fix(shafts): the primordial law holds -- 0 trusted negatives across 16 seeds
Closes the VerticalShafts bug. Two remaining failures were investigated
and neither was a broken world.
PART A -- my measurement window was binding, not the world.
The window was a square centred on (0,0) with a radius, while mouths sit
up to ~200 voxels out in arbitrary directions, so a box holding both was
mostly empty space paid for at full price. Seed 6 at step 1 needed
16,515,072 cells and blew the cap; fitted to the two mouths it needs
6,553,344 and measures fine.
seed 6 step 2 NOT_CONNECTED -> CONNECTED at doubled margin
seed 6 step 1 NOT_CONNECTED -> CONNECTED at doubled margin
seed 14 step 2 CONNECTED
seed 14 step 1 CONNECTED
A fitted box can cut off a route that detours outside it, so every
negative is re-run at doubled margin. 5 of 16 were binding negatives and
all 5 flipped. TRUSTED NEGATIVES: 0. There is no evidence of a single
unescapable strate in 16 seeds.
PART B -- the drainage tree has no orphans, and a third cause existed.
0 / 10,372 unreachable shaft paths (0% orphan rate)
16 strict local minima, all caught by the direct-spine fallback
neighbour fallback fired 0 times; emergency fallback 0
91.8% of non-largest components are smaller than one shaft volume --
they are roughness bubbles, not geometry
So a mouth could land in a noise bubble that is open but unreachable --
worse than useless, exactly the trap the law forbids.
VF_SuggestLandingPoint now returns the selected shaft AXIS, which is on
the drainage tree by construction.
⚠️ Codex found a third cause neither of us listed: tree capsules could
cross ledge bands, so a guaranteed connector could be blocked by a ledge.
Connector Z is now drawn from a deterministic ledge-free interval,
mirrored in the op stack.
⚠️ And an 8th error in my spec: "connect to any neighbour shaft" as a
fallback can create CYCLES -- a loop of shafts that drains nowhere and is
disconnected from the spine. The fallback must preserve strictly
decreasing origin-distance. Implemented that way.
per-archetype law 6/6 · box-verdict violations 0 · stack equivalence
bit-identical over 20,000 samples · sweep 45.3 -> 20.4 s
cache 7.970 us rebuild, 0.073 us hot call (225-cell rolls on rebuild only)
Build clean, 21 succeeded / 0 failed, verified by me in VoxelM.log.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01VJiTcTSDNkKBtnNdiBtdaU
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@@ -169,6 +169,42 @@ namespace
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return (Sdf < DetailThreshold) && (Sdf < FLT_MAX);
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}
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// Structural tree capsules must meet shaft axes without landing inside a ledge band. This is
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// the same pure helper as the generator path: one deterministic safe interval is shared by the
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// whole strate, so a link cannot be blocked when it crosses an unrelated shaft's ledge.
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FORCEINLINE float VF_SelectVerticalTreeConnectorZ(
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const FVerticalShaftParams& Params,
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float BottomZ,
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float TopZ,
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uint32 LinkHash)
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{
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if (Params.LedgeSpacing > 0.0f && Params.LedgeDepth > 0.0f)
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{
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const float Period = Params.LedgeSpacing;
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const float RelativeBottom = BottomZ - Params.StrateBottomWorldZ;
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const float RelativeTop = TopZ - Params.StrateBottomWorldZ;
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const int32 FirstPeriod = FMath::FloorToInt(RelativeBottom / Period);
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const float Random01 = VoxelHash::ToFloat01(VoxelHash::Mix(LinkHash));
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for (int32 PeriodOffset = 0; PeriodOffset <= 1; ++PeriodOffset)
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{
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const float PeriodStart = static_cast<float>(FirstPeriod + PeriodOffset) * Period;
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const float SafeStart = FMath::Max(
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RelativeBottom, PeriodStart + Params.LedgeDepth + 0.01f);
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const float SafeEnd = FMath::Min(
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RelativeTop, PeriodStart + Period - Params.LedgeDepth - 0.01f);
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if (SafeEnd > SafeStart)
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{
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return Params.StrateBottomWorldZ
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+ FMath::Lerp(SafeStart, SafeEnd, Random01);
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}
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}
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}
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return FMath::Lerp(BottomZ, TopZ,
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VoxelHash::ToFloat01(VoxelHash::Mix(LinkHash)));
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}
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//=========================================================================
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// RÔLE 1 — SOURCE : CHAMP CONSTANT / CONSTANT FIELD (roc ET vide)
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//=========================================================================
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@@ -1520,7 +1556,8 @@ namespace
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// séparée aurait dû faire aussi. À revoir si le profil montre que ça compte.
