wip(assembler): round L22 -- one 8 m layout chunk for every strate; real ceiling -> content -> bedrock
StrateLayoutChunkSizeMeters (world setting, default 8 m; owner decision) is resolved once in the director/adapter and standalone loader; every generator reads the resolved width (no CHUNK_SIZE / Core-tile inference). Every strate gets solid ceiling and bedrock bands from its BoundarySealThickness in the shared composition path (diggable by default); faces come from the shared boundary path. Owner world: FloatingIslands +8..-120 m (128 m, now with a bedrock floor), SurfaceWorld -120..-632 m (unchanged; full-detail and exact-query hashes equal L21); the 60 m gap is gone. The strict layout validator passes on the real world, with 0 endpoint dispatch disagreements. Spawn/benchmark camera derived from route.front. Ledges under the islands gone (reviewer capture). Evaluator 7, recipe schema 2, layout snapshot 2, FI geometry 4. Open: SW cap profiles exceed the ceiling band (owner call); transitions still Hard; Unreal setting/manager/adapter edits uncompiled here. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01CSFYgsdW8ejZSyiMf4qRSX
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@@ -817,8 +817,9 @@ inline void AppendFarConnectorShells(const FStandaloneShapeWorld& Shape,const FV
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struct FFarMeshColumnIndex
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{
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FFarMeshColumnIndex(const FVoxelMeshData& InMesh,const FIntVector& InOrigin,int32 InExtent,
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int32 InCells,double InStep)
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int32 InCells,double InStep,double InVoxelSizeCm)
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:Mesh(InMesh),Origin(InOrigin),Extent(InExtent),Cells(InCells),Step(InStep),
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VoxelSizeCm(InVoxelSizeCm),
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ByColumn(static_cast<size_t>(InCells)*InCells)
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{
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for(int32 Triangle=0;Triangle+2<Mesh.Triangles.Num();Triangle+=3)
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@@ -908,16 +909,54 @@ struct FFarMeshColumnIndex
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return true;
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}
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bool HasUpwardHit(double X,double Y,double Z,double Tolerance) const
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{
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const int32 CX=std::clamp(static_cast<int32>(std::floor((X-Origin.X)/Step)),0,Cells-1);
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const int32 CY=std::clamp(static_cast<int32>(std::floor((Y-Origin.Y)/Step)),0,Cells-1);
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const auto& Candidates=ByColumn[static_cast<size_t>(CY)*Cells+CX];
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for(const int32 Triangle:Candidates)
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{
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const int32 IA=Mesh.Triangles[Triangle*3],IB=Mesh.Triangles[Triangle*3+1],
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IC=Mesh.Triangles[Triangle*3+2];
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if(IA<0||IB<0||IC<0||IA>=Mesh.Normals.Num()||IB>=Mesh.Normals.Num()
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||IC>=Mesh.Normals.Num())continue;
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if(Mesh.Normals[IA].Z+Mesh.Normals[IB].Z+Mesh.Normals[IC].Z<=1.5)continue;
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const double AX=PositionAxis(IA,0),AY=PositionAxis(IA,1),AZ=PositionAxis(IA,2);
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const double BX=PositionAxis(IB,0),BY=PositionAxis(IB,1),BZ=PositionAxis(IB,2);
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const double CXv=PositionAxis(IC,0),CYv=PositionAxis(IC,1),CZ=PositionAxis(IC,2);
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const double Den=(BX-AX)*(CYv-AY)-(BY-AY)*(CXv-AX);
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if(std::abs(Den)<1.0e-10)continue;
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const double U=((X-AX)*(CYv-AY)-(Y-AY)*(CXv-AX))/Den;
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const double V=((BX-AX)*(Y-AY)-(BY-AY)*(X-AX))/Den;
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const double W=1.0-U-V;
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if(U<-1.0e-7||V<-1.0e-7||W<-1.0e-7)continue;
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const double Hit=AZ+U*(BZ-AZ)+V*(CZ-AZ);
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if(std::abs(Hit-Z)<=Tolerance)return true;
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}
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return false;
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}
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bool HasUpwardCellCoverage(double X0,double Y0,double X1,double Y1,
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double Z,double Tolerance) const
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{
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constexpr double Samples[5]={0.0,0.25,0.5,0.75,1.0};
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for(const double V:Samples)for(const double U:Samples)
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if(!HasUpwardHit(X0+(X1-X0)*U,Y0+(Y1-Y0)*V,Z,Tolerance))return false;
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return true;
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}
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private:
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double PositionAxis(int32 Index,int32 Axis) const
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{
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const FVector& P=Mesh.Vertices[Index];
