(DistanceSquaredToSegmentXY(
X, Y, Site.Position, Hub->Position));
}
}
}
}
float EvaluateParameterizedMacro(
const FStratePlan& Plan, float X, float Y, float Z, float* OutDetailScale,
const FParameterizedBrickContext* Context = nullptr,
const FParameterizedColumnContext* ColumnContext = nullptr)
{
FParameterizedColumnContext LocalColumn;
if (ColumnContext == nullptr)
{
BuildParameterizedColumnContext(Plan, X, Y, Context, LocalColumn);
ColumnContext = &LocalColumn;
}
float Macro = -FLT_MAX;
for (const FGeneratedCaveCell& Cell : Cells)
{
const float DX = X - Cell.CenterX;
const float DY = Y - Cell.CenterY;
const float Horizontal = Cell.RadiusX - FMath::Sqrt(DX * DX + DY * DY);
if (Macro > -FLT_MAX * 0.5f && Horizontal < Macro - 6.0f)
{
continue;
}
Macro = SmoothMaximum(Macro,
GeneratedRoomCell(Plan, Cell, X, Y, Z), 6.0f);
}
const FGeneratedCaveCell& Centre = Cells[4];
const int32 EdgeIndices[] = {1, 7, 3, 5};
for (const int32 EdgeIndex : EdgeIndices)
{
Macro = SmoothMaximum(Macro,
GeneratedTunnelEdge(Plan, Centre, Cells[EdgeIndex], X, Y, Z), 5.0f);
}
const float Bottom = static_cast<float>(Plan.MinChunkZ * CHUNK_SIZE) + 8.0f;
const float Top = static_cast<float>(Plan.MaxChunkZExclusive * CHUNK_SIZE) - 8.0f;
for (const FGeneratedCaveCell& Cell : Cells)
static constexpr int32 CellEvaluationOrder[] = {4, 1, 3, 5, 7, 0, 2, 6, 8};
for (int32 OrderIndex = 0;
OrderIndex < UE_ARRAY_COUNT(CellEvaluationOrder); ++OrderIndex)
{
const uint32 ShaftHash = Hash3(
Cell.CellX, Cell.CellY, 0x53, Plan.GenerationSeed);
if (VoxelHash::ToFloat01(ShaftHash) >= Plan.Generation.VerticalShaftProbability)
const int32 Index = CellEvaluationOrder[OrderIndex];
const FGeneratedCaveCell& Cell = *ColumnContext->Cells[Index];
const float DistanceSquared = ColumnContext->RoomDistanceSquared[Index];
if (Macro > -FLT_MAX * 0.5f)
{
const float MaximumDistance = Cell.RadiusX - Macro + 6.0f;
if (MaximumDistance < 0.0f
|| DistanceSquared > FMath::Square(MaximumDistance + 1.0e-3f))
{
continue;
}
const float VerticalUpperBound = FMath::Min(
Z - ColumnContext->RoomFloors[Index], Cell.CeilingZ - Z);
if (VerticalUpperBound <= Macro - 6.0f)
{
continue;
}
}
Macro = SmoothMaximum(Macro,
GeneratedRoomCell(Cell, Z,
ColumnContext->RoomRadii[Index],
ColumnContext->RoomHorizontals[Index],
*ColumnContext, Index), 6.0f);
}
const FGeneratedCaveCell& Centre = *ColumnContext->Cells[4];
const int32 EdgeIndices[] = {1, 7, 3, 5};
const uint8 EdgeFlags[] = {
TunnelToNegativeY, TunnelToPositiveY,
TunnelToNegativeX, TunnelToPositiveX};
for (int32 EdgeIndex = 0; EdgeIndex < UE_ARRAY_COUNT(EdgeIndices); ++EdgeIndex)
{
if ((Centre.OpenTunnelEdges & EdgeFlags[EdgeIndex]) != 0)
{
Macro = SmoothMaximum(Macro, GeneratedTunnelEdge(
Plan, Centre, *ColumnContext->Cells[EdgeIndices[EdgeIndex]], Z,
ColumnContext->TunnelT[EdgeIndex],
ColumnContext->TunnelHorizontal[EdgeIndex]), 5.0f);
}
}
for (int32 Index = 0; Index < UE_ARRAY_COUNT(ColumnContext->Cells); ++Index)
{
const FGeneratedCaveCell& Cell = *ColumnContext->Cells[Index];
