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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@@ -226,6 +226,44 @@ static float CellularNoise3D(const FVector& Position)
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return VoxelNoise::Cellular3D(Position);
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}
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// Structural tree capsules must meet shaft axes without landing inside a ledge band. A single
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// deterministic safe interval is enough for the whole tree: every shaft in one strate shares the
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// same ledge phase, and keeping every tree link in that interval also keeps crossings of unrelated
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// shafts out of their additive ledges. The fallback is only for malformed settings with no safe
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// interval; the stock params always take the proven branch.
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static 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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// DENSITY PIPELINE HELPERS (partagés entre TunnelNetwork et Slab)
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//=============================================================================
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@@ -3739,16 +3777,17 @@ float UVoxelGenerator::GetVerticalShaftDensity(float WorldX, float WorldY, float
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const int32 CY = FMath::FloorToInt(WorldY / Spacing);
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// The shaft topology is pure, but it is deliberately split into two windows:
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// * COLLECT 7×7 cells once during this thread-local cache rebuild. This is the source data
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// needed to resolve every 5×5 parent window for the emitted cells below.
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// * EMIT/EVALUATE only the INNER 3×3 cells. A shaft in that inner window has its whole
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// 5×5 candidate window inside the collected 7×7, so two neighbouring evaluation cells
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// compute the same parent for the same shaft. The 7×7 work is therefore rebuild-only;
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// the per-voxel loop still sees at most the inner 3×3 shafts plus their cached capsules.
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// * COLLECT a deterministic halo once during this thread-local cache rebuild. This is the
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// source data needed to resolve every 5×5 parent window and the fixed ±3 fallback window.
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// * EVALUATE only the INNER 3×3 shaft cylinders. Tree links are collected from a wider
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// rebuild-only child window and culled to the current cell before the voxel loop sees
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// them. That matters: a capsule from a child to a parent two or three cells away must be
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// present in the cells along its segment, not only in the cache centred on the child.
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struct FLocalShaft { float X, Y, R; int32 CellX, CellY; bool bOriginSpine; };
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struct FLocalConn { FVector A, B; float Radius; };
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thread_local TArray<FLocalShaft, TInlineAllocator<10>> Shafts;
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thread_local TArray<FLocalConn, TInlineAllocator<24>> Conns;
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thread_local TArray<FLocalConn, TInlineAllocator<32>> Conns;
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thread_local TArray<FLocalShaft, TInlineAllocator<81>> TreeEmitShafts;
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thread_local int32 VS_CX = INT32_MAX, VS_CY = INT32_MAX;
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thread_local uint32 VS_Seed = 0xFFFFFFFFu;
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thread_local float VS_Spacing = -1.0f, VS_Dens = -1.0f, VS_MinR = -1.0f, VS_MaxR = -1.0f,
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@@ -3771,15 +3810,37 @@ float UVoxelGenerator::GetVerticalShaftDensity(float WorldX, float WorldY, float
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VS_Seal = Params.BoundarySealThickness;
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Shafts.Reset();
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Conns.Reset();
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TreeEmitShafts.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<FLocalShaft, TInlineAllocator<49>> CollectedShafts;
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const float BottomZ = Params.StrateBottomWorldZ + Params.BoundarySealThickness;
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const float TopZ = Params.StrateTopWorldZ - Params.BoundarySealThickness;
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const float RoughnessReach = FMath::Max(Params.SurfaceRoughness, 0.0f)
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* VOXEL_NOISE_SCALE * 1.5f;
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// A tree link must remain open at the centreline after the SDF roughness pass. The +1
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// margin makes the radius strictly greater than the proven roughness supremum.
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const float TreeConnectorRadius = FMath::Max(Params.ConnectorRadius, RoughnessReach + 1.0f);
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// A tree capsule can affect a cell even when neither endpoint is in that cell. Keep a
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// rebuild-only child halo for that geometric reach, then add the parent-search halo. The
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// default is a 4-cell tree-emission radius + 3-cell collection pad = 7-cell radius
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// (15×15 rolls; the emitted tree-child box itself is 9×9).
