wip(assembler): M1 round 4 PARTIAL -- stopped at owner's request (GPU coil whine at night)
Unverified mid-round state (cliff plates / horizon slab / routes in progress). Resume from here. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
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@@ -967,11 +967,38 @@ inline void AppendFarStratumShells(const FStandaloneOwnerWorld& World,const FSta
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};
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const int32 Base=static_cast<int32>(NewVertices.size());
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const double Xs[4]={X0,X1,X1,X0},Ys[4]={Y0,Y0,Y1,Y1};
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std::array<double,4> CornerZ{};
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std::array<FVector,4> CornerNormals{};
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bool bValidPatch=true;
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for(int32 Corner=0;Corner<4;++Corner)
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{
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const double Z=SurfaceZ(Xs[Corner],Ys[Corner]);
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NewVertices.emplace_back(Xs[Corner]*25.0,Ys[Corner]*25.0,Z*25.0);
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NewNormals.push_back(Normal);
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const double PredictedZ=SurfaceZ(Xs[Corner],Ys[Corner]);
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const std::vector<double> CornerCrossings=FindFarStratumCrossings(
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Shape,Xs[Corner],Ys[Corner],ZMin,ZMax);
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if(CornerCrossings.empty()){bValidPatch=false;break;}
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CornerZ[Corner]=*std::min_element(CornerCrossings.begin(),CornerCrossings.end(),
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[PredictedZ](double A,double B)
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{return std::abs(A-PredictedZ)<std::abs(B-PredictedZ);});
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const float CornerGX=Density(Xs[Corner]+2,Ys[Corner],CornerZ[Corner])
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-Density(Xs[Corner]-2,Ys[Corner],CornerZ[Corner]);
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const float CornerGY=Density(Xs[Corner],Ys[Corner]+2,CornerZ[Corner])
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-Density(Xs[Corner],Ys[Corner]-2,CornerZ[Corner]);
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const float CornerGZ=Density(Xs[Corner],Ys[Corner],CornerZ[Corner]+2)
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-Density(Xs[Corner],Ys[Corner],CornerZ[Corner]-2);
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CornerNormals[Corner]=FVector(CornerGX,CornerGY,CornerGZ);
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if(CornerNormals[Corner].SizeSquared()<1.0e-8)
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CornerNormals[Corner]=Normal;
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else CornerNormals[Corner].Normalize();
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}
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// A center crossing alone cannot justify a large tangent quad: it can
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// bridge air over an isolated far-LOD feature and draw as a horizon slab.
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// Keep the fallback only when the source field has a matching crossing
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// at every corner, and place each corner on that source crossing.
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if(!bValidPatch)continue;
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for(int32 Corner=0;Corner<4;++Corner)
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{
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NewVertices.emplace_back(Xs[Corner]*25.0,Ys[Corner]*25.0,CornerZ[Corner]*25.0);
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NewNormals.push_back(CornerNormals[Corner]);
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if(bHasUVs)NewUVs.emplace_back(static_cast<float>((Xs[Corner]-Origin.X)/256.0),
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static_cast<float>((Ys[Corner]-Origin.Y)/256.0));
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if(bHasColors)NewColors.push_back(Color);
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