if ((Cell.FeatureFlags & HasVerticalShaftFlag) == 0)
{
continue;
}
const float DistanceSquared = ColumnContext->RoomDistanceSquared[Index];
const float MaximumDistance = Plan.Generation.ShaftRadiusVoxels - Macro + 5.0f;
if (MaximumDistance < 0.0f
|| DistanceSquared > FMath::Square(MaximumDistance + 1.0e-3f))
{
continue;
}
const float DX = X - Cell.CenterX;
const float DY = Y - Cell.CenterY;
const float Horizontal = Plan.Generation.ShaftRadiusVoxels
- FMath::Sqrt(DX * DX + DY * DY);
- ColumnContext->RoomRadii[Index];
const float Vertical = FMath::Min(Z - Bottom, Top - Z);
Macro = SmoothMaximum(Macro,
SmoothMinimum(Horizontal, Vertical, 5.0f), 5.0f);
}
float DetailFade = 1.0f;
for (const FLandingSite& Site : Plan.Landings)
for (int32 SiteIndex = 0; SiteIndex < Plan.Landings.Num(); ++SiteIndex)
{
const float DX = X - Site.Position.X;
const float DY = Y - Site.Position.Y;
const float DistanceSquared = DX * DX + DY * DY;
const float Distance = FMath::Sqrt(DistanceSquared);
const FLandingSite& Site = Plan.Landings[SiteIndex];
float DistanceSquared = 0.0f;
float Distance = 0.0f;
if (ColumnContext->bHasLandingXYCache)
{
DistanceSquared = ColumnContext->LandingDistanceSquared[SiteIndex];
Distance = ColumnContext->LandingDistance[SiteIndex];
}
else
{
const float DX = X - Site.Position.X;
const float DY = Y - Site.Position.Y;
DistanceSquared = DX * DX + DY * DY;
Distance = FMath::Sqrt(DistanceSquared);
}
const float RoomAir = FMath::Min(
Site.PadRadius - Distance,
FMath::Min(Z - Site.FloorZ, Site.FloorZ + MinimumCaveHeight - Z));
@@ -1106,39 +1416,20 @@ namespace
DetailFade = 0.0f;
}
const float AnchorReach = Plan.Generation.RoomPitchVoxels * 1.25f
+ FMath::Max(32.0f, Plan.Generation.TunnelRadiusVoxels);
if (DistanceSquared > FMath::Square(AnchorReach))
if (!Site.bGeneratedAnchorPrepared
|| DistanceSquared > FMath::Square(Site.GeneratedAnchorReach))
{
continue;
}
const FIntPoint LandingCell = GenerationCellAt(Plan, Site.Position.X, Site.Position.Y);
FGeneratedCaveCell NearestCell;
float BestDistanceSq = FLT_MAX;
for (int32 CellY = -1; CellY <= 1; ++CellY)
for (int32 CellX = -1; CellX <= 1; ++CellX)
{
const FGeneratedCaveCell Candidate = BuildGeneratedCell(
Plan, LandingCell.X + CellX, LandingCell.Y + CellY);
const float CandidateDistanceSq = FMath::Square(Candidate.CenterX - Site.Position.X)
+ FMath::Square(Candidate.CenterY - Site.Position.Y);
if (CandidateDistanceSq < BestDistanceSq)
{
BestDistanceSq = CandidateDistanceSq;
NearestCell = Candidate;
}
}
const FVector AnchorA(Site.Position.X, Site.Position.Y, Site.FloorZ + 24.0f);
const FVector AnchorB(NearestCell.CenterX, NearestCell.CenterY,
NearestCell.FloorZ + Plan.Generation.TunnelHalfHeightVoxels);
const FVector Segment = AnchorB - AnchorA;
const float SegmentLengthSq = Segment.SizeSquared();
const FVector Point(X, Y, Z);
const float T = SegmentLengthSq > 1.0e-8f
? FMath::Clamp(FVector::DotProduct(Point - AnchorA, Segment) / SegmentLengthSq,
0.0f, 1.0f) : 0.0f;
const float T = Site.GeneratedAnchorLengthSquared > 1.0e-8f