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const int32 ConnectorCellPad = FMath::Max(
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1, FMath::CeilToInt(TreeConnectorRadius / 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<FLocalShaft, TInlineAllocator<225>> ShaftGrid;
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TArray<uint8, TInlineAllocator<225>> ShaftPresent;
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ShaftGrid.SetNum(CollectSide * CollectSide);
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ShaftPresent.Init(0, CollectSide * CollectSide);
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// Collect the wider deterministic neighbourhood once. Only the inner cells are retained
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// in `Shafts`, because that is the per-voxel working set and the seam-free emission set.
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// in `Shafts` for the per-voxel cylinder/ledge work; `TreeEmitShafts` is still rebuilt
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// before evaluation and its connectors are spatially culled below.
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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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@@ -3797,13 +3858,31 @@ float UVoxelGenerator::GetVerticalShaftDensity(float WorldX, float WorldY, float
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Sh.CellX = nx;
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Sh.CellY = ny;
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Sh.bOriginSpine = false;
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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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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 FLocalShaft*
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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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// The structural (0,0) spine is not re-carved here. It participates only as a
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// connector endpoint. The local 3x3 set is origin-adjacent when its centre cell is in
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// the central 3x3; the structural post remains the sole owner of the vertical column.
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@@ -3813,13 +3892,20 @@ float UVoxelGenerator::GetVerticalShaftDensity(float WorldX, float WorldY, float
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Shafts.Add({0.0f, 0.0f, OriginSpineRadius, 0, 0, true});
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}
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const float BottomZ = Params.StrateBottomWorldZ + Params.BoundarySealThickness;
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const float TopZ = Params.StrateTopWorldZ - Params.BoundarySealThickness;
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const float RoughnessReach = FMath::Max(Params.SurfaceRoughness, 0.0f)
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* VOXEL_NOISE_SCALE * 1.5f;
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// A tree link must remain open at the centreline after the SDF roughness pass. The +1
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// margin makes the radius strictly greater than the proven roughness supremum.
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const float TreeConnectorRadius = FMath::Max(Params.ConnectorRadius, RoughnessReach + 1.0f);
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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 FLocalConn& 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 FLocalShaft& Child, const FLocalShaft* Parent)
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{
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@@ -3827,54 +3913,105 @@ float UVoxelGenerator::GetVerticalShaftDensity(float WorldX, float WorldY, float
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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, S ^ TreeSalt);
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const float Zc = FMath::Lerp(BottomZ, TopZ,
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VoxelHash::ToFloat01(VoxelHash::Mix(LinkHash)));
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const float Zc = VF_SelectVerticalTreeConnectorZ(
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Params, 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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Conns.Add({ FVector(Child.X, Child.Y, Zc), ParentPoint, TreeConnectorRadius });
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const FLocalConn Conn{
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FVector(Child.X, Child.Y, Zc), ParentPoint, TreeConnectorRadius };
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if (ConnectorMayReachCell(Conn))
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{
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Conns.Add(Conn);
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}
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};
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// Structural drainage tree: every real shaft in the inner 3×3 selects one strictly
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// more-central shaft from its complete 5×5 window. A local minimum has no such parent and
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// drains directly to the (0,0) spine. The explicit cell-coordinate tie-break makes this
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// independent of array/iteration order; the synthetic spine is not a candidate shaft.
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for (const FLocalShaft& Child : Shafts)
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// Structural drainage tree: every real shaft in the rebuild-only child window first
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// selects one strictly more-central shaft from its complete 5×5 window. If that window
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// has a local minimum, select the nearest shaft in the collected deterministic halo whose
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// origin distance is lower; that shaft is already on a strictly descending path by the
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// same rule. A shaft whose window reaches the origin uses the spine directly, and the
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// final direct-spine fallback covers an unusually empty finite halo. Thus every emitted
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// parent edge either strictly decreases origin distance or terminates at the spine: no
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// cycles and no orphans. Spatial culling makes the same edge visible throughout its
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// capsule, independent of which cache cell is evaluating it.