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return (Axis==0?P.X:(Axis==1?P.Y:P.Z))*0.04;
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const double WorldCentimetres=Axis==0?P.X:(Axis==1?P.Y:P.Z);
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return WorldCentimetres/VoxelSizeCm;
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}
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const FVoxelMeshData& Mesh;
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FIntVector Origin;
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int32 Extent=0,Cells=0;
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double Step=1.0;
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double VoxelSizeCm=25.0;
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std::vector<std::vector<int32>> ByColumn;
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};
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@@ -1040,7 +1079,8 @@ inline void AppendFarStratumShells(const FStandaloneOwnerWorld& World,const FSta
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const bool bHasColors=Mesh.Colors.Num()==OldVertexCount;
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const FColor Color=bHasColors&&OldVertexCount>0?Mesh.Colors[0]:FColor(160,160,160,255);
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const int32 Cells=std::max(1,World.CoarseTileCells);
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FFarMeshColumnIndex MeshIndex(Mesh,Origin,Extent,Cells,Step);
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FFarMeshColumnIndex MeshIndex(Mesh,Origin,Extent,Cells,Step,
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static_cast<double>(World.CoreVoxelSizeMicrons)/10000.0);
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std::vector<FVector> NewVertices,NewNormals;
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std::vector<FVector2f> NewUVs;std::vector<FColor> NewColors;
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std::vector<int32> NewTriangles;
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@@ -1188,40 +1228,43 @@ inline void AppendStratumBoundaryCeilings(const FStandaloneOwnerWorld& World,
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const int32 GridSide=Extent/GridStep+1;
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struct FCandidate
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{
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FStandaloneShapeWorld::FResolvedStratumBounds Bounds;
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std::vector<uint8> SolidBelow;
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double FaceZ=0.0;
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double Thickness=0.0;
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std::vector<uint8> SolidAbove;
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};
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std::vector<FCandidate> Candidates;
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const double CoreMicrons=std::max<std::uint32_t>(1,World.CoreVoxelSizeMicrons);
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for(const FStrateSlot& Slot:World.Manager->GetLayout())
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{
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const auto* Stratum=Shape.FindResolvedLayoutStratum(Slot.StrateIndex);
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if(!Stratum||!Stratum->ceiling.presentInCurrentField
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||Stratum->ceiling.topMicrometres<=Stratum->ceiling.bottomMicrometres)continue;
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FCandidate Candidate;
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if(!Shape.GetResolvedStratumBounds(Slot,Candidate.Bounds)
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||Candidate.Bounds.SealThickness<=0.0
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||Candidate.Bounds.TopZ<Origin.Z-1.0e-6
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||Candidate.Bounds.TopZ>Origin.Z+Extent+1.0e-6)continue;
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const double Epsilon=std::min(0.5,Candidate.Bounds.SealThickness*0.25);
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Candidate.FaceZ=static_cast<double>(Stratum->ceiling.bottomMicrometres)/CoreMicrons;
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Candidate.Thickness=static_cast<double>(Stratum->ceiling.topMicrometres
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-Stratum->ceiling.bottomMicrometres)/CoreMicrons;
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if(Candidate.FaceZ<Origin.Z-1.0e-6||Candidate.FaceZ>Origin.Z+Extent+1.0e-6)continue;
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const double Epsilon=std::min(0.5,Candidate.Thickness*0.25);
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if(Epsilon<=0.0)continue;
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Candidate.SolidBelow.resize(static_cast<std::size_t>(GridSide)*GridSide,0);
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bool AnySolidBelow=false;
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Candidate.SolidAbove.resize(static_cast<std::size_t>(GridSide)*GridSide,0);
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bool AnySolidAbove=false;
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for(int32 Y=0;Y<GridSide;++Y)for(int32 X=0;X<GridSide;++X)
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{
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const double WorldX=Origin.X+X*GridStep;
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const double WorldY=Origin.Y+Y*GridStep;
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const float Below=Shape.DensityAt(static_cast<float>(WorldX),static_cast<float>(WorldY),
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static_cast<float>(Candidate.Bounds.TopZ-Epsilon));
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// The shared upper boundary closes the stratum even where its raw field stays
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// solid above the configured top. A zero-crossing test leaves holes there.
