feat(passages): §6.5 landings -- you arrive somewhere you can stand
The last unbuilt Tier 1 item. A passage was a bore through rock with no floor inside the walkable angle, so its mouth was not a standing position and neither was anything near it -- the departure mouth measured a FOUR-CELL player-fit component. You arrived and there was nowhere to stand. Both ends of all 7 passages now open into a landing, sized from the body: capsule diameter 2.72 vox floor >= 12 vox (3 m) to stand and turn capsule height 7.04 vox room >= 12 vox tall, stock mouth gives 18 (4.5 m) 3-voxel floor slab, tube tangent to it -- no lip to climb out of connector 5-vox radius: 2.5 m clear width, 3 m clear height ramps over 44 deg get a deterministic level dog-leg ⭐ THE MOUTHS ARE NO LONGER SPECKS: archetype components largest arrival-departure Maze 309 -> 340 176 -> 3210 43-81 -> 3210-3210 TunnelNetwork 467 -> 227 1292 -> 3841 2-1 -> 3841-269 Underwater 86 -> 117 35 -> 3838 3-11 -> 3838-267 FlatPlain 45 -> 11 259 -> 2130 1-1 -> 268-273 CrystalChamber 197 -> 90 24 -> 286 1-1 -> 286-274 FloatingIslands 2 -> 1 3 -> 72 1-1 -> 72-72 Law 1/8 -> 2/7 connected (1 refused on MaxCells), and critically ZERO connections now run through a four-cell pocket. Every landing floor was verified against the FINAL density, after all posts: 14/14 pass the 44 deg slope bracket, worst room gradient .059, worst connector .522. 14/14 deterministic root joins. 0 seal failures. 0 box-verdict violations across 82 proved + 174 mixed, 109,142 voxels. Op-stack bit-identical, order-independence green over 10 slots / 31 passages / 3 pool orders. Cache 0.665 us rebuild, 0.646 us hot. Post order: origin spine -> vertical seal -> passage tube + landing floor -> XY edge seal. Landings clamp 4 voxels inside the vertical seal; the XY seal stays last and wins at world edges. ⚠️ ARCHITECTURAL NOTE, not a detail: landings join a deterministic annular ROOT HUB at (0,0), built identically for every endpoint -- no nearest- component search, no passage ordering. That is what makes the join guaranteed rather than likely, and it extends the (0,0) spine concept from a landmark into a structural network. It also means routes tend to pass through the centre, which is a gameplay consequence worth Jahni's eye. ⚠️ AND IT DOES NOT CLOSE THE LAW. Codex is explicit: the landings guarantee membership in the new root network, NOT in the archetype's pre-existing fit component. The whole-strate Maze check still shows a 71.9-voxel gap between 1,235 and 2,938-cell components. So the native corridor networks remain disconnected from the root network in places. Real, separate, next. 52 build-and-measure cycles, ~9 hours, finding real geometry bugs on the way (a landing floor overlapping the ramp cells and hiding a floor discontinuity; the disturbance pass refilling connector headroom). Build clean, 32/32 success, 0 failed. Showcase regenerated. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01K8V9my1PL68pmQb2gutZZV
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@@ -87,6 +87,28 @@ FORCEINLINE void VF_ApplyPassageCarving(float& Density, float ModSDF,
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Density = FMath::Min(Density, FMath::Lerp(Density, AirTarget, CarveFactor));
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}
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// Landing air is also reasserted after the MC-space disturbance post. Unlike the legacy tube
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// carve above, this threshold is independent of the incoming density: applying it a second time
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// is therefore bit-stable. The structural passage op and the post-disturbance backstop can share
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// the same operation without turning an otherwise unchanged live-vs-direct op-stack comparison
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// into a second, deeper smooth carve. The tube intentionally retains its old current-density
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// interpolation because that is part of the legacy structural path's contract.
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FORCEINLINE void VF_ApplyPassageLandingCarving(float& Density, float LandingSDF,
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float BaseDensity, float SealThickness)
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{
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constexpr float PASSAGE_BLEND_RADIUS = 4.0f;
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if (LandingSDF >= PASSAGE_BLEND_RADIUS) return;
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float CarveFactor = FMath::Clamp(
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(PASSAGE_BLEND_RADIUS - LandingSDF) / (PASSAGE_BLEND_RADIUS * 2.0f),
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0.0f, 1.0f);
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CarveFactor = SmoothStep01(CarveFactor);
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const float AirTarget = -(BaseDensity * 2.0f + SealThickness + 4.0f);
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const float LandingThreshold = FMath::Lerp(BaseDensity, AirTarget, CarveFactor);
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Density = FMath::Min(Density, LandingThreshold);
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}
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//=============================================================================
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// SPINE DE DESCENTE (0,0) / (0,0) DESCENT SPINE
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//=============================================================================
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