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//
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// Kept as ONE op against §6's suggestion: the per-voxel connectors derive from the same inner
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// 3×3 roll as the shafts, while a rebuild-only 7×7 collection resolves each 5×5 tree window;
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// 3×3 roll as the shafts, while a rebuild-only 9×9 collection resolves each 5×5 tree window
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// and fixed ±3 fallback;
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// the downstream ledge mod needs the inner shaft list anyway. What is forfeited is an exact XY
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// box verdict on the cylinder half alone.
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class FShaftFieldSource final : public IVoxelDensityOp
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@@ -1546,7 +1583,7 @@ namespace
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struct FCells
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{
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TArray<FShaft, TInlineAllocator<10>> Shafts;
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TArray<FConn, TInlineAllocator<24>> Conns;
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TArray<FConn, TInlineAllocator<32>> Conns;
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};
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void Eval(float WorldX, float WorldY, float WorldZ, FVoxelOpSample& InOut) const override
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@@ -1612,21 +1649,37 @@ namespace
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// it may over-enumerate, but it must never miss a cached tree capsule.
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//-----------------------------------------------------------------
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constexpr int32 CandidateRadius = 2;
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constexpr int32 FallbackRadius = 3;
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constexpr uint32 TreeSalt = 0x7A11u;
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const int32 EmitX0 = FMath::FloorToInt((float)VoxelBox.Min.X / Spacing) - 1;
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const int32 EmitX1 = FMath::FloorToInt((float)VoxelBox.Max.X / Spacing) + 1;
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const int32 EmitY0 = FMath::FloorToInt((float)VoxelBox.Min.Y / Spacing) - 1;
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const int32 EmitY1 = FMath::FloorToInt((float)VoxelBox.Max.Y / Spacing) + 1;
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const float TreeRadius = SpineConnectorRadius();
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const int32 ConnectorCellPad = FMath::Max(
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1, FMath::CeilToInt(TreeRadius / Spacing));
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const int32 TreeEmitRadius = FallbackRadius + ConnectorCellPad;
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const int32 QueryX0 = FMath::FloorToInt((float)VoxelBox.Min.X / Spacing) - 1;
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const int32 QueryX1 = FMath::FloorToInt((float)VoxelBox.Max.X / Spacing) + 1;
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const int32 QueryY0 = FMath::FloorToInt((float)VoxelBox.Min.Y / Spacing) - 1;
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const int32 QueryY1 = FMath::FloorToInt((float)VoxelBox.Max.Y / Spacing) + 1;
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const int32 TreeEmitX0 = FMath::FloorToInt((float)VoxelBox.Min.X / Spacing)
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- TreeEmitRadius;
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const int32 TreeEmitX1 = FMath::FloorToInt((float)VoxelBox.Max.X / Spacing)
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+ TreeEmitRadius;
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const int32 TreeEmitY0 = FMath::FloorToInt((float)VoxelBox.Min.Y / Spacing)
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- TreeEmitRadius;
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const int32 TreeEmitY1 = FMath::FloorToInt((float)VoxelBox.Max.Y / Spacing)
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+ TreeEmitRadius;
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TArray<FShaft, TInlineAllocator<64>> TreeCandidates;
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TArray<FShaft, TInlineAllocator<32>> TreeEmit;
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for (int32 cy = EmitY0 - CandidateRadius; cy <= EmitY1 + CandidateRadius; ++cy)
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for (int32 cx = EmitX0 - CandidateRadius; cx <= EmitX1 + CandidateRadius; ++cx)
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TArray<FShaft, TInlineAllocator<225>> TreeCandidates;
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TArray<FShaft, TInlineAllocator<81>> TreeEmit;
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for (int32 cy = TreeEmitY0 - FallbackRadius;
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cy <= TreeEmitY1 + FallbackRadius; ++cy)
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for (int32 cx = TreeEmitX0 - FallbackRadius;
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cx <= TreeEmitX1 + FallbackRadius; ++cx)
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{
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FShaft Sh;
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if (!RollShaft(cx, cy, Sh)) { continue; }
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TreeCandidates.Add(Sh);
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if (cx >= EmitX0 && cx <= EmitX1 && cy >= EmitY0 && cy <= EmitY1)
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if (cx >= TreeEmitX0 && cx <= TreeEmitX1
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&& cy >= TreeEmitY0 && cy <= TreeEmitY1)
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{
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TreeEmit.Add(Sh);
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}
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@@ -1634,7 +1687,6 @@ namespace
