docs: the operator stack is the only density path

- CODEMAP: data-flow diagram, §3.2b/§3.2d, generator and strate-manager
  rows, test rows and §4.2/§5 now describe the stack-only path; the
  deleted archetype functions, bUseOperatorStack and the Not Op Stack
  stats are gone; line hints re-synced for VoxelGenerator.cpp,
  VoxelStrateManager.cpp and VoxelStrateDefinition.h.
- ARCHITECTURE §8.1: archetype table lists stack builders; §8.10 surface
  column and shaft cache entries name their current owners.
- REVIEW_FINDINGS: tick "Operator stack as the only density path"; add
  the no-strate-manager fallback world as its own open item.
- fable-idea: T1.a status names the current column caches.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01URDGLsu7c4nunqNFPJEFPU
This commit is contained in:
Claude committed 2026-09-28 16:09:59 +00:00
1 parent f83c4bd8c1
commit 593dfac1d8
4 files changed
+150 -150

No files matched your search

+37 -38
View File
@@ -36,7 +36,7 @@ radius, **0.300** against the Maze corridor radius, **0.469/0.625** against shaf
**0.234** against the minimum island radius (**0.484** including its 6-voxel blend), and
**0.625/0.938** against slab column radius for floor/ceiling roughness. SurfaceWorld is a
heightfield, so its **0.047** ratio is against its 80-voxel relief scale, not a fictitious radial
feature. FlatPlain and CrystalChamber intentionally share `GetSlabDensity` and the same slab
feature. FlatPlain and CrystalChamber intentionally share `BuildSlabStack` and the same slab
parameter block; they cannot acquire separate scale geometry without a generator change.
This scale contract is informed by [Epic's Unreal level-blockout guidance](https://dev.epicgames.com/documentation/en-us/unreal-engine/designer-01-project-setup-and-level-blockout-in-unreal-engine), which recommends a player-sized reference and gives 2-3 m hall / 3-4 m height starting guidance. The
@@ -62,22 +62,23 @@ are not landing or box-verdict violations.
### 8.1 Archetypes (`ECaveGeneratorType`, VoxelStrateTypes.h)
Each archetype has its own param `USTRUCT` (on `UVoxelStrateDefinition`, EditCondition-gated
by `GeneratorType`) and its own density function in `VoxelGenerator.cpp`, dispatched by the
`switch` in `GetDensityAt`.
by `GeneratorType`) and its own **operator stack** builder in `VoxelDensityOpStack.cpp`, selected per
chunk by `VF_BuildOpStackForChunk` in `GetDensityAt` (the same factory `ClassifyTile` uses). The stack
is the only density path; a degenerate (zero-height) strate has none and is open air.
| Archetype | Params struct | Density fn | Idea |
| Archetype | Params struct | Stack builder | Idea |
|-----------|---------------|------------|------|
| TunnelNetwork | `FStrateGenerationParams` | `GetDensityWithParams` | rooms+tunnels (original) |
| FlatPlain / CrystalChamber | `FSlabGenerationParams` | `GetSlabDensity` | floor/ceiling void (original) |
| Maze | `FMazeGenerationParams` | `GetMazeDensity` | origin-directed spanning-tree corridors on a 3D lattice, with capped loop edges and a thread-local per-cell capsule cache |
| SurfaceWorld | `FSurfaceGenerationParams` | `GetSurfaceDensity` | heightfield terrain: domain-warped continents+ridged mtns+detail, a low-freq **relief map** (`M`) that scales mountains/elevation for plains↔highland variety, **F20 heightfield terrain ops** (`Surface|Ops` — all default off ⇒ byte-identical): **Cliff** (slope-gated steepening — where the analytic structural slope > `CliffSlopeThreshold`, push the height away from the local mean by `CliffSharpness` ⇒ gentle slopes become sheer walls/canyon faces that hug real steep ground, gentle areas untouched; 4 structural resamples only when enabled), **Terrace** (relief-gated plateau quantize + `TerraceHardness` soft-round↔crisp-mesa), **LayerLines** (sedimentary sine shelves, slope-expressed) — pure per-column height remaps in the single oracle `ComputeSurfaceTerrainZ` (`SampleSurfaceStructuralZ` = pre-op raw height, re-sampled at an XY offset for Cliff's slope), biome-selected + border-blended for free via each biome's `SurfaceParams` + the height output-lerp; plus **phase-2 Overhang** (the first VOLUMETRIC op — real jutting shelves like a cliff lip): in `SurfaceDensityFromColumn`, for AIR voxels in the window `(TerrainZ, TerrainZ+OverhangHeight]` above a steep slope, the heightfield is re-sampled UPHILL (toward the cliff) by a reach that GROWS with height and unioned in. Low in the window the shift is ~0 (borrows nearby low rock ⇒ stays air over the void); high up it reaches the far cliff (solid) ⇒ a shelf attached to the cliff, tapering out over the void with air underneath. Per-column `OverhangAmp`(=strength·slope-gate) + unit uphill dir `(DirX,DirY)` are resolved once in `ComputeSurfaceColumn` — the gradient sampled at the REACH scale (`OverhangReach`) so a point out over the void can "see" the cliff to know which way is uphill — and cached on `FSurfaceColumn`. It's genuine 3D (per-voxel structural re-eval), so it's gated hard to steep overhang columns; the union only ADDS rock (never removes), capped at `TerrainZ+OverhangHeight`, so `ClassifyTile` forces Mixed only in `(TerrainZ, TerrainZ+OverhangMargin]` (upward-only; margin = max `OverhangHeight`) — a shelf never holes a trivially-skipped tile, and only the thin cliff-edge band of air tiles is woken (NOT far-field like phase-3 spikes/holes). Overhang undersides classify as ground rock by the F17 rule (down-facing but below `TerrainZ`). Known v1 limit: applies at all LODs (Step-agnostic) — may alias far; gate to fine tiles later. Beaches at water line, high sky-cap ceiling. The cap is shapeable terrain in its own right (`ComputeSurfaceCeiling`, `Surface|Sky` params: `CeilingUndulation` broad inverted hills/valleys, `CeilingRidgeStrength` hanging ridgelines, `CeilingRoughness`+freq fine bumps, `CeilingWarp*`) — defaults (strengths 0, freq 0.04) = old flat-ish cap. (`Surface|Macro` params = the cheap precursor to biomes; `ReliefStrength=0` ⇒ old uniform terrain.) **Sky-cap vs ground is a PER-TRIANGLE surface class (F17), not a per-tile verdict**: the mesher classifies each unique vertex on the **worker** — only down-facing verts (`N.Z<-0.1`) pay a memoized `GetSurfaceHeightAt` column query; nearer `CeilSurf` ⇒ sky-cap, nearer `TerrainZ` ⇒ terrain overhang stays ground (a future SurfaceWorld cave roof — down-facing but below `TerrainZ` — also lands ground by the same rule; non-surface strates always ground). Triangles take the majority class of their 3 verts and are packed as **two contiguous index runs** (ground then cap, `FVoxelMeshData::NumCeilingTriangles`; skirts inherit their source triangle's run) → RMC **polygroups 0/1** → one **section per non-empty group** (`ApplyMeshToTile`, material slot = group index): slot 0 = strate `OverrideMaterial`/default (min-corner chunk), slot 1 = `CeilingMaterial` resolved at the tile's **TOP chunk** (mid as gap fallback, then min; fallback: ground material) — a coarse tile is 2^level chunks tall, so its min corner can sit in a lower strate/gap while the cap belongs to the strate above (this was the "far cap = ground material" residue), so the shadowless overhead rock is tinted separately instead of reading flat/bright. Shadow is **per section** via `FRealtimeMeshSectionConfig::bCastsShadow` (NOT the component `SetCastShadow` — RMC's proxy ignores the component flag; this is also why level≥2 far tiles only stopped casting once the section flag was wired): ground casts at level≤1, the cap section never casts, so the rock ceiling never shadows the terrain below it. History: v1 was a game-thread centre height-oracle (misclassified coarse far tiles → terrain material on the cap underside); v2 a whole-tile worker normal VOTE — which painted **mixed coarse tiles** (one far tile spanning terrain AND cap) entirely with the winner's material, and put sky material under terrain overhangs. The per-triangle class fixes both and is the identity channel caves/F8 will reuse. |
| VerticalShafts | `FVerticalShaftParams` | `GetVerticalShaftDensity` | full-height shafts + horizontal connectors + partial ledges |
| FloatingIslands | `FFloatingIslandParams` | `GetFloatingIslandDensity` | asymmetric islands: flat land top + underside tapering to a point, lobed (domain-warped) outline, in an open void |
| Underwater | `FStrateGenerationParams` + water | (reuses `GetDensityWithParams`) | tunnel rock + high water table |
| TunnelNetwork | `FStrateGenerationParams` | `BuildTunnelNetworkStack` (fused evaluator: `GetDensityWithParams`) | rooms+tunnels (original) |
| FlatPlain / CrystalChamber | `FSlabGenerationParams` | `BuildSlabStack` | floor/ceiling void (original) |
| Maze | `FMazeGenerationParams` | `BuildMazeStack` | origin-directed spanning-tree corridors on a 3D lattice, with capped loop edges and a thread-local per-cell capsule cache |