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// Le plafond partage ferme la strate meme si le champ reste solide au-dessus.
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const bool bSolidBelow=std::isfinite(Below)&&Below<0.0f;
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Candidate.SolidBelow[static_cast<std::size_t>(Y*GridSide+X)]=bSolidBelow?1:0;
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AnySolidBelow=AnySolidBelow||bSolidBelow;
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const float Above=Shape.DensityAt(static_cast<float>(WorldX),static_cast<float>(WorldY),
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static_cast<float>(Candidate.FaceZ+Epsilon));
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const bool bSolidAbove=std::isfinite(Above)&&Above<0.0f;
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Candidate.SolidAbove[static_cast<std::size_t>(Y*GridSide+X)]=bSolidAbove?1:0;
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AnySolidAbove=AnySolidAbove||bSolidAbove;
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}
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if(AnySolidBelow)Candidates.push_back(std::move(Candidate));
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if(AnySolidAbove)Candidates.push_back(std::move(Candidate));
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}
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if(Candidates.empty())return;
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const int32 Cells=std::max(1,World.CoarseTileCells);
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FFarMeshColumnIndex MeshIndex(Mesh,Origin,Extent,Cells,Step);
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FFarMeshColumnIndex MeshIndex(Mesh,Origin,Extent,Cells,Step,
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static_cast<double>(World.CoreVoxelSizeMicrons)/10000.0);
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const int32 OldVertexCount=Mesh.Vertices.Num();
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const int32 OldSurfaceVertices=std::clamp(Mesh.NumSurfaceVertices,0,OldVertexCount);
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const bool bHasUVs=Mesh.UVs.Num()==OldVertexCount;
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@@ -1235,7 +1278,7 @@ inline void AppendStratumBoundaryCeilings(const FStandaloneOwnerWorld& World,
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for(const FCandidate& Candidate:Candidates)
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{
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std::vector<int32> VertexMap(static_cast<std::size_t>(GridSide)*GridSide,INDEX_NONE);
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const double CeilingZ=Candidate.Bounds.TopZ;
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const double CeilingZ=Candidate.FaceZ;
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const auto AddVertex=[&](int32 X,int32 Y)
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{
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const std::size_t GridIndex=static_cast<std::size_t>(Y*GridSide+X);
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@@ -1253,8 +1296,8 @@ inline void AppendStratumBoundaryCeilings(const FStandaloneOwnerWorld& World,
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{
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const std::size_t I00=static_cast<std::size_t>(Y*GridSide+X);
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const std::size_t I10=I00+1,I01=I00+GridSide,I11=I01+1;
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if(!Candidate.SolidBelow[I00]||!Candidate.SolidBelow[I10]
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||!Candidate.SolidBelow[I01]||!Candidate.SolidBelow[I11])continue;
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if(!Candidate.SolidAbove[I00]||!Candidate.SolidAbove[I10]
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||!Candidate.SolidAbove[I01]||!Candidate.SolidAbove[I11])continue;
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const double CellX0=Origin.X+X*GridStep,CellY0=Origin.Y+Y*GridStep;
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const double CellX1=CellX0+GridStep,CellY1=CellY0+GridStep;
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// Suppress a coincident plane only when it covers the full cell. A hit at just the
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@@ -1303,3 +1346,121 @@ inline void AppendStratumBoundaryCeilings(const FStandaloneOwnerWorld& World,
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Mesh.NumSurfaceVertices=OldSurfaceVertices+AddedVertices;
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Mesh.NumCeilingTriangles+=static_cast<int32>(NewTriangles.size()/3);
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}
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// Add the interior-facing top of each bedrock band. The density composition already
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// makes this band solid and editable; this planar closure keeps its visible floor
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// continuous when a coarse marching-cubes step would otherwise skip a sub-voxel band.