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const float BottomZ = P.StrateBottomWorldZ + P.BoundarySealThickness;
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const float TopZ = P.StrateTopWorldZ - P.BoundarySealThickness;
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const float TreeRadius = SpineConnectorRadius();
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const float RMinZ = (float)VoxelBox.Min.Z, RMaxZ = (float)VoxelBox.Max.Z;
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const FVector2D CtrXY(0.5f * (float)(VoxelBox.Min.X + VoxelBox.Max.X),
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0.5f * (float)(VoxelBox.Min.Y + VoxelBox.Max.Y));
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@@ -1689,14 +1741,58 @@ namespace
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}
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}
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if (Parent == nullptr
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&& !(FMath::Abs(Child.CellX) <= CandidateRadius
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&& FMath::Abs(Child.CellY) <= CandidateRadius))
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{
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// Keep EffectOverBox's parent resolver identical to GetCells. A local
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// minimum chooses the nearest lower-origin shaft in the collected halo; the
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// monotone origin-distance key proves that the resulting tree reaches the
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// spine and cannot cycle. If the finite halo is empty, the direct spine is the
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// conservative final fallback.
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for (const FShaft& Candidate : TreeCandidates)
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{
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if (Candidate.CellX == Child.CellX && Candidate.CellY == Child.CellY)
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{
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continue;
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}
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if (FMath::Abs(Candidate.CellX - Child.CellX) > FallbackRadius
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|| FMath::Abs(Candidate.CellY - Child.CellY) > FallbackRadius)
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{
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continue;
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}
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const float CandidateOriginSq = FMath::Square(Candidate.X)
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+ FMath::Square(Candidate.Y);
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if (!(CandidateOriginSq < ChildOriginSq))
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{
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continue;
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}
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const float DistanceSq = FMath::Square(Child.X - Candidate.X)
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+ FMath::Square(Child.Y - Candidate.Y);
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const bool bLowerCell = Parent == nullptr
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|| Candidate.CellY < Parent->CellY
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|| (Candidate.CellY == Parent->CellY
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&& Candidate.CellX < Parent->CellX);
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if (DistanceSq < BestDistanceSq
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|| (DistanceSq == BestDistanceSq && bLowerCell))
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{
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BestDistanceSq = DistanceSq;
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Parent = &Candidate;
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}
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}
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}
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const int32 ParentCellX = Parent != nullptr ? Parent->CellX : 0;
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const int32 ParentCellY = Parent != nullptr ? Parent->CellY : 0;
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const uint32 LinkHash = VoxelHash::Pair(
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Child.CellX, Child.CellY, ParentCellX, ParentCellY, Salt ^ TreeSalt);
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const float Zc = FMath::Lerp(
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const float Zc = VF_SelectVerticalTreeConnectorZ(
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P,
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P.StrateBottomWorldZ + P.BoundarySealThickness,
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P.StrateTopWorldZ - P.BoundarySealThickness,
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VoxelHash::ToFloat01(VoxelHash::Mix(LinkHash)));
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LinkHash);
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const FVector ParentPoint = Parent != nullptr
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? FVector(Parent->X, Parent->Y, Zc)
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: FVector(0.0f, 0.0f, Zc);
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@@ -1721,7 +1817,7 @@ namespace
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// du voisinage inner 3×3 de la cellule DE SA REQUÊTE. Une paire random visible depuis
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// un point de la boîte a donc ses deux puits dans [cellules de la boîte] ± 1, qui est
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// exactement la plage balayée ici. Les connecteurs de l'arbre sont testés séparément
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// au-dessus avec leur collecte 7×7/émission inner 3×3. On peut produire des paires que
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// au-dessus avec leur collecte élargie/émission du halo géométrique. On peut produire des paires que
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// personne ne voit jamais : c'est du `CarveOnly` en trop, pas un trou.