| SurfaceWorld | `FSurfaceGenerationParams` | `BuildSurfaceStack` | heightfield terrain: domain-warped continents+ridged mtns+detail, a low-freq **relief map** (`M`) that scales mountains/elevation for plains↔highland variety, **F20 heightfield terrain ops** (`Surface|Ops` — all default off ⇒ byte-identical): **Cliff** (slope-gated steepening — where the analytic structural slope > `CliffSlopeThreshold`, push the height away from the local mean by `CliffSharpness` ⇒ gentle slopes become sheer walls/canyon faces that hug real steep ground, gentle areas untouched; 4 structural resamples only when enabled), **Terrace** (relief-gated plateau quantize + `TerraceHardness` soft-round↔crisp-mesa), **LayerLines** (sedimentary sine shelves, slope-expressed) — pure per-column height remaps in the single oracle `ComputeSurfaceTerrainZ` (`SampleSurfaceStructuralZ` = pre-op raw height, re-sampled at an XY offset for Cliff's slope), biome-selected + border-blended for free via each biome's `SurfaceParams` + the height output-lerp; plus **phase-2 Overhang** (the first VOLUMETRIC op — real jutting shelves like a cliff lip): in `FOverhangShelfMod`, for AIR voxels in the window `(TerrainZ, TerrainZ+OverhangHeight]` above a steep slope, the heightfield is re-sampled UPHILL (toward the cliff) by a reach that GROWS with height and unioned in. Low in the window the shift is ~0 (borrows nearby low rock ⇒ stays air over the void); high up it reaches the far cliff (solid) ⇒ a shelf attached to the cliff, tapering out over the void with air underneath. Per-column `OverhangAmp`(=strength·slope-gate) + unit uphill dir `(DirX,DirY)` are resolved once in `ComputeSurfaceColumn` — the gradient sampled at the REACH scale (`OverhangReach`) so a point out over the void can "see" the cliff to know which way is uphill — and cached on `FSurfaceColumn`. It's genuine 3D (per-voxel structural re-eval), so it's gated hard to steep overhang columns; the union only ADDS rock (never removes), capped at `TerrainZ+OverhangHeight`, so `ClassifyTile` forces Mixed only in `(TerrainZ, TerrainZ+OverhangMargin]` (upward-only; margin = max `OverhangHeight`) — a shelf never holes a trivially-skipped tile, and only the thin cliff-edge band of air tiles is woken (NOT far-field like phase-3 spikes/holes). Overhang undersides classify as ground rock by the F17 rule (down-facing but below `TerrainZ`). Known v1 limit: applies at all LODs (Step-agnostic) — may alias far; gate to fine tiles later. Beaches at water line, high sky-cap ceiling. The cap is shapeable terrain in its own right (`ComputeSurfaceCeiling`, `Surface|Sky` params: `CeilingUndulation` broad inverted hills/valleys, `CeilingRidgeStrength` hanging ridgelines, `CeilingRoughness`+freq fine bumps, `CeilingWarp*`) — defaults (strengths 0, freq 0.04) = old flat-ish cap. (`Surface|Macro` params = the cheap precursor to biomes; `ReliefStrength=0` ⇒ old uniform terrain.) **Sky-cap vs ground is a PER-TRIANGLE surface class (F17), not a per-tile verdict**: the mesher classifies each unique vertex on the **worker** — only down-facing verts (`N.Z<-0.1`) pay a memoized `GetSurfaceHeightAt` column query; nearer `CeilSurf` ⇒ sky-cap, nearer `TerrainZ` ⇒ terrain overhang stays ground (a future SurfaceWorld cave roof — down-facing but below `TerrainZ` — also lands ground by the same rule; non-surface strates always ground). Triangles take the majority class of their 3 verts and are packed as **two contiguous index runs** (ground then cap, `FVoxelMeshData::NumCeilingTriangles`; skirts inherit their source triangle's run) → RMC **polygroups 0/1** → one **section per non-empty group** (`ApplyMeshToTile`, material slot = group index): slot 0 = strate `OverrideMaterial`/default (min-corner chunk), slot 1 = `CeilingMaterial` resolved at the tile's **TOP chunk** (mid as gap fallback, then min; fallback: ground material) — a coarse tile is 2^level chunks tall, so its min corner can sit in a lower strate/gap while the cap belongs to the strate above (this was the "far cap = ground material" residue), so the shadowless overhead rock is tinted separately instead of reading flat/bright. Shadow is **per section** via `FRealtimeMeshSectionConfig::bCastsShadow` (NOT the component `SetCastShadow` — RMC's proxy ignores the component flag; this is also why level≥2 far tiles only stopped casting once the section flag was wired): ground casts at level≤1, the cap section never casts, so the rock ceiling never shadows the terrain below it. History: v1 was a game-thread centre height-oracle (misclassified coarse far tiles → terrain material on the cap underside); v2 a whole-tile worker normal VOTE — which painted **mixed coarse tiles** (one far tile spanning terrain AND cap) entirely with the winner's material, and put sky material under terrain overhangs. The per-triangle class fixes both and is the identity channel caves/F8 will reuse. |
| VerticalShafts | `FVerticalShaftParams` | `BuildVerticalShaftStack` | full-height shafts + horizontal connectors + partial ledges |
| FloatingIslands | `FFloatingIslandParams` | `BuildFloatingIslandStack` | asymmetric islands: flat land top + underside tapering to a point, lobed (domain-warped) outline, in an open void |
| Underwater | `FStrateGenerationParams` + water | (reuses `BuildTunnelNetworkStack`) | tunnel rock + high water table |
All density fns share the convention: internal **positive=solid**, apply origin spine →
vertical boundary seal → inter-strate passage tube + landing/floor → XY edge seal, then `return -Density` (MC:
negative=solid). The final MC-facing edge pass in `GetDensityAt` is repeated after disturbances so
All stacks share the convention: internal **positive=solid**, and `AppendStructuralPost` ends every
stack with origin spine → vertical boundary seal → inter-strate passage tube + landing/floor → XY
edge seal; `EvalMC` negates once (MC: negative=solid). The final MC-facing edge pass in `GetDensityAt` is repeated after disturbances so
the global rim cannot be reopened by a post-process; the diff layer remains the explicit player
override.
StrateManager provides params per chunk via `GetMaze/Surface/VerticalShaft/FloatingIslandParamsForChunk`
@@ -127,12 +128,9 @@ threshold** before the law gate. No corridor or threshold tuning was added. The
gate is therefore retained as a design blocker; see `COMPOSER-NOTES.md §3.2b` and the validation log
in §10.
⚠️ **The `switch` above is no longer the only density path.** All 8 archetypes also exist as
**operator stacks**, selected per strate by
`bUseOperatorStack` and evaluated instead of the `switch`; each is bit-identical to the function in
its row. The design lives in `Docs/archive/OPSTACK-PLAN.md` / `Docs/archive/OPSTACK-DECOMPOSITION.md`, the symbol index in
`CODEMAP §3.2d` — not repeated here. What matters for *this* document: the archetype table describes
what the world IS, and both paths compute it.
The operator-stack design lives in `Docs/archive/OPSTACK-PLAN.md` /
`Docs/archive/OPSTACK-DECOMPOSITION.md`, the symbol index in `CODEMAP §3.2d` — not repeated here.
What matters for *this* document: the archetype table describes what the world IS.
### 8.2 (0,0) spine & hybrid connections
- `ApplyOriginSpine` (VoxelGenerator.cpp, static helper) builds a finite, rounded landing room with
@@ -230,8 +228,8 @@ they are never needed for the connectivity proof.
The evaluation window is exactly the lower nodes in `{-1,0}³`, an 8-node / 2×2×2 local halo. The
edge predicate checks the adjacent `+1` endpoint's parent locally, so it does not need a wider
collect region and cannot disagree at a chunk boundary. Both `GetMazeDensity` and
`MakeLatticeCorridorSource` rebuild those decisions in their thread-local per-cell cache; the
collect region and cannot disagree at a chunk boundary. `MakeLatticeCorridorSource` rebuilds those
decisions in its thread-local per-cell cache; the
voxel loop evaluates only cached capsule SDFs. This is deliberately independent of
`WorldRadiusVoxels` (which remains `0`) and the still-gated lateral-region system.
@@ -557,8 +555,8 @@ The landing is part of the structural post, in the fixed order
after the passage carve and after MC-space disturbances as a support backstop, still before the
final XY edge seal. Room/floor Z is clamped inside the vertical seal; the XY edge seal is last and
wins over every landing or tube near the rim. Thus no landing can breach a strate boundary or the
world edge. The op-stack `FPassageCarveOp` calls the same manager operation as the legacy path,
including the floor, and `ClassifyTile` kills both uniform hypotheses around the bidirectional
world edge. The op-stack `FPassageCarveOp` calls the manager's `ApplyPassageModifier`, including
the floor, and `ClassifyTile` kills both uniform hypotheses around the bidirectional
landing floor (`Both` in the stack), so an air proof cannot delete support.