? FMath::Clamp(FVector::DotProduct(
Point - Site.GeneratedAnchorStart, Site.GeneratedAnchorDelta)
/ Site.GeneratedAnchorLengthSquared, 0.0f, 1.0f) : 0.0f;
const FVector AnchorDelta = Point
- (Site.GeneratedAnchorStart + Site.GeneratedAnchorDelta * T);
const float Anchor = FMath::Max(32.0f, Plan.Generation.TunnelRadiusVoxels)
- (Point - (AnchorA + Segment * T)).Size();
- AnchorDelta.Size();
Macro = SmoothMaximum(Macro, Anchor, 5.0f);
}
@@ -1152,9 +1443,13 @@ namespace
continue;
}
const FLandingSite& Site = Plan.Landings[SiteIndex];
const float Horizontal = LandingBridgeRadius - FMath::Sqrt(
DistanceSquaredToSegmentXY(X, Y, Site.Position, Hub.Position));
const float T = SegmentParameterXY(X, Y, Site.Position, Hub.Position);
const float Horizontal = ColumnContext->bHasLandingXYCache
? ColumnContext->LandingBridgeHorizontal[SiteIndex]
: LandingBridgeRadius - FMath::Sqrt(
DistanceSquaredToSegmentXY(X, Y, Site.Position, Hub.Position));
const float T = ColumnContext->bHasLandingXYCache
? ColumnContext->LandingBridgeT[SiteIndex]
: SegmentParameterXY(X, Y, Site.Position, Hub.Position);
const float FloorZ = FMath::Lerp(Site.FloorZ, Hub.FloorZ, T);
const float Vertical = FMath::Min(
Z - FloorZ, FloorZ + MinimumCaveHeight - Z);
@@ -1455,6 +1750,10 @@ void ResetThreadCache()
{
GPlanCache = FThreadPlanCache();
GShaftEdgeCache = FThreadShaftEdgeCache();
GParameterizedRoomCellCache.Reset();
GParameterizedRoomCellCacheMin = FIntPoint::ZeroValue;
GParameterizedRoomCellCacheSize = FIntPoint::ZeroValue;
GParameterizedRoomCellCachePlan = nullptr;
}
static float EvaluateInternal(const UVoxelGenerator& Generator,
@@ -1462,7 +1761,8 @@ static float EvaluateInternal(const UVoxelGenerator& Generator,
float* OutPreEditDensity, float DetailScale,
const FBrickEvaluationContext* Context = nullptr,
bool bParameterized = false,
const FParameterizedBrickContext* ParameterizedContext = nullptr)
const FParameterizedBrickContext* ParameterizedContext = nullptr,
const FParameterizedColumnContext* ParameterizedColumnContext = nullptr)
{
if (Context == nullptr && ParameterizedContext == nullptr)
{
@@ -1509,7 +1809,8 @@ static float EvaluateInternal(const UVoxelGenerator& Generator,
{
float DetailFade = 1.0f;
const float Macro = bParameterized
? EvaluateParameterizedMacro(*Plan, WorldX, WorldY, WorldZ, &DetailFade)
? EvaluateParameterizedMacro(*Plan, WorldX, WorldY, WorldZ, &DetailFade,
ParameterizedContext, ParameterizedColumnContext)
: (Context != nullptr && Context->bMacroXYPrecomputed
? EvaluateMacroFromBrick(*Plan, *Context, WorldX, WorldY, WorldZ, &DetailFade)
: EvaluateMacro(*Plan, WorldX, WorldY, WorldZ, &DetailFade));
@@ -1635,6 +1936,51 @@ float EvaluateParameterizedWithDetailValue(const UVoxelGenerator& Generator,
OutPreEditDensity, DetailScale, nullptr, true, Context);
}
void EvaluateParameterizedColumnWithDetailValues(
const UVoxelGenerator& Generator, float WorldX, float WorldY, float WorldZStart,
const float* DetailValues, int32 DetailStride, int32 Count, float* OutValues,