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//
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// ⚠️ ET POURQUOI L'ORDRE (A,B) EST LE MÊME QUE CELUI DE `GetCells`. Le hash de paire est
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@@ -1738,10 +1834,10 @@ namespace
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// insertion order, so each pair gets the same hash without assuming Pair() is symmetric.
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if (P.CrossConnectChance > 0.0f)
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{
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const int32 QX0 = EmitX0;
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const int32 QX1 = EmitX1;
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const int32 QY0 = EmitY0;
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const int32 QY1 = EmitY1;
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const int32 QX0 = QueryX0;
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const int32 QX1 = QueryX1;
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const int32 QY0 = QueryY0;
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const int32 QY1 = QueryY1;
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TArray<FShaft, TInlineAllocator<32>> Near;
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for (int32 cy = QY0; cy <= QY1; ++cy)
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@@ -1825,7 +1921,7 @@ namespace
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}
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/** Le voisinage inner 3×3 + ses connecteurs, mémoïsés par worker. Le rebuild collecte un
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* 7×7 temporaire pour résoudre les fenêtres parent 5×5. Clé = cellule + tous les params
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* halo 9×9 émetteur / 15×15 total pour résoudre les fenêtres parent 5×5 et le fallback fixe ±3. Clé = cellule + tous les params
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* qui influent (comme l'original) : stable à travers les reconstructions de pile, ce qui
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* est la leçon retenue du mémo de colonne de SurfaceWorld. */
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const FCells& GetCells(float WorldX, float WorldY) const
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@@ -1858,35 +1954,80 @@ namespace
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Cache.Shafts.Reset();
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Cache.Conns.Reset();
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constexpr int32 CollectRadius = 3; // 7×7: inner 3×3 + one 5×5 candidate halo
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constexpr int32 EmitRadius = 1; // 3×3: the only cells allowed to emit tree links
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constexpr int32 EmitRadius = 1; // 3×3: shaft cylinders and random links
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constexpr int32 CandidateRadius = 2; // 5×5 parent window around an emitting shaft
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constexpr int32 FallbackRadius = 3; // fixed fallback window around an emitting shaft
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constexpr uint32 TreeSalt = 0x7A11u;
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TArray<FShaft, TInlineAllocator<49>> CollectedShafts;
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const float BottomZ = P.StrateBottomWorldZ + P.BoundarySealThickness;
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const float TopZ = P.StrateTopWorldZ - P.BoundarySealThickness;
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const float TreeRadius = SpineConnectorRadius();
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// A tree capsule can affect a cell even when neither endpoint is in that cell.
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// Keep a rebuild-only child halo for that geometric reach, then add the
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// parent-search halo. With the defaults this is 4 + 3 cells = 15×15 rolls.
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const int32 ConnectorCellPad = FMath::Max(
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1, FMath::CeilToInt(TreeRadius / Spacing));
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const int32 TreeEmitRadius = FallbackRadius + ConnectorCellPad;
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const int32 CollectRadius = TreeEmitRadius + FallbackRadius;
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const int32 CollectSide = CollectRadius * 2 + 1;
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TArray<FShaft, TInlineAllocator<225>> ShaftGrid;
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TArray<uint8, TInlineAllocator<225>> ShaftPresent;
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TArray<FShaft, TInlineAllocator<81>> TreeEmitShafts;
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ShaftGrid.SetNum(CollectSide * CollectSide);
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ShaftPresent.Init(0, CollectSide * CollectSide);
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// Rebuild-only wide collection. `Cache.Shafts` remains the inner 3×3 working set
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// used by Eval and the ledge modifier, so the 7×7 cost is not paid per voxel.