The query remains pure — it does not construct an operator stack, touch a cache, or call back into
@@ -624,8 +622,7 @@ driven by `EditorBrush*` props.
inner 3×3 shafts and their capsules for the per-voxel loop, while spatial culling selects cached
connectors. The complete ±2 parent and ±3 fallback windows plus connector reach are contained
by that halo, so no parent decision depends on the evaluation cell. No cell or pair hash, widened
neighbourhood scan, or tree construction may move into the per-voxel loop; the operator-stack
source follows the same cache contract.
neighbourhood scan, or tree construction may move into the per-voxel loop (`FShaftFieldSource`).
- **Maze field cache**: parent/loop decisions are rebuilt only when the thread-local cell, seed, or
loop parameters change. The rebuild evaluates the 24 canonical lower-node/axis edges in the
local `{-1,0}³` window and emits at most 24 capsules; the per-voxel loop performs no hash,
@@ -687,13 +684,13 @@ driven by `EditorBrush*` props.
position → seamless across chunk borders (both sides use identical pure samples). NO per-vertex
`GetDensityAt` (was ~6/vertex, often as costly as the whole grid). `ComputeGradientNormal` is now
unused. Only NORMALS changed vs the old path; geometry is identical.
- **Surface column cache (T1.a)** (`FSurfaceColumnCache` = LRU of `FSurfaceColumnBox`, `GetDensityAt`
SurfaceWorld branch): the heightfield + sky-cap + biome blend are a PURE function of (XY, seed,
- **Surface column cache (T1.a)** (density path: the surface stack's `FSurfaceColumnSource` memo;
`ClassifyTile`: `FSurfaceColumnCache` = LRU of `FSurfaceColumnBox`): the heightfield + sky-cap + biome blend are a PURE function of (XY, seed,
strate) — **ZERO Z dependence** (climate/Voronoi are pure-XY; surface params are per-strate constant
under Hard transitions) — yet sampled ~33× per column (once per Z grid-point). Cached per integer XY
(box-valid, like the SDF cache) and reused down the column. **Keyed by (XY box, StrateKey, Seed), NOT
ChunkZ** (`StrateKey = round(StrateBottomWorldZ)`, taken from the params so it can't disagree with
them) and held as a small **LRU of 6 boxes** so the WHOLE vertical view-distance stack — and XY
(box-valid, like the SDF cache) and reused down the column. **Keyed by XY box + strate identity + seed
(plus layout version / params fingerprint), NOT ChunkZ** (the strate identity is derived from
`StrateBottomWorldZ`, taken from the params so it can't disagree with them) and held as a small **LRU of 6 boxes** so the WHOLE vertical view-distance stack — and XY
neighbours the scheduler interleaves — share one another's heavy column noise instead of each
recomputing it ~once per vertical chunk (this was the dominant `GenerateMesh` cost: the same 2D
heightfield recomputed per altitude). It also makes pure-air / pure-solid chunks cheap (they hit the
@@ -832,9 +829,11 @@ driven by `EditorBrush*` props.
wasted) and gen throughput had become the felt gameplay limit ("standing waiting for generation").
**Why v1 failed & how v2 avoids it:** v1 used a GLOBAL analytic ceiling bound — not conservative when
the cap hangs low (`CeilingRoughness`/`RidgeStrength`) → holes in the roof. v2 makes NO amplitude
guesses: it evaluates `ComputeSurfaceColumn` (the SAME function as the density path, via the SHARED
`GSurfColCache`) **on the exact lattice the mesher would sample** (margin ring included) — same
functions + same inputs ⇒ the same floats ⇒ the verdict is exact at the lattice, not an estimate.
guesses: it evaluates `ComputeSurfaceColumn` (cached per thread in `GSurfColCache`) — the column
the surface stack's height operators reproduce (ground height pinned bit for bit by
`VoxelForge.OpStack.SurfaceHeightEquivalence`) — **on the exact lattice the mesher would sample**
(margin ring included) — same inputs ⇒ the same floats ⇒ the verdict is exact at the lattice, not
an estimate.
Per-z rules: gap chunk = solid; surface seal band (ApplyBoundarySeal inequalities, `BaseDensity>0`)
= solid; surface interior z: air ⇔ `TerrainZ ≤ z ≤ CeilSurf` (MC `D ≥ 0`); ANY other archetype /
out-of-layout chunkZ ⇒ `Mixed` (cave interiors are not provable in v1 of this classifier — a future
@@ -848,7 +847,7 @@ driven by `EditorBrush*` props.
A false `Mixed` only costs CPU; the code must NEVER emit a false AllSolid/AllAir (that's a hole).
Capture tiles (`bWantCapture`, density-volume shadow window) always generate — the volume wants the
grid even for uniform cells. A sparse ~5×5 column pre-pass exits Mixed fast on surface-crossing
tiles; a Mixed verdict leaves its columns warm in `GSurfColCache` for the GenerateMesh that follows.
tiles; the columns stay warm in `GSurfColCache` for the full pass and for neighbouring tiles.
- **Worker-built StreamSet (T1.f)** (`BuildTileStreamSet`, `LoadTile` task → `FChunkResult::Streams`):
the RMC vertex/index buffers (`FRealtimeMeshStreamSet`) are built ON THE GEN WORKER, not on the game
thread. The per-vertex builder loop was the dominant game-thread streaming cost (measured: game
@@ -969,9 +968,9 @@ change *anything*, e.g. frequencies, which scalar multipliers couldn't.)
- **Consumption — SURFACE (output-blend).** Per chunk, `CP_SurfaceBiomeParams[]` holds each biome's
resolved surface params (its override when `bOverrideTerrain` + GeneratorType matches, else the
strate's) with **structural fields forced from the strate** (Z bounds, seal, base density, water
level). Per voxel: `ResolveBiomeSampleAt` → dominant `PD` (+ neighbour `PN`); `GetSurfaceDensity`
computes `ComputeSurfaceTerrainZ` for `PD` and, in the border band, for `PN`, and **lerps the
resulting HEIGHTS**. Blending heights (not params) is seamless across *any* difference (frequencies
level). Per voxel: `ResolveBiomeSampleAt` → dominant `PD` (+ neighbour `PN`); the surface stack's
biome-blend height source (and `ComputeSurfaceColumn`) computes the terrain height for `PD` and, in
the border band, for `PN`, and **lerps the resulting HEIGHTS**. Blending heights (not params) is seamless across *any* difference (frequencies
included) — what per-param blend never could. `PD==PN`, weight 0 ⇒ bit-identical, no biomes.
- **Consumption — CAVES: structural overrides are NOT applied (determinism).** Rooms/tunnels are
decided over a wide COLLECT region spanning chunks (§8.4); making room params vary by region would
+97 -99
View File
@@ -54,9 +54,12 @@ A **density-field voxel terrain** plugin for Unreal Engine, built around undergr
▼
UVoxelGenerator::GetDensityAt(x,y,z) ← THE density entry point
│ asks StrateManager which strate/params/generator-type applies
├─ TunnelNetwork → GetDensityWithParams() (rooms+tunnels+ops+worms+seal+passages)
├─ builds the chunk's operator stack once per chunk (VF_BuildOpStackForChunk;
│ editor composer / cooked-season recipe stacks first) → every archetype
│ TunnelNetwork/Underwater → fused evaluator = GetDensityWithParams()
│ └─ VoxelCaveMorphology::BuildChunkCache + EvaluateSDFCached (room/tunnel SDF)
├─ FlatPlain / CrystalChamber → GetSlabDensity() (floor+ceiling+columns+seal+passages)
│ others → FVoxelOpStack::EvalMC (source → modifiers → structural posts)
├─ + disturbances + structural tail (landing floor, tunnel core, XY seal)
└─ + UVoxelDiffLayer::GetDensityOffset() (player carve/fill)
│
▼ FVoxelMeshData (verts/tris/uvs/normals)
@@ -118,7 +121,7 @@ remains `0`, and lateral regions remain gated off.