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inline void AppendStratumBoundaryFloors(const FStandaloneOwnerWorld& World,
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const FStandaloneShapeWorld& Shape,const FVoxelTileKey& Key,int32 Step,FVoxelMeshData& Mesh)
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{
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if(Key.Level<0||Step<=0||!World.Manager||!Shape.ResolvedLayout)return;
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const FIntVector Origin=Key.OriginVoxels();
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const int32 Extent=Key.ExtentVoxels();
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if(Extent<=0||Extent%Step!=0)return;
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const int32 GridSide=Extent/Step+1;
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struct FCandidate { double FloorZ=0.0; double Thickness=0.0; };
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std::vector<FCandidate> Candidates;
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const double CoreMicrons=std::max<std::uint32_t>(1,World.CoreVoxelSizeMicrons);
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for(const FStrateSlot& Slot:World.Manager->GetLayout())
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{
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const auto* Stratum=Shape.FindResolvedLayoutStratum(Slot.StrateIndex);
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if(!Stratum||!Stratum->bedrock.presentInCurrentField
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||Stratum->bedrock.topMicrometres<=Stratum->bedrock.bottomMicrometres)continue;
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const double FloorZ=static_cast<double>(Stratum->bedrock.topMicrometres)/CoreMicrons;
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if(FloorZ<Origin.Z-1.0e-6||FloorZ>Origin.Z+Extent+1.0e-6)continue;
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Candidates.push_back({FloorZ,static_cast<double>(Stratum->bedrock.topMicrometres
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-Stratum->bedrock.bottomMicrometres)/CoreMicrons});
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}
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if(Candidates.empty())return;
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const int32 Cells=std::max(1,World.CoarseTileCells);
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FFarMeshColumnIndex MeshIndex(Mesh,Origin,Extent,Cells,Step,
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static_cast<double>(World.CoreVoxelSizeMicrons)/10000.0);
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const int32 OldVertexCount=Mesh.Vertices.Num();
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const int32 OldSurfaceVertices=std::clamp(Mesh.NumSurfaceVertices,0,OldVertexCount);
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const bool bHasUVs=Mesh.UVs.Num()==OldVertexCount;
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const bool bHasColors=Mesh.Colors.Num()==OldVertexCount;
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const FColor Color=bHasColors&&OldVertexCount>0?Mesh.Colors[0]:FColor(160,160,160,255);
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const double VoxelSizeCm=static_cast<double>(World.CoreVoxelSizeMicrons)/10000.0;
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std::vector<FVector> NewVertices,NewNormals;
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std::vector<FVector2f> NewUVs;
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std::vector<FColor> NewColors;
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std::vector<int32> NewTriangles;
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for(const FCandidate& Candidate:Candidates)
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{
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const double Epsilon=std::min(0.5,Candidate.Thickness*0.25);
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if(Epsilon<=0.0)continue;
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std::vector<uint8> SolidBelow(static_cast<std::size_t>(GridSide)*GridSide,0);
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for(int32 Y=0;Y<GridSide;++Y)for(int32 X=0;X<GridSide;++X)
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{
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const double WorldX=Origin.X+X*Step,WorldY=Origin.Y+Y*Step;
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const float Density=Shape.DensityAt(static_cast<float>(WorldX),static_cast<float>(WorldY),
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static_cast<float>(Candidate.FloorZ-Epsilon));
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SolidBelow[static_cast<std::size_t>(Y*GridSide+X)]=
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std::isfinite(Density)&&Density<0.0f?1:0;
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}
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std::vector<int32> VertexMap(static_cast<std::size_t>(GridSide)*GridSide,INDEX_NONE);
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const auto AddVertex=[&](int32 X,int32 Y)
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{
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const std::size_t GridIndex=static_cast<std::size_t>(Y*GridSide+X);
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int32& Mapped=VertexMap[GridIndex];
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if(Mapped!=INDEX_NONE)return Mapped;
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Mapped=static_cast<int32>(NewVertices.size());
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const double WorldX=Origin.X+X*Step,WorldY=Origin.Y+Y*Step;
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NewVertices.emplace_back(WorldX*VoxelSizeCm,WorldY*VoxelSizeCm,