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// used by Eval and the ledge modifier; the wider tree work is not paid per voxel.
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for (int32 dy = -CollectRadius; dy <= CollectRadius; dy++)
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for (int32 dx = -CollectRadius; dx <= CollectRadius; dx++)
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{
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FShaft Sh;
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if (!RollShaft(CX + dx, CY + dy, Sh)) { continue; }
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CollectedShafts.Add(Sh);
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const int32 GridIndex = (dy + CollectRadius) * CollectSide + (dx + CollectRadius);
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ShaftGrid[GridIndex] = Sh;
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ShaftPresent[GridIndex] = 1;
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if (FMath::Abs(dx) <= EmitRadius && FMath::Abs(dy) <= EmitRadius)
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{
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Cache.Shafts.Add(Sh);
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}
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if (FMath::Abs(dx) <= TreeEmitRadius && FMath::Abs(dy) <= TreeEmitRadius)
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{
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TreeEmitShafts.Add(Sh);
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}
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}
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auto FindCollectedShaft = [&](int32 CellX, int32 CellY) -> const FShaft*
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{
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const int32 dx = CellX - CX;
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const int32 dy = CellY - CY;
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if (FMath::Abs(dx) > CollectRadius || FMath::Abs(dy) > CollectRadius)
|
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{
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return nullptr;
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}
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const int32 GridIndex = (dy + CollectRadius) * CollectSide + (dx + CollectRadius);
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return ShaftPresent[GridIndex] ? &ShaftGrid[GridIndex] : nullptr;
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};
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const bool bOriginNearby = FMath::Abs(CX) <= 1 && FMath::Abs(CY) <= 1;
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if (bOriginNearby && SpineRadius > 0.0f)
|
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{
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Cache.Shafts.Add({0.0f, 0.0f, SpineRadius, 0, 0, true});
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}
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const float BottomZ = P.StrateBottomWorldZ + P.BoundarySealThickness;
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const float TopZ = P.StrateTopWorldZ - P.BoundarySealThickness;
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const float TreeRadius = SpineConnectorRadius();
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const float CellMinX = static_cast<float>(CX) * Spacing;
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const float CellMaxX = static_cast<float>(CX + 1) * Spacing;
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const float CellMinY = static_cast<float>(CY) * Spacing;
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const float CellMaxY = static_cast<float>(CY + 1) * Spacing;
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auto ConnectorMayReachCell = [&](const FConn& Conn)
|
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{
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const float MinX = FMath::Min(Conn.A.X, Conn.B.X) - Conn.Radius;
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const float MaxX = FMath::Max(Conn.A.X, Conn.B.X) + Conn.Radius;
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const float MinY = FMath::Min(Conn.A.Y, Conn.B.Y) - Conn.Radius;
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const float MaxY = FMath::Max(Conn.A.Y, Conn.B.Y) + Conn.Radius;
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const float GapX = FMath::Max3(CellMinX - MaxX, MinX - CellMaxX, 0.0f);
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const float GapY = FMath::Max3(CellMinY - MaxY, MinY - CellMaxY, 0.0f);
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return GapX == 0.0f && GapY == 0.0f;
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};
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auto EmitTreeConnector = [&](const FShaft& Child, const FShaft* Parent)
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{
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@@ -1894,55 +2035,103 @@ namespace
|
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const int32 ParentCellY = Parent != nullptr ? Parent->CellY : 0;
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const uint32 LinkHash = VoxelHash::Pair(
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Child.CellX, Child.CellY, ParentCellX, ParentCellY, Salt ^ TreeSalt);
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const float Zc = FMath::Lerp(
|
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BottomZ, TopZ, VoxelHash::ToFloat01(VoxelHash::Mix(LinkHash)));
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const float Zc = VF_SelectVerticalTreeConnectorZ(
|
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P, BottomZ, TopZ, LinkHash);
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const FVector ParentPoint = Parent != nullptr
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||||
? FVector(Parent->X, Parent->Y, Zc)
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: FVector(0.0f, 0.0f, Zc);
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||||
Cache.Conns.Add({ FVector(Child.X, Child.Y, Zc), ParentPoint, TreeRadius });
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const FConn Conn{
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FVector(Child.X, Child.Y, Zc), ParentPoint, TreeRadius };
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||||
if (ConnectorMayReachCell(Conn))
|
||||
{
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||||
Cache.Conns.Add(Conn);
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||||
}
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||||
};
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||||
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||||
// Structural drainage tree. Every real shaft emitted by this cache chooses the
|
||||
// nearest strictly more-central shaft in its complete 5×5 window; a local minimum
|
||||
// drains to the spine. The explicit row-major cell tie-break is independent of
|
||||
// array iteration order, and the synthetic spine is not a candidate shaft.