| `Public/VoxelForgeModule.h` / `Private/VoxelForgeModule.cpp` | `FVoxelForgeModule` boilerplate (Startup/Shutdown just log). |
| `Source/VoxelForgeEditor/VoxelForgeEditor.Build.cs` / `Private/VoxelForgeExploreCommandlet.*` | Editor/commandlet-only `-run=VoxelForgeExplore`; owns bounded render/`VF_` walk/OBJ export orchestration and is not linked by Game/Shipping. |
| `Public/VoxelGeometryHash.h` | Header-only geometry digest shared by commandlet export and runtime tile-hash dump; hashes mesh counts and the vertex/normal/UV/color/triangle arrays with the historical CRC order. |
| `Public/VoxelStats.h` / `Private/VoxelStats.cpp` | `stat VoxelForge` DWORD counters for tile classification, skipping, meshing, operator-stack verdicts, and cave-bail diagnosis. The former ambiguous `Cave Bail Not Op Stack` is split into `Sole Slot`, `Boundary Tile`, `No Layout`, and late `Recheck` counters, so each increment names one guard/context. |
| `Public/VoxelStats.h` / `Private/VoxelStats.cpp` | `stat VoxelForge` DWORD counters for tile classification, skipping, meshing, operator-stack verdicts, and cave-bail diagnosis. Each `Cave Bail *` counter names one guard; `Cave Bail No Stack` counts slots with no buildable stack (no definition, or a degenerate strate). |
### 3.2 Foundational types — `Public/VoxelTypes.h` (no UClass, everyone includes it)
| Symbol | Line | Notes |
@@ -135,9 +138,8 @@ remains `0`, and lateral regions remain gated off.
| `FVoxelMeshData` struct | 365-391 | Mesher output (Vertices/Triangles/UVs/Normals/**Colors**). Plain C++, not USTRUCT. `Colors` = F6 material masks (R=dominant biome palette, G=slope, B=border blend weight, A=neighbour biome palette). §8.15. |
### 3.2b Density operator stack contract — `Public/VoxelDensityOp.h` (plain C++, no UHT)
**Production path behind a per-strate opt-in** — the stack is built/evaluated by `GetDensityAt` for
all eight archetypes when `bUseOperatorStack` is enabled, while the legacy `switch` remains the
reference path for opt-out strates. See [Docs/archive/OPSTACK-PLAN.md](Docs/archive/OPSTACK-PLAN.md) for the decomposition.
**The production density path** — `GetDensityAt` builds and evaluates a stack for every strate of
all eight archetypes; there is no other path. See [Docs/archive/OPSTACK-PLAN.md](Docs/archive/OPSTACK-PLAN.md) for the decomposition.
| Symbol | Notes |
|--------|-------|
@@ -162,25 +164,20 @@ proof for `ClassifyBox` and T1.d's global shell skip. `VoxelGenerator.cpp` keeps
edge helpers are called directly. **Convention: INTERNAL (positive = solid); `VF_ApplyXYEdgeSealMC` is the output wrapper.**
### 3.2d Operator stack — `Public/VoxelDensityOpStack.h` + `Private/VoxelDensityOpStack.cpp`
⚠️ **Feeds the game, behind a per-strate opt-in** (Phase 1 step 3). `GetDensityAt` builds the stack
in its per-chunk refetch block and evaluates it *instead of* the `switch` only when
`UVoxelStrateManager::UsesOperatorStackForChunk` says so — strate ticked `bUseOperatorStack` **and**
archetype in the ported list, which is now **all 8 of 8**: Maze, FlatPlain, CrystalChamber,
SurfaceWorld, VerticalShafts, FloatingIslands, TunnelNetwork, Underwater. A strate that has not
ticked the box still takes the `switch`, unchanged — the flag is the only thing that switches paths.
**`ClassifyTile` IS wired now**, for CAVE archetypes only and behind the same per-strate opt-in:
where it used to `return Mixed` without a call, it builds the strate's stack through the *same*
factory `GetDensityAt` uses (`VF_BuildOpStackForChunk`) and folds `ClassifyBox`. SurfaceWorld and
bedrock gaps keep their hand-written proofs — the exact-lattice column test is better than any box
bound. Guards, all failing to `Mixed`: one cave slot per tile, no mixed cave/surface/gap tile, the
opt-in true on *every* chunk the box touches, the params **bit-identical** across every chunk coord
the box touches (blended transition bands make one stack unable to represent the tile — `AUDIT §C2`),
a 27-chunk-coord cap, and the disturbances folded in by hand since they are applied after the stack.
⚠️ **This IS the game's generation path.** `GetDensityAt` builds the stack in its per-chunk refetch
block for every strate — **all 8 archetypes**: Maze, FlatPlain, CrystalChamber, SurfaceWorld,
VerticalShafts, FloatingIslands, TunnelNetwork, Underwater. An editor composer candidate or a
cooked-season recipe supplies its own stack; otherwise (or if that stack cannot be built) the
archetype's native stack is used. A degenerate (zero-height) strate has no stack and is open air.
`UVoxelStrateManager::UsesOperatorStackForChunk` only says whether a slot has a known archetype.
**`ClassifyTile`**, for CAVE archetypes, builds the strate's stack through the *same* factory
`GetDensityAt` uses (`VF_BuildOpStackForChunk`) and folds `ClassifyBox`. SurfaceWorld and bedrock
gaps keep their hand-written proofs — the exact-lattice column test is better than any box bound.
Guards, all failing to `Mixed`: one cave slot per tile, no mixed cave/surface/gap tile, a stack on
*every* chunk the box touches, the params **bit-identical** across every chunk coord the box touches
(blended transition bands make one stack unable to represent the tile — `AUDIT §C2`), a
27-chunk-coord cap, and the disturbances folded in by hand since they are applied after the stack.
Brute-forced end to end by `VoxelForge.OpStack.ClassifyTileSoundness`.
⛔ Never run both paths in one world. **Comparing them IS legitimate now** — the ~1 ULP residue of
AUDIT §C10 is gone since `FPSemantics = Precise`, and all eight equivalence tests compare bit for
bit. They are port-correctness oracles, not fidelity checks: the acceptance bar is §2.6.1 (same seed
⇒ same world on every peer), which does not require resembling the pre-refactor world.
| Symbol | Role | Notes |
|--------|------|-------|
@@ -196,7 +193,7 @@ bit. They are port-correctness oracles, not fidelity checks: the acceptance bar
| `VoxelDensityOps::MakeSlabVoidSource` | 1 | Floor surface + ceiling surface → void field. **XY-pure** since §3.1, which is what gives it an **exact `ClassifyBox` with no sampling**: the proved FBM supremum `1.5` bounds both surfaces into known Z bands. Serves FlatPlain **and** CrystalChamber. |
| `VoxelDensityOps::MakeGridColumnMod` | 3 | Infinite-height cylinders on a world grid, 3×3 cell memo. Adds solid only ⇒ `FillOnly` when a column reaches the box, `Identity` otherwise — and that `Identity` is what lets the source's `AllAir` verdict survive. |
| `FShaftFieldSource` (internal) | 1 | VerticalShafts' memoised inner 3×3 shaft/capsule source. Each rebuild uses a direct-indexed wider halo (default 9×9 tree-emission / 15×15 roll) so every emitted shaft has its complete 5×5 parent window plus capsule reach; the nearest strictly more-central shaft in ±2 cells is the deterministic parent, with a deterministic lower-origin ±3 fallback and a direct `(0,0)` spine fallback. Thus every shaft has a provable path to the spine. Existing `VoxelHash::Pair`/`Spacing*1.6` links remain additive texture/loops. Tree and spine capsules use a radius strictly above `sup|FBM|=1.5`, and tree Z is chosen in a ledge-free band; the structural post still owns the column and the ledge modifier keeps its mathematical axis boundary open. The source publishes a conservative interval covering both shafts and connector capsules; it does not answer for the ledge or converter. |
| `VoxelDensityOps::BuildSlabStack` | — | 6 ops, **no branch on archetype**: FlatPlain and CrystalChamber differ only in defaults, exactly as `GetSlabDensity` already had it. 8 archetypes → 7. |
| `VoxelDensityOps::BuildSlabStack` | — | 6 ops, **no branch on archetype**: FlatPlain and CrystalChamber differ only in defaults. |
| `FSurfaceColumnSource` (internal) | 1 | The bridge between the two spaces: consumes the ground + sky-cap **height** stacks and produces density. `IsXYPure()` **false** — the heights are XY-pure, a distance to them never is. Owns a **six-box spatial LRU** of direct-indexed per-column cells, keyed by `PrepareChunk` on `(StrateBottomWorldZ, LayoutVersion, Seed, ParamsFingerprint)` so it is **shared down the whole vertical strate stack**, exactly like `GSurfColCache`. Six 81×81 boxes preserve hot columns across interleaved regions at roughly 0.79 MiB TLS before padding (more memory, fewer whole-cache recenter/recompute misses). Fractional XY remains direct-compute. `FSurfaceColumn` is deliberately trivial: all five outputs are written before the cache's `Computed` publish, so removing its default initialization removes a TLS constructor leaf without changing a value. |