const FParameterizedBrickContext* Context, float DetailScale)
{
if (DetailValues == nullptr || OutValues == nullptr || Count <= 0 || DetailStride <= 0)
{
return;
}
const FIntVector Chunk(
FMath::FloorToInt(WorldX / CHUNK_SIZE),
FMath::FloorToInt(WorldY / CHUNK_SIZE),
FMath::FloorToInt(WorldZStart / CHUNK_SIZE));
const FStratePlan* Plan = Context != nullptr && Context->bPlanResolved
? static_cast<const FStratePlan*>(Context->PlanToken) : nullptr;
if (Plan == nullptr)
{
EnsurePlan(Generator);
Plan = FindStrate(Chunk);
}
const int32 EndChunkZ = FMath::FloorToInt(
(WorldZStart + static_cast<float>(Count - 1)) / CHUNK_SIZE);
if (Plan == nullptr || Chunk.Z != EndChunkZ)
{
for (int32 Z = 0; Z < Count; ++Z)
{
OutValues[Z] = EvaluateInternal(
Generator, WorldX, WorldY, WorldZStart + static_cast<float>(Z),
DetailValues[Z * DetailStride], true, nullptr, DetailScale,
nullptr, true, Context);
}
return;
}
FParameterizedColumnContext ColumnContext;
BuildParameterizedColumnContext(*Plan, WorldX, WorldY, Context, ColumnContext);
for (int32 Z = 0; Z < Count; ++Z)
{
OutValues[Z] = EvaluateInternal(
Generator, WorldX, WorldY, WorldZStart + static_cast<float>(Z),
DetailValues[Z * DetailStride], true, nullptr, DetailScale,
nullptr, true, Context, &ColumnContext);
}
}
void BuildParameterizedBrickContext(
const UVoxelGenerator& Generator, FIntVector OriginVoxels, FIntVector Size,
FParameterizedBrickContext& OutContext)
@@ -1674,6 +2020,58 @@ void BuildParameterizedBrickContext(
static_cast<float>(OriginVoxels.Z + Size.Z));
FindPassageCandidates(FBox(Min, Max), OutContext.PassageCandidates);
OutContext.bMayContainPassage = !OutContext.PassageCandidates.IsEmpty();
if (Plan != nullptr && bStableStrate && !OutContext.bIsGapChunk
&& Size.X > 0 && Size.Y > 0)
{
FIntPoint MinimumBaseCell(MAX_int32, MAX_int32);
FIntPoint MaximumBaseCell(MIN_int32, MIN_int32);
const int32 CornerX[] = {OriginVoxels.X, End.X};
const int32 CornerY[] = {OriginVoxels.Y, End.Y};
for (const int32 WorldY : CornerY)
for (const int32 WorldX : CornerX)
{
const FIntPoint Cell = GenerationCellAt(
*Plan, static_cast<float>(WorldX), static_cast<float>(WorldY));
MinimumBaseCell.X = FMath::Min(MinimumBaseCell.X, Cell.X);
MinimumBaseCell.Y = FMath::Min(MinimumBaseCell.Y, Cell.Y);
MaximumBaseCell.X = FMath::Max(MaximumBaseCell.X, Cell.X);
MaximumBaseCell.Y = FMath::Max(MaximumBaseCell.Y, Cell.Y);
}
const FIntPoint NeededMin = MinimumBaseCell - FIntPoint(1, 1);
const FIntPoint NeededMax = MaximumBaseCell + FIntPoint(1, 1);
const bool bCacheContainsNeededCells = GParameterizedRoomCellCachePlan == Plan
&& GParameterizedRoomCellCacheMin.X <= NeededMin.X
&& GParameterizedRoomCellCacheMin.Y <= NeededMin.Y
&& GParameterizedRoomCellCacheMin.X + GParameterizedRoomCellCacheSize.X - 1
>= NeededMax.X
&& GParameterizedRoomCellCacheMin.Y + GParameterizedRoomCellCacheSize.Y - 1
>= NeededMax.Y;
if (!bCacheContainsNeededCells)
{
// Keep one extra generated-cell layer beyond the 3x3 query halo so adjacent
// proof bricks reuse their deterministic room and edge rolls.