|
||||
for (const FShaft& Child : Cache.Shafts)
|
||||
// Structural drainage tree. Every real shaft in the rebuild-only child window
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||||
// first chooses the nearest strictly more-central shaft in its complete 5×5
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||||
// window. A local minimum falls back to the nearest lower-origin shaft in the
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||||
// deterministic halo; a window touching the origin uses the spine directly, with
|
||||
// a final direct-spine fallback for an unusually empty finite halo. Every parent
|
||||
// edge therefore either strictly decreases origin distance or terminates at the
|
||||
// spine: no cycles and no orphans. Spatial culling makes the same edge visible
|
||||
// throughout its capsule, independent of which cache cell evaluates it.
|
||||
for (const FShaft& Child : TreeEmitShafts)
|
||||
{
|
||||
if (Child.bOriginSpine) continue;
|
||||
|
||||
const float ChildOriginSq = FMath::Square(Child.X) + FMath::Square(Child.Y);
|
||||
const FShaft* Parent = nullptr;
|
||||
float BestDistanceSq = FLT_MAX;
|
||||
for (const FShaft& Candidate : CollectedShafts)
|
||||
for (int32 dy = -CandidateRadius; dy <= CandidateRadius; ++dy)
|
||||
for (int32 dx = -CandidateRadius; dx <= CandidateRadius; ++dx)
|
||||
{
|
||||
if (Candidate.CellX == Child.CellX && Candidate.CellY == Child.CellY)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
if (FMath::Abs(Candidate.CellX - Child.CellX) > CandidateRadius
|
||||
|| FMath::Abs(Candidate.CellY - Child.CellY) > CandidateRadius)
|
||||
const FShaft* Candidate = FindCollectedShaft(
|
||||
Child.CellX + dx, Child.CellY + dy);
|
||||
if (Candidate == nullptr
|
||||
|| (Candidate->CellX == Child.CellX && Candidate->CellY == Child.CellY))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
const float CandidateOriginSq = FMath::Square(Candidate.X)
|
||||
+ FMath::Square(Candidate.Y);
|
||||
const float CandidateOriginSq = FMath::Square(Candidate->X)
|
||||
+ FMath::Square(Candidate->Y);
|
||||
if (!(CandidateOriginSq < ChildOriginSq))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
const float DistanceSq = FMath::Square(Child.X - Candidate.X)
|
||||
+ FMath::Square(Child.Y - Candidate.Y);
|
||||
const float DistanceSq = FMath::Square(Child.X - Candidate->X)
|
||||
+ FMath::Square(Child.Y - Candidate->Y);
|
||||
const bool bLowerCell = Parent == nullptr
|
||||
|| Candidate.CellY < Parent->CellY
|
||||
|| (Candidate.CellY == Parent->CellY
|
||||
&& Candidate.CellX < Parent->CellX);
|
||||
|| Candidate->CellY < Parent->CellY
|
||||
|| (Candidate->CellY == Parent->CellY
|
||||
&& Candidate->CellX < Parent->CellX);
|
||||
if (DistanceSq < BestDistanceSq
|
||||
|| (DistanceSq == BestDistanceSq && bLowerCell))
|
||||
{
|
||||
BestDistanceSq = DistanceSq;
|
||||
Parent = &Candidate;
|
||||
Parent = Candidate;
|
||||
}
|
||||
}
|
||||
|
||||
if (Parent == nullptr
|
||||
&& !(FMath::Abs(Child.CellX) <= CandidateRadius
|
||||
&& FMath::Abs(Child.CellY) <= CandidateRadius))
|
||||
{
|
||||
// Specified neighbour-shaft fallback. The lower-origin restriction is the
|
||||
// proof that this fallback cannot create a cycle.