| `VoxelDensityOps::BuildSurfaceStack` | — | SurfaceWorld, complete: column + overhang + 4 structural, plus biome blending when `PerBiomeParams` is non-empty. Takes ownership of an `IVoxelBiomeField`. |
| `VoxelDensityOps::BuildVerticalShaftStack` | — | 9 ops, and **three are Maze's reused unchanged** (`ConstantRock`, `SdfRoughness`, `SdfCarve`) with different tuning (freq 0.1 vs 0.12, window `rough+4` vs `R+rough+2`). Passes the runtime spine radius into `FShaftFieldSource`, which mirrors the generator's connector-only origin endpoint and roughness-safe spine capsule. The measured proof of `OPSTACK-PLAN §2.5`'s reuse claim. |
@@ -212,7 +209,7 @@ bit. They are port-correctness oracles, not fidelity checks: the acceptance bar
| `FRoomGraphSource::LocalParams()` | — | **The per-room op override** (DECOMPOSITION §2's "no clean home"). Strate params + the nearest room's `UVoxelTerrainOpDefinition::ApplyTo`, memoised once per voxel and read by eleven modifiers. One op owns the shared state, the rest read it — the same pattern as `FOverhangShelfMod` ← `FSurfaceColumnSource`. The detail consumers use the propagated interval for their shared near/far gate; unknown remains conservative, and the per-room parameter override is never used to claim an unproved box identity. |
| `FIslandBlobSource` (internal) | 1 | Hash-placed tapered flat-top blobs, `SmoothMin`'d, in a **domain-warped XY frame** (the warp stays inside the op — see the deviation note vs DECOMPOSITION §7). SDF channel only. The source publishes an interval covering the full authored radius envelope (`max(MinRadius, MaxRadius)`), the two-axis warp·**√2** envelope, top surface and SmoothMin dip; the fill converter makes its own decision. **No lower Z bound exists** — a hairline thread of matter hangs below each island down its axis, so only the TOP may reject. |
| `VoxelDensityOps::BuildFloatingIslandStack` | — | 8 ops, and **the stack runs backwards**: void source + fill instead of rock source + carve, using the *same* classes with the opposite sign. Only the blob source is new. Reuse by **inversion** — a stronger result than reuse by identity, since it says the abstract axis (the density sign) is the right one. |
| `VoxelDensityOps::BuildMazeStack` | — | The 8-op Maze stack (4 structural posts included). Its lattice source mirrors the origin-directed tree + capped loops and rebuilds the 2×2×2 lower-node window once per cell; the per-voxel loop only evaluates cached capsules. If this ever becomes one op, the refactor failed its own test (§2.5). Callers must skip it on a **degenerate strate** (top−bottom ≤ 0): `GetMazeDensity` early-outs to air there and the stack has no such early-out by design — `GetDensityAt` falls back to the `switch`. |
| `VoxelDensityOps::BuildMazeStack` | — | The 8-op Maze stack (4 structural posts included). Its lattice source mirrors the origin-directed tree + capped loops and rebuilds the 2×2×2 lower-node window once per cell; the per-voxel loop only evaluates cached capsules. If this ever becomes one op, the refactor failed its own test (§2.5). Callers must skip it on a **degenerate strate** (top−bottom ≤ 0): the stack has no such early-out by design — `VF_BuildOpStackForChunk` refuses it and `GetDensityAt` returns air. |
#### Lateral region parent (Tier 4d)
@@ -343,30 +340,30 @@ This is **where terrain shape lives.**
| Symbol | .cpp line | Role |
|--------|-----------|------|
| `UVoxelGenerator` / `DensityCacheOwnerId` | — | Constructor allocates a process-unique integer identity (relaxed atomic, once per object). `GetDensityAt` includes it in the `CP_*` thread-local key, preventing a worker from serving another generator/world's params, biome context, `CP_UseOpStack`, or stack when `(ChunkCoord, LayoutVersion)` happens to match. Hot-path cost: one `uint64` compare per voxel. Scope is deliberately only the proved `CP_*` path. |
| `FractalNoise3D` (static) | 932 | fBM (layered Perlin). |
| `RidgedNoise3D` (static) | 950 | Ridged multifractal — craggy. |
| `CellularNoise3D` (static) | 977 | Worley/cellular — grotto/scallop. |
| `ApplyBoundarySeal` (static) | 997 | Solidifies strate top/bottom shells. |
| `InitializeSettings` | 2694 | Copies the effective seed, spine radius, and global XY world-bound settings from `UVoxelSettings` (the season owns all three when assigned); radius 0 preserves the unbounded field. |
| **`GetDensityAt`** | 2715 | **Entry point.** Picks strate + generator type, materialises a cooked-season recipe on the existing per-chunk refetch when present, dispatches, then adds disturbances/diff. Its `CP_*` state is keyed by `(DensityCacheOwnerId, ChunkCoord, LayoutVersion)`; workers copy immutable recipe/vector data and never read editor composer state. |
| **`GetDensityWithParams`** | 3851 | TunnelNetwork pipeline (~1000 lines). See §4. ⚠️ Takes **required** `ParamsFingerprint` + `LayoutVersion` since the AUDIT §C2 fix (2026-07-28) — they go into the SDF cache key so a chunk can no longer be evaluated against a neighbour's rooms. Callers compute the CRC **once per chunk** (`CP_TunnelFP`), never per voxel. The optional `voxel.WormBlockSkip` path (default 0) uses `VF_TryGetWormBlockSkip` + a worker-local 4³ lattice-block cache to prove `|N1| >= WormThreshold` and remove both worm noise calls only; it never changes `NetworkMask` or the fallback field path. |
| **`GetSlabDensity`** | 5188 | FlatPlain/CrystalChamber pipeline. See §4.2. |
| `FractalNoise3D` (static) | 931 | fBM (layered Perlin). |
| `RidgedNoise3D` (static) | 949 | Ridged multifractal — craggy. |
| `CellularNoise3D` (static) | 976 | Worley/cellular — grotto/scallop. |
| `ApplyBoundarySeal` (static) | 996 | Solidifies strate top/bottom shells. |
| `InitializeSettings` | 2691 | Copies the effective seed, spine radius, and global XY world-bound settings from `UVoxelSettings` (the season owns all three when assigned); radius 0 preserves the unbounded field. |
| **`GetDensityAt`** | 2712 | **Entry point.** Picks strate + generator type and, on the per-chunk refetch, builds the chunk's operator stack (editor composer → cooked-season recipe → native archetype stack); evaluates it (TunnelNetwork/Underwater through the fused `GetDensityWithParams`), then adds disturbances, the structural tail and the diff layer. A degenerate strate has no stack and is air. Its `CP_*` state is keyed by `(DensityCacheOwnerId, ChunkCoord, LayoutVersion)`; workers copy immutable recipe/vector data and never read editor composer state. |
| **`GetDensityWithParams`** | 3749 | TunnelNetwork pipeline (~1000 lines) — the fused evaluator of the TunnelNetwork/Underwater stack in `GetDensityAt`. See §4. ⚠️ Takes **required** `ParamsFingerprint` + `LayoutVersion` since the AUDIT §C2 fix (2026-07-28) — they go into the SDF cache key so a chunk can no longer be evaluated against a neighbour's rooms. Callers compute the CRC **once per chunk** (`CP_TunnelFP`), never per voxel. The optional `voxel.WormBlockSkip` path (default 0) uses `VF_TryGetWormBlockSkip` + a worker-local 4³ lattice-block cache to prove `|N1| >= WormThreshold` and remove both worm noise calls only; it never changes `NetworkMask` or the fallback field path. |
| `SampleSurfaceStructuralZ` | — | **F20:** the RAW SurfaceWorld heightfield (continents+mountains+detail), BEFORE any terrain op; returns terrain Z + relief M. Cliff re-samples it at an XY offset for a cheap analytic slope. |
| `ComputeSurfaceTerrainZ` / `GetSurfaceDensity` | — | SurfaceWorld heightfield → terrain Z, then density; biome **output-blend** lerps dominant/neighbour heights (`ParamsD`/`ParamsN`/weight). **F20 surface ops** (`FSurfaceGenerationParams`, biome-selected + slope/relief-conditioned, all default off): Cliff (slope-gated STEEPENING — push height from local mean where steep ⇒ sheer walls; 4 structural resamples only when on), Terrace (relief-gated + `TerraceHardness`), LayerLines (sedimentary shelves) — pure per-column height REMAPS applied here so the single height oracle stays consistent (MC/ClassifyTile/deco/BP bridge). **Phase 2 OVERHANG** (volumetric — real jutting shelves): in `SurfaceDensityFromColumn`, for AIR voxels in a window `(TerrainZ, TerrainZ+OverhangHeight]` above a steep slope, the heightfield is re-sampled UPHILL (toward the cliff) by a reach that GROWS with height (tiny low ⇒ air over the void, full high ⇒ borrows the far cliff rock) and unioned in ⇒ a shelf attached to the cliff, tapering out over the void with air beneath (the sketch). Per-column `OverhangAmp`(=strength·slope-gate) + unit uphill `(DirX,DirY)` resolved once in `ComputeSurfaceColumn` (gradient sampled at the REACH scale so a spot over the void can see the cliff), cached on `FSurfaceColumn`. Genuine 3D (per-voxel structural re-eval, gated to steep overhang columns). Off ⇒ byte-identical. The field-preserving LOD0 pass removes only needless temporaries/default construction; every output remains bit-identical. §8.14. |