GParameterizedRoomCellCacheMin = MinimumBaseCell - FIntPoint(2, 2);
GParameterizedRoomCellCacheSize = MaximumBaseCell - MinimumBaseCell
+ FIntPoint(5, 5);
const int32 RoomCellCount = GParameterizedRoomCellCacheSize.X
* GParameterizedRoomCellCacheSize.Y;
GParameterizedRoomCellCache.SetNumUninitialized(RoomCellCount);
int32 RoomCellIndex = 0;
for (int32 CellY = 0; CellY < GParameterizedRoomCellCacheSize.Y; ++CellY)
for (int32 CellX = 0; CellX < GParameterizedRoomCellCacheSize.X; ++CellX)
{
GParameterizedRoomCellCache[RoomCellIndex++] = BuildGeneratedCell(
*Plan, GParameterizedRoomCellCacheMin.X + CellX,
GParameterizedRoomCellCacheMin.Y + CellY);
}
GParameterizedRoomCellCachePlan = Plan;
}
OutContext.RoomCellCacheMin = GParameterizedRoomCellCacheMin;
OutContext.RoomCellCacheSize = GParameterizedRoomCellCacheSize;
OutContext.RoomCellCacheToken = GParameterizedRoomCellCache.GetData();
}
}
void BuildDetailBrick(const UVoxelGenerator& Generator, FIntVector OriginVoxels,
@@ -1879,22 +2277,47 @@ void BuildDetailBrick(const UVoxelGenerator& Generator, FIntVector OriginVoxels,
MinCellX + X, MinCellY + Y, MinCellZ + Z, BandSeed);
}
for (int32 Z = 0; Z < Size.Z; ++Z)
for (int32 Y = 0; Y < Size.Y; ++Y)
int32 CellX[8];
int32 CellY[8];
int32 CellZ[8];
float FadeX[8];
float FadeY[8];
float FadeZ[8];
for (int32 X = 0; X < Size.X; ++X)
{
const float SX = static_cast<float>(OriginVoxels.X + X)
/ static_cast<float>(CellSize);
const int32 Cell = FMath::FloorToInt(SX);
CellX[X] = Cell - MinCellX;
FadeX[X] = Fade(SX - static_cast<float>(Cell));
}
for (int32 Y = 0; Y < Size.Y; ++Y)
{
const float SY = static_cast<float>(OriginVoxels.Y + Y)
/ static_cast<float>(CellSize);
const int32 Cell = FMath::FloorToInt(SY);
CellY[Y] = Cell - MinCellY;
FadeY[Y] = Fade(SY - static_cast<float>(Cell));
}
for (int32 Z = 0; Z < Size.Z; ++Z)
{
const float SZ = static_cast<float>(OriginVoxels.Z + Z)
/ static_cast<float>(CellSize);
const int32 IX = FMath::FloorToInt(SX) - MinCellX;
const int32 IY = FMath::FloorToInt(SY) - MinCellY;
const int32 IZ = FMath::FloorToInt(SZ) - MinCellZ;
const float AX = Fade(SX - static_cast<float>(FMath::FloorToInt(SX)));
const float AY = Fade(SY - static_cast<float>(FMath::FloorToInt(SY)));
const float AZ = Fade(SZ - static_cast<float>(FMath::FloorToInt(SZ)));
const int32 Cell = FMath::FloorToInt(SZ);
CellZ[Z] = Cell - MinCellZ;
FadeZ[Z] = Fade(SZ - static_cast<float>(Cell));
}
for (int32 Z = 0; Z < Size.Z; ++Z)
for (int32 Y = 0; Y < Size.Y; ++Y)
for (int32 X = 0; X < Size.X; ++X)
{
const int32 IX = CellX[X];
const int32 IY = CellY[Y];
const int32 IZ = CellZ[Z];
const float AX = FadeX[X];
const float AY = FadeY[Y];
const float AZ = FadeZ[Z];
const int32 Index = (IZ * GridY + IY) * GridX + IX;
const float Value = CellSize == 1
? Grid[Index]
@@ -66,6 +66,7 @@ namespace VoxelForgeRedefinedDensityField
struct FParameterizedBrickContext
{
const void* PlanToken = nullptr;
const void* RoomCellCacheToken = nullptr;
bool bPlanResolved = false;
bool bChunkResolved = false;
bool bIsGapChunk = false;
@@ -74,6 +75,8 @@ namespace VoxelForgeRedefinedDensityField
FIntVector BrickOrigin = FIntVector::ZeroValue;
FIntVector BrickSize = FIntVector::ZeroValue;
FIntVector Chunk = FIntVector::ZeroValue;
FIntPoint RoomCellCacheMin = FIntPoint::ZeroValue;
FIntPoint RoomCellCacheSize = FIntPoint::ZeroValue;
TArray<int32> PassageCandidates;
};
@@ -117,6 +120,12 @@ namespace VoxelForgeRedefinedDensityField
float DetailValue, float* OutPreEditDensity = nullptr, float DetailScale = 1.0f,
const FParameterizedBrickContext* Context = nullptr);
/** Evaluate a Z column while reusing its XY-dependent room graph data. */
VOXELFORGE_API void EvaluateParameterizedColumnWithDetailValues(
const UVoxelGenerator& Generator, float WorldX, float WorldY, float WorldZStart,
const float* DetailValues, int32 DetailStride, int32 Count, float* OutValues,
const FParameterizedBrickContext* Context = nullptr, float DetailScale = 1.0f);
VOXELFORGE_API bool TryClassifyParameterizedBrick(
const UVoxelGenerator& Generator, FIntVector OriginVoxels, FIntVector Size,
bool& bOutAir, float DetailScale = 1.0f,