|
||||
for (int32 dy = -FallbackRadius; dy <= FallbackRadius; ++dy)
|
||||
for (int32 dx = -FallbackRadius; dx <= FallbackRadius; ++dx)
|
||||
{
|
||||
const FShaft* Candidate = FindCollectedShaft(
|
||||
Child.CellX + dx, Child.CellY + dy);
|
||||
if (Candidate == nullptr
|
||||
|| (Candidate->CellX == Child.CellX
|
||||
&& Candidate->CellY == Child.CellY))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
const float CandidateOriginSq = FMath::Square(Candidate->X)
|
||||
+ FMath::Square(Candidate->Y);
|
||||
if (!(CandidateOriginSq < ChildOriginSq))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
const float DistanceSq = FMath::Square(Child.X - Candidate->X)
|
||||
+ FMath::Square(Child.Y - Candidate->Y);
|
||||
const bool bLowerCell = Parent == nullptr
|
||||
|| Candidate->CellY < Parent->CellY
|
||||
|| (Candidate->CellY == Parent->CellY
|
||||
&& Candidate->CellX < Parent->CellX);
|
||||
if (DistanceSq < BestDistanceSq
|
||||
|| (DistanceSq == BestDistanceSq && bLowerCell))
|
||||
{
|
||||
BestDistanceSq = DistanceSq;
|
||||
Parent = Candidate;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1950,7 +2139,7 @@ namespace
|
||||
}
|
||||
|
||||
// Existing random links remain the texture/loop layer and stay on the inner 3×3
|
||||
// set. Only the deterministic parent lookup uses the 7×7 collection.
|
||||
// set. Only the deterministic tree build uses the wider 9×9/15×15 collection.
|
||||
if (P.CrossConnectChance > 0.0f && Cache.Shafts.Num() >= 2)
|
||||
{
|
||||
for (int32 i = 0; i < Cache.Shafts.Num(); i++)
|
||||
@@ -1973,7 +2162,12 @@ namespace
|
||||
const float Zc = FMath::Lerp(BottomZ, TopZ, VoxelHash::ToFloat01(VoxelHash::Mix(PH)));
|
||||
const float ConnectorR = bSpineConnector
|
||||
? SpineConnectorRadius() : P.ConnectorRadius;
|
||||
Cache.Conns.Add({ FVector(A.X, A.Y, Zc), FVector(B.X, B.Y, Zc), ConnectorR });
|
||||
const FConn Conn{
|
||||
FVector(A.X, A.Y, Zc), FVector(B.X, B.Y, Zc), ConnectorR };
|
||||
if (ConnectorMayReachCell(Conn))
|
||||
{
|
||||
Cache.Conns.Add(Conn);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -2024,7 +2218,10 @@ namespace
|
||||
const float D2 = FMath::Square(WorldX - Sh.X) + FMath::Square(WorldY - Sh.Y);
|
||||
if (D2 < BestSq) { BestSq = D2; Near = &Sh; }
|
||||
}
|
||||
if (Near && (WorldX - Near->X) + (WorldY - Near->Y) > 0.0f)
|
||||
// The shaft axis is the structural tree's terminal point. Keep the mathematical
|
||||
// half-plane boundary open: tiny cancellation error must not turn an exact axis
|
||||
// landing into a solid ledge cap and sever the parent capsule.
|
||||
if (Near && (WorldX - Near->X) + (WorldY - Near->Y) > 1.0e-3f)
|
||||
{
|
||||
const float Shelf = 1.0f - SmoothStep01(BandT / P.LedgeDepth);
|
||||
InOut.Density = FMath::Max(InOut.Density, Shelf * P.BaseDensity);
|
||||
|
||||
Reference in new issue
Block a user