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// The explicit cell-coordinate tie-break makes this independent of array iteration order;
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// the synthetic spine is not a candidate shaft.
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for (const FLocalShaft& Child : TreeEmitShafts)
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{
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if (Child.bOriginSpine) continue;
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const float ChildOriginSq = FMath::Square(Child.X) + FMath::Square(Child.Y);
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const FLocalShaft* Parent = nullptr;
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float BestDistanceSq = FLT_MAX;
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for (const FLocalShaft& Candidate : CollectedShafts)
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for (int32 dy = -CandidateRadius; dy <= CandidateRadius; ++dy)
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for (int32 dx = -CandidateRadius; dx <= CandidateRadius; ++dx)
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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) > CandidateRadius
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|| FMath::Abs(Candidate.CellY - Child.CellY) > CandidateRadius)
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const FLocalShaft* Candidate = FindCollectedShaft(
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Child.CellX + dx, Child.CellY + dy);
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if (Candidate == nullptr
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|| (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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const float CandidateOriginSq = FMath::Square(Candidate.X)
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+ FMath::Square(Candidate.Y);
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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 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 && Candidate.CellX < Parent->CellX);
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|| Candidate->CellY < Parent->CellY
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|| (Candidate->CellY == Parent->CellY && 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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Parent = Candidate;
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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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// This is the specified neighbour-shaft fallback. Restricting it to a lower
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// origin distance makes the parent graph well-founded even though the fallback
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// candidate need not be in the child's 5×5 window.
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for (int32 dy = -FallbackRadius; dy <= FallbackRadius; ++dy)
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for (int32 dx = -FallbackRadius; dx <= FallbackRadius; ++dx)
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{
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const FLocalShaft* Candidate = FindCollectedShaft(
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Child.CellX + dx, Child.CellY + dy);
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if (Candidate == nullptr
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|| (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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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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@@ -3882,7 +4019,7 @@ float UVoxelGenerator::GetVerticalShaftDensity(float WorldX, float WorldY, float
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}
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// Existing probabilistic links remain as texture and loops. They intentionally stay on
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// the cached inner 3×3 working set; only the structural parent lookup needs the 7×7 halo.
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// the cached inner 3×3 working set; only the structural tree build needs the 9×9/15×15 halo.
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if (Params.CrossConnectChance > 0.0f && Shafts.Num() >= 2)
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{
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for (int32 i = 0; i < Shafts.Num(); i++)
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@@ -3906,7 +4043,12 @@ float UVoxelGenerator::GetVerticalShaftDensity(float WorldX, float WorldY, float
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Params.ConnectorRadius,
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RoughnessReach + 1.0f)
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: Params.ConnectorRadius;
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Conns.Add({ FVector(A.X, A.Y, Zc), FVector(B.X, B.Y, Zc), ConnectorR });
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const FLocalConn Conn{
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FVector(A.X, A.Y, Zc), FVector(B.X, B.Y, Zc), ConnectorR };
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if (ConnectorMayReachCell(Conn))
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{
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Conns.Add(Conn);
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}
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}
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}
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||||
}
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@@ -3958,7 +4100,10 @@ float UVoxelGenerator::GetVerticalShaftDensity(float WorldX, float WorldY, float
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const float D2 = FMath::Square(WorldX - Sh.X) + FMath::Square(WorldY - Sh.Y);
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if (D2 < BestSq) { BestSq = D2; Near = &Sh; }
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}
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if (Near && (WorldX - Near->X) + (WorldY - Near->Y) > 0.0f)
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// 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)
|
||||
{
|
||||
float Shelf = 1.0f - SmoothStep01(BandT / Params.LedgeDepth);
|
||||
Density = FMath::Max(Density, Shelf * Params.BaseDensity);
|
||||
|
||||
Reference in new issue
Block a user