| `VF_BuildOpStackForChunk` (file-static) | — | **The archetype → stack mapping, written down once.** `GetDensityAt` and `ClassifyTile` both call it; params are passed in, never fetched here. A second copy would be the worst bug available in this file — a tile skipped on the verdict of a stack that is not the one producing its density is a hole. Returns false (⇒ caller falls back to the `switch`) for an unported archetype, missing params, or a **degenerate strate**, since five archetype functions early-out to air there and the stack deliberately has no such early-out. `Refs.Surface == nullptr` makes it refuse SurfaceWorld, which is how `ClassifyTile` keeps its own exact-lattice proof. |
| `ComputeSurfaceTerrainZ` / `ComputeSurfaceColumn` | — | SurfaceWorld heightfield → terrain Z (+ sky-cap ceiling and overhang gate per column); biome **output-blend** lerps dominant/neighbour heights (`ParamsD`/`ParamsN`/weight). **F20 surface ops** (`FSurfaceGenerationParams`, biome-selected + slope/relief-conditioned, all default off): Cliff (slope-gated STEEPENING — push height from local mean where steep ⇒ sheer walls; 4 structural resamples only when on), Terrace (relief-gated + `TerraceHardness`), LayerLines (sedimentary shelves) — pure per-column height REMAPS applied here so the single height oracle stays consistent (MC/ClassifyTile/deco/BP bridge). **Phase 2 OVERHANG** (volumetric — real jutting shelves): in the stack's `FOverhangShelfMod`, for AIR voxels in a window `(TerrainZ, TerrainZ+OverhangHeight]` above a steep slope, the heightfield is re-sampled UPHILL (toward the cliff) by a reach that GROWS with height (tiny low ⇒ air over the void, full high ⇒ borrows the far cliff rock) and unioned in ⇒ a shelf attached to the cliff, tapering out over the void with air beneath (the sketch). Per-column `OverhangAmp`(=strength·slope-gate) + unit uphill `(DirX,DirY)` resolved once in `ComputeSurfaceColumn` (gradient sampled at the REACH scale so a spot over the void can see the cliff), cached on `FSurfaceColumn`. Genuine 3D (per-voxel structural re-eval, gated to steep overhang columns). Off ⇒ byte-identical. The field-preserving LOD0 pass removes only needless temporaries/default construction; every output remains bit-identical. §8.14. |
| `VF_BuildOpStackForChunk` (file-static) | — | **The archetype → stack mapping, written down once.** `GetDensityAt` and `ClassifyTile` both call it; params are passed in, never fetched here. A second copy would be the worst bug available in this file — a tile skipped on the verdict of a stack that is not the one producing its density is a hole. Returns false for an unknown archetype, missing params, or a **degenerate strate** (the stack deliberately has no degenerate early-out): `GetDensityAt` then returns air and `ClassifyTile` returns `Mixed`. `Refs.Surface == nullptr` makes it refuse SurfaceWorld, which is how `ClassifyTile` keeps its own exact-lattice proof. |
| `ClassifyTile` | — | **T1.d trivial-tile reject. ⛔ Not called by streaming by default since 2026-09-13** (`voxel.OuterClassifierMode=0`; net-negative in game, see ARCHITECTURE §8.10). Cooked/editor recipes now build the exact recipe stack and call its proved `ClassifyBox`; a tile crossing a slot/gap, any diff, or any disturbance returns `Mixed`. This replaces the old global `HasComposerRecipeOverride()` force-to-Mixed. Native cave/surface/gap proofs and all §8.10 caches remain unchanged. |
| `SampleRelief` / `SampleMoisture` | — | Climate fields (pure XY, [0,1]). Relief = shared source of truth for the relief map M. §8.14. |
| `SampleBiomeAt` | — | Warped-Voronoi + climate biome query (dominant + neighbour + weight). Reference used by the preview bake + `GetDominantBiomeAt`. §8.14. |
| `ResolveBiomeSampleAt` / `RebuildBiomeGrid` | — | Hot-path biome resolve (FBiomeSample) via a box-validated per-chunk cell-grid cache. Bit-identical to `SampleBiomeAt`. §8.14, §8.10. |
| `GetDominantBiomeAt` | — | Game-thread query → dominant biome ASSET (content/atmosphere). §8.14. |
| `QueryBiomeAt` | — | Rich game-thread biome probe → `FVoxelBiomeQuery` (dominant/neighbour asset, relief/moisture, blend weight, dominant deco count). Diagnostic behind `AVoxelWorld::GetBiomeAtWorldLocation`. §8.14. |
| `EvaluateTerrainConditions` | 7549 | **F7 aware placement:** AND-evaluate an entry's `FTerrainCondition[]` (relief/moisture/biome-border) at a candidate voxel XY. Empty = true (zero cost). Pure query (SampleRelief/SampleMoisture/SampleBiomeAt) → worker-safe + game-thread; caller passes the strate's `FBiomeContext` (freq/contrast + Voronoi map). Consumed by deco `BuildCellSpawns` + `SpawnLandmarkInstance`; shared core of the future quest FindFeature locator. |
| `EvaluateTerrainConditions` | 6973 | **F7 aware placement:** AND-evaluate an entry's `FTerrainCondition[]` (relief/moisture/biome-border) at a candidate voxel XY. Empty = true (zero cost). Pure query (SampleRelief/SampleMoisture/SampleBiomeAt) → worker-safe + game-thread; caller passes the strate's `FBiomeContext` (freq/contrast + Voronoi map). Consumed by deco `BuildCellSpawns` + `SpawnLandmarkInstance`; shared core of the future quest FindFeature locator. |
> **Per-voxel hot-path memos (perf pass 2, all bit-identical — same hashes/math, hoisted per
> chunk/cell):** `GetDensityAt` uses the DiffLayer snapshot cache (§3.9); `GetDensityWithParams`
> memoizes the strate index per (chunkZ, `GetLayoutVersion()`); `thread_local` per-cell lattice
> bakes cover slab columns (`GetSlabDensity` step 4), maze open edges, vertical shafts +
> cross-connectors, floating-island constants, and the disturbance chasms/bridges/ridges; worm
> bakes cover slab columns (`FGridColumnMod`), maze open edges (`FLatticeCorridorSource`), vertical
> shafts + cross-connectors (`FShaftFieldSource`), floating-island constants (`FIslandBlobSource`),
> and the disturbance chasms/bridges/ridges; worm
> tunnels short-circuit the 2nd Perlin when N1 ≥ WormThreshold (N2 ≥ 0 ⇒ can't carve). With
> `voxel.WormBlockSkip=1`, a worker-local cache proves whole 4³ lattice blocks only when the
> actual 3D Perlin bound (`L = 8.118988160`, including `VOXEL_NOISE_SCALE`) plus a `1e-3`
@@ -465,7 +462,7 @@ SurfaceWorld remains refused because its production height can depend on manager
context. It never touches a generator, operator stack, manager, cache, or mutable state.
`FVoxelPassageLanding`, `VF_BuildPassageLanding`, `VF_EvaluatePassageLandingSDF`, and
`VF_IsPassageLandingFloor` (h:57/184-199, implemented near `.cpp:6357`) turn each inter-strate mouth
`VF_IsPassageLandingFloor` (h:57/184-199, implemented near `.cpp:6468`) turn each inter-strate mouth
into a deterministic rounded room plus a hard support slab. The room is sized from the player
capsule (minimum 12 voxels / 3 m flat floor, 12 voxels / 3 m clear height, and at least 14 voxels /
3.5 m authored width); the `(0,0)` origin landing is enlarged for the reserved future shaft, while
@@ -497,11 +494,10 @@ order-independence test compares them bit-for-bit.
**`Public/VoxelStrateDefinition.h`** — `UVoxelStrateDefinition : UPrimaryDataAsset`
(line 46). One asset = one strate *type*. Fields: identity, `StrateHeightInChunks`(75),
`TransitionType`(93)/`TransitionBlendChunks`(103), `GeneratorType`(116),
`GenerationParams`(160), `SlabParams`(171), `Biomes[]`+`BiomeMapParams` (the biome list +
field tuning — empty ⇒ unchanged world, §8.14), `TerrainOperations`(275), visuals/fog/light,
content lists, audio, `GameplayTags`(416), `bUseOperatorStack` (the OPSTACK A/B opt-in — only bites
if the archetype is in `UsesOperatorStackForChunk`'s ported list). EditConditions show/hide param
groups by generator type.
`GenerationParams`(137), `SlabParams`(148), `Biomes[]`+`BiomeMapParams` (the biome list +
field tuning — empty ⇒ unchanged world, §8.14), `TerrainOperations`(252), visuals/fog/light,
content lists, audio, `GameplayTags`(393). EditConditions show/hide param groups by generator
type.
**`Public/VoxelStrateManager.h` + `.cpp`** — `UVoxelStrateManager : UObject` (h:152).
Maps depth→strate at runtime; owns passages.
@@ -510,26 +506,26 @@ Maps depth→strate at runtime; owns passages.
- `FStrateSlot` (h:128): definition + chunk-Z range + index.
| Method | .cpp line | Role |
|--------|-----------|------|
| `Initialize` | 1165 | Keeps the existing sequencing through `GeneratePassages`, but selects one slot source: a validated cooked season (exact ordered bounds/vector/recipe) or the unchanged authored fixed+sorted/shuffled pool. Assigned-invalid seasons fail closed. Authored source definitions are duplicated as content bags; generated slots use deterministic C++ defaults and zero auto-passages because schema 2 does not store passage configuration. |
| `GeneratePassages` | 1735 | Deterministic passages between consecutive strates (per-strate `PassageConfig::Style` control points; auto passages retain the existing `EVoxelPassageType` default); placement and shape values are independently salted hashes of seed + boundary slot + connection index. Each mouth independently queries its own strate's pure player-fit `VF_SuggestLandingPoint` with its contract seed (cave room salt, otherwise world seed), may move within its archetype-specific budget, then receives a body-sized local room/floor. The origin landing is reserved for the future shaft; no landing-to-root road is generated. Unsupported/no-fit answers preserve the old random reach; a deterministic level dog-leg is inserted when the final ramp needs it to stay ≤44°. All descriptors and bounds are generated without reading another passage. |
| `EvaluateModifierSDF` | 2719 | SDF of passage tubes plus local landing rooms at a point. A per-chunk `thread_local` shortlist (`PassagesVersion`-stamped) → far chunks return `FLT_MAX` without walking `Passages`; the same cache serves floor membership. `FPassageEvaluationCache::FloorProjections` reuses native/generic floor projections and walkable-air results once per `(sample, passage)` using exact double XYZ equality and unchanged float outputs; `voxel.FloorRound1PassageProjectionCache=0` disables only this A/B cache. §8.10. |
| `ApplyPassageModifier` | 2848 | Shared legacy/op-stack passage post: carves tube and local landing air through the idempotent landing primitive, then restores the local landing support slab in internal positive-solid density. |
| `VF_ApplyPassageLandingCarving` | — | Idempotent density-independent landing-air threshold shared by the structural pass and the post-disturbance MC backstop; keeps legacy and operator-stack results bit-identical. |
| `ApplyPassageLandingFloorMC` | 3059 | Reasserts the same support slab after MC-space disturbances and before the final XY edge seal. |
| `Initialize` | 1164 | Keeps the existing sequencing through `GeneratePassages`, but selects one slot source: a validated cooked season (exact ordered bounds/vector/recipe) or the unchanged authored fixed+sorted/shuffled pool. Assigned-invalid seasons fail closed. Authored source definitions are duplicated as content bags; generated slots use deterministic C++ defaults and zero auto-passages because schema 2 does not store passage configuration. |
| `GeneratePassages` | 1659 | Deterministic passages between consecutive strates (per-strate `PassageConfig::Style` control points; auto passages retain the existing `EVoxelPassageType` default); placement and shape values are independently salted hashes of seed + boundary slot + connection index. Each mouth independently queries its own strate's pure player-fit `VF_SuggestLandingPoint` with its contract seed (cave room salt, otherwise world seed), may move within its archetype-specific budget, then receives a body-sized local room/floor. The origin landing is reserved for the future shaft; no landing-to-root road is generated. Unsupported/no-fit answers preserve the old random reach; a deterministic level dog-leg is inserted when the final ramp needs it to stay ≤44°. All descriptors and bounds are generated without reading another passage. |
| `EvaluateModifierSDF` | 2643 | SDF of passage tubes plus local landing rooms at a point. A per-chunk `thread_local` shortlist (`PassagesVersion`-stamped) → far chunks return `FLT_MAX` without walking `Passages`; the same cache serves floor membership. `FPassageEvaluationCache::FloorProjections` reuses native/generic floor projections and walkable-air results once per `(sample, passage)` using exact double XYZ equality and unchanged float outputs; `voxel.FloorRound1PassageProjectionCache=0` disables only this A/B cache. §8.10. |
| `ApplyPassageModifier` | 2772 | Shared legacy/op-stack passage post: carves tube and local landing air through the idempotent landing primitive, then restores the local landing support slab in internal positive-solid density. |
| `VF_ApplyPassageLandingCarving` | — | Idempotent density-independent landing-air threshold shared by the structural pass and the post-disturbance MC backstop, so the two agree bit for bit. |
| `ApplyPassageLandingFloorMC` | 2983 | Reasserts the same support slab after MC-space disturbances and before the final XY edge seal. |
| `AnyPassageNearBox` | — | Conservative sphere-vs-AABB test of every passage's bound against a voxel box (+carve blend pad). Per TILE (ClassifyTile guard), never per voxel. |
| `AnyPassageLandingFloorNearBox` | — | Conservative local-landing-floor AABB guard. It kills the `AllAir` hypothesis wherever a proved landing floor can occur; the op-stack returns `Both` for the same box. |
| `FindSlotIndexForChunkZ` | 6187 | Z → layout index. |
| `GetStrateAt` / `GetStrateIndex` | 6203 / 6215 | World-Z queries. |
| `FindSlotIndexForChunkZ` | 6111 | Z → layout index. |
| `GetStrateAt` / `GetStrateIndex` | 6127 / 6139 | World-Z queries. |
| `GetLayoutVersion` | h:250 (inline) | Layout/passage generation counter (= `PassagesVersion`, bumped by every `Initialize` and by the editor composer override). Hot-path callers key `thread_local` memos on it (strate-index memo in `GetDensityWithParams`, passage shortlist) so live changes never serve stale data. |
| `GetStrateForChunk` | 6226 | Chunk → definition. |
| `GetGeneratorTypeForChunk` | 6252 | Chunk → generator type. |
| `UsesOperatorStackForChunk` | 6279 | Chunk → should `GetDensityAt` take the operator stack? `bUseOperatorStack` on the definition **AND** archetype in the ported list — **now all 8 of 8** (Maze, FlatPlain, CrystalChamber, SurfaceWorld, VerticalShafts, FloatingIslands, TunnelNetwork, Underwater). **That list is written down here and nowhere else.** With every archetype ported the flag is now the *only* thing that decides the path, so ticking the box is no longer a no-op anywhere — it is a real switch onto the operator stack for that strate. |
| `GetStrateForChunk` | 6150 | Chunk → definition. |
| `GetGeneratorTypeForChunk` | 6176 | Chunk → generator type. |
| `UsesOperatorStackForChunk` | 6203 | Chunk → does its slot have an operator stack? True for any in-layout slot with a definition whose archetype is one of the 8 (Maze, FlatPlain, CrystalChamber, SurfaceWorld, VerticalShafts, FloatingIslands, TunnelNetwork, Underwater); false outside the layout. **That list is written down here and nowhere else.** `ClassifyTile` guards on it; `GetDensityAt` uses it to share TunnelNetwork stacks by chunk Z. |
| `GetRecipeForChunk` | — | Runtime immutable recipe/vector/strate-seed copy for cooked seasons; editor slot overrides use the same worker hand-off. |
| `GetSlabParamsForChunk` | 6359 | Slab params with runtime Z bounds (no blend — slabs use Hard). |
| `GetSlabParamsForChunk` | 6263 | Slab params with runtime Z bounds (no blend — slabs use Hard). |
| `GetBiomeContextForChunk` | — | Flatten the strate's `Biomes[]` + `BiomeMapParams` into a POD `FBiomeContext` for the biome field. Empty ⇒ biomes disabled. §8.14. |
| `GetGenerationParams` | 6605 | **Blended** TunnelNetwork params (handles Gradient/Hard/Interleaved transitions). |
| `GetGenerationParams` | 6509 | **Blended** TunnelNetwork params (handles Gradient/Hard/Interleaved transitions). |
| `SetComposerOverrideForStrate` / `GetComposerOverrideForChunk` | editor-only | Temporary density-only candidate overlay for one existing slot. Copies immutable params/recipe into the worker refetch path, leaves layout/content/passages intact, and bumps `PassagesVersion` to invalidate generator memos. |
| `BuildParamsFromDefinition` (static) | 6911 | Returns the definition's base `GenerationParams` only. Terrain-op assets are passed separately to `BuildChunkCache`, which applies one selected op per room and pre-bakes Column/Pit/Chimney features. |
| `BuildParamsFromDefinition` (static) | 6815 | Returns the definition's base `GenerationParams` only. Terrain-op assets are passed separately to `BuildChunkCache`, which applies one selected op per room and pre-bakes Column/Pit/Chimney features. |
**`Public/VoxelTerrainOpDefinition.h` + `.cpp`** — `UVoxelTerrainOpDefinition : UPrimaryDataAsset`
(h:67). One asset = one terrain op. `EVoxelTerrainOpType` (h:36): Terrace, LayerLines,
@@ -708,7 +704,9 @@ Bourke). Cube corner/edge layout documented at top (lines 7-37). Rarely needs ed
### 3.12 Automation tests — `Private/Tests/` (added 2026-07-27, `#if WITH_DEV_AUTOMATION_TESTS`)
The plugin's first tests (`Docs/archive/OPSTACK-PLAN.md` Phase 0.5). Run them from the editor's
**Session Frontend → Automation**, filter `VoxelForge`.
**Session Frontend → Automation**, filter `VoxelForge`. The `OpStack.*Equivalence` names are
historical: those tests check the shipped stacks themselves and no longer compare against a
second density path.
| File | Test name | What it proves |
|------|-----------|----------------|
@@ -720,23 +718,23 @@ The plugin's first tests (`Docs/archive/OPSTACK-PLAN.md` Phase 0.5). Run them fr
| `VoxelForgeClassifyTileTest.cpp` | `VoxelForge.OpStack.BoxVerdictFold` | Pure-logic walk of the fold in `VoxelDensityOp.h`, case by case — including the seal-forces-AllSolid case that justifies `ClassifyBox` existing. Also the only `.cpp` that includes the op header, so the build actually sees it. |
| `VoxelForgeHeightStackTest.cpp` | `VoxelForge.OpStack.SurfaceHeightEquivalence` | The height-space stack vs `ComputeSurfaceTerrainZ`, in **altitudes**. Runs twice: defaults, then **all F20 terrain ops ON** — the load-bearing pass, since the ops are off by default and the defaults pass exercises only the structural source. Also brute-forces `MaxDisplacement` (a false bound would be a hole). Bar is bit-identity; a height delta is a visibly different world, not rounding. |
| `VoxelForgeCrossPlatformTest.cpp` | `VoxelForge.Determinism.CrossPlatformDigest` | SHAPE digest (sign of density = the world) + FIELD digest (bit-for-bit) over a fixed integer grid, plus `NearIso` bounding how many samples could flip sign. Reports rather than asserts until pinned. Run on Windows and Linux and compare. |
| `VoxelForgeOpStackSlabTest.cpp` | `VoxelForge.OpStack.SlabEquivalence` | **Phase 2's first port.** The same 6-op slab stack vs `GetSlabDensity` over 20k points, run twice — FlatPlain **and** CrystalChamber — which is what demonstrates the two archetypes really are one op. Plus window-invariance and box-verdict brute force. Compares against the reference **as it is now** (post Z-term removal), so green = pure refactor and any visual delta is attributable to §3.1 alone. |
| `VoxelForgeOpStackSlabTest.cpp` | `VoxelForge.OpStack.SlabEquivalence` | The same 6-op slab stack run three times — FlatPlain, CrystalChamber and a tuned CrystalChamber (the worst case for the `ClassifyBox` amplitude bounds): finite density over 20k points, window-invariance across order and threads, and box-verdict brute force. |
| `VoxelForgeOpStackTunnelTest.cpp` | `VoxelForge.OpStack.TunnelNetworkSpineEquivalence` | **Stage A of the last port.** Zeroes the 13 detail-op amplitudes so the *original* takes the path stage A ported — that is what makes an incomplete stack verifiable now. Samples in **clusters** (24 chunks × 250 points), because the SDF cache rebuilds when a query leaves its box and uniform sampling would rebuild per point on both paths. Check 3 (two param sets, A/B interleaved) compares each stack **to itself alone, never to the original** — the original would fail it, see AUDIT §C2. Asserts **zero** box verdicts, which is the honest stage-A result. |
| `VoxelForgeOpStackShaftTest.cpp` | `VoxelForge.OpStack.VerticalShaftEquivalence` | The port that tests **reuse**, not fidelity: three of the five ops are Maze's, unchanged. Forces connectors + ledges on, because both are off or negligible at defaults and a resting param is an untested operator. The source and mirror now share a deterministic inner-3×3-emitted drainage tree whose parents come from rebuild-only ±2/±3 windows in a wider direct-indexed halo (default 9×9 emit / 15×15 roll), plus the old random links. Tree connector Z is exact and ledge-free; tree and random capsules are spatially culled from the cached rebuild. **Fixed 2026-07-29:** its box query used to return `CarveOnly` because a shaft merely *existed* within a `Spacing*1.6` halo — true almost everywhere at `ShaftSpacing 55 / ShaftDensity 0.6`, hence **0 of 60** tiles. It now publishes an isolated interval for tree and random capsules (same row-major cell order ⇒ same `VoxelHash::Pair`, so symmetry of `Pair()` is not assumed), with **Z exact** and XY conservative; the ledge and converter decide their own effects. The sampler was also widened from ±48 voxels to ±440. Every proved tile is brute-forced over its full lattice, and the test reports rebuild-vs-hot cache cost. |
| `VoxelForgeOpStackIslandTest.cpp` | `VoxelForge.OpStack.FloatingIslandEquivalence` | The port that runs the stack **backwards** — void + fill vs rock + carve, same classes with the opposite sign. Counts interior-solid and open-void samples separately (on this archetype an aggregate "N solid" is dominated by the seal bands and says nothing about the islands). Counts `AllSolid` and `AllAir` verdicts **separately** too: `AllAir` is the one no cave archetype could ever prove, and it is the entire perf argument here. |
| `VoxelForgeOpStackMazeTest.cpp` | `VoxelForge.OpStack.MazeEquivalence` | **Phase 1's load-bearing test.** The 8-op Maze stack vs `GetMazeDensity` over 20k points (bit-identity; a side-of-iso disagreement is the hard fail), plus purity across workers, a 64-seed spanning-tree/connectivity audit, corridor morphology, cache rebuild-vs-hot timing, and brute force on every box verdict the stack emits. Latest audit: **0 tree edge-count violations, 0 tree-disconnected, 0 Maze-disconnected**; interior degrees `d1=15.91%`, `d2=36.60%`, `d3=31.73%`, `d4=12.95%`, `d5=2.56%`, `d6=0.25%`, mean **2.504** versus a cubic grid's degree-6/mean-6.000; runs `min=1 / median=1 / p90=3 / max=18`. Latest focused cache timing: **1.436 μs rebuild**, **0.150 μs hot call**; final namespace timing: **1.130 μs rebuild**, **0.145 μs hot call**. Latest box audit: **104 proved, 152 Mixed, 138,424 voxels, 0 violations**. |
| `VoxelForgeOpStackMazeTest.cpp` | `VoxelForge.OpStack.MazeEquivalence` | The 8-op Maze stack: decomposition, purity across workers, a 64-seed spanning-tree/connectivity audit, corridor morphology, cache rebuild-vs-hot timing, and brute force on every box verdict the stack emits. Latest audit: **0 tree edge-count violations, 0 tree-disconnected, 0 Maze-disconnected**; interior degrees `d1=15.91%`, `d2=36.60%`, `d3=31.73%`, `d4=12.95%`, `d5=2.56%`, `d6=0.25%`, mean **2.504** versus a cubic grid's degree-6/mean-6.000; runs `min=1 / median=1 / p90=3 / max=18`. Latest focused cache timing: **1.436 μs rebuild**, **0.150 μs hot call**; final namespace timing: **1.130 μs rebuild**, **0.145 μs hot call**. Latest box audit: **104 proved, 152 Mixed, 138,424 voxels, 0 violations**. |
| `VoxelForgeStrateParamCoverageTest.cpp` | `VoxelForge.Determinism.StrateParamBlendCoverage` | **The X-macro guard** (added 2026-08-17). `FStrateGenerationParams::Lerp` blends the hand-written `VF_STRATE_PARAM_FIELDS` list, **not** the struct — so a field added to one and not the other compiles, tests green, and silently takes its **default** inside every Gradient/Interleaved transition band. This expands the X-macro a **third** way (after LERP and SNAP), into a name list, and diffs it against the struct's UObject reflection. Pure shape test: no fixture, no world, instant. `GExemptFieldNames` is **empty** — every reflected field is covered today, and any exemption must be written down as a decision. Stakes rise with the world composer, which intends to invent parameter sets through this same `Lerp` (`COMPOSER-NOTES.md`). |
| `VoxelForgeComposerParameterRollTest.cpp` | `VoxelForge.Composer.ParameterRoll` | Asset-Registry corpus audit + complete per-archetype spread/exclusion/clamp table; asserts bit-identical deterministic rerolls and same-archetype parents; measures 64 transient candidate strates with `VF_MeasureStrate` plus the exact unsnapped arrival→departure law; brute-forces every rolled production box verdict. World-scale run: **1,422 applications / 168 distinct fields**; **36/64 survival**, 60 non-vacuous, 58 largest-component, 40 exact-law passes; **1,411 Mixed + 731 AllSolid + 418 AllAir = 1,149 proved boxes**, **1,529,319 lattice voxels checked, 0 violations**, 148.387 s. |
| ″ | `VoxelForge.Composer.TerrainDetailLiveness` | Fixed 4,096-point `GetDensityAt` lattice, legacy and operator-stack paths; changes one terrain-detail group at a time with an empty terrain-op pool. Proves 9 live groups / 23 fields and 3 dead groups / 11 fields; all 24 rows match. |
| ″ | `VoxelForge.Composer