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Candidate.FloorZ*VoxelSizeCm);
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NewNormals.emplace_back(0.0,0.0,1.0);
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if(bHasUVs)NewUVs.emplace_back(static_cast<float>(WorldX),static_cast<float>(WorldY));
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if(bHasColors)NewColors.push_back(Color);
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return Mapped;
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};
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for(int32 Y=0;Y+1<GridSide;++Y)for(int32 X=0;X+1<GridSide;++X)
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{
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const std::size_t I00=static_cast<std::size_t>(Y*GridSide+X);
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const std::size_t I10=I00+1,I01=I00+GridSide,I11=I01+1;
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if(!SolidBelow[I00]||!SolidBelow[I10]||!SolidBelow[I01]||!SolidBelow[I11])continue;
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const double X0=Origin.X+X*Step,Y0=Origin.Y+Y*Step;
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const double X1=X0+Step,Y1=Y0+Step;
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if(MeshIndex.HasUpwardCellCoverage(X0,Y0,X1,Y1,Candidate.FloorZ,0.001))continue;
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const int32 A=AddVertex(X,Y),B=AddVertex(X+1,Y);
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const int32 C=AddVertex(X+1,Y+1),D=AddVertex(X,Y+1);
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NewTriangles.insert(NewTriangles.end(),{A,B,C,A,C,D});
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}
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}
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if(NewTriangles.empty())return;
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const int32 AddedVertices=static_cast<int32>(NewVertices.size());
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auto InsertVertices=[&](auto& Existing,const auto& Added)
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{
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using TArrayType=std::remove_reference_t<decltype(Existing)>;
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TArrayType Combined;Combined.Reserve(Existing.Num()+static_cast<int32>(Added.size()));
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for(int32 I=0;I<OldSurfaceVertices;++I)Combined.Add(Existing[I]);
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for(const auto& Value:Added)Combined.Add(Value);
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for(int32 I=OldSurfaceVertices;I<Existing.Num();++I)Combined.Add(Existing[I]);
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Existing=std::move(Combined);
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};
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InsertVertices(Mesh.Vertices,NewVertices);InsertVertices(Mesh.Normals,NewNormals);
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if(bHasUVs)InsertVertices(Mesh.UVs,NewUVs);
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if(bHasColors)InsertVertices(Mesh.Colors,NewColors);
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for(int32& Index:Mesh.Triangles)if(Index>=OldSurfaceVertices)Index+=AddedVertices;
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const int32 CeilingStart=std::max(0,Mesh.Triangles.Num()-Mesh.NumCeilingTriangles*3);
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TArray<int32> CombinedTriangles;CombinedTriangles.Reserve(
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Mesh.Triangles.Num()+static_cast<int32>(NewTriangles.size()));
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for(int32 I=0;I<CeilingStart;++I)CombinedTriangles.Add(Mesh.Triangles[I]);
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for(const int32 Index:NewTriangles)CombinedTriangles.Add(OldSurfaceVertices+Index);
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for(int32 I=CeilingStart;I<Mesh.Triangles.Num();++I)CombinedTriangles.Add(Mesh.Triangles[I]);
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const int32 OldTriangleCount=Mesh.Triangles.Num()/3;
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TArray<uint8> ExistingFaceMasks=Mesh.TriangleSkirtFaceMasks;
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ExistingFaceMasks.SetNum(OldTriangleCount);
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TArray<uint8> CombinedFaceMasks;CombinedFaceMasks.Reserve(
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OldTriangleCount+static_cast<int32>(NewTriangles.size()/3));
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for(int32 Triangle=0;Triangle<CeilingStart/3;++Triangle)
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CombinedFaceMasks.Add(ExistingFaceMasks[Triangle]);
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for(std::size_t Triangle=0;Triangle<NewTriangles.size()/3;++Triangle)
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CombinedFaceMasks.Add(0);
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for(int32 Triangle=CeilingStart/3;Triangle<OldTriangleCount;++Triangle)
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CombinedFaceMasks.Add(ExistingFaceMasks[Triangle]);
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Mesh.Triangles=std::move(CombinedTriangles);
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Mesh.TriangleSkirtFaceMasks=std::move(CombinedFaceMasks);
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Mesh.NumSurfaceVertices=OldSurfaceVertices+AddedVertices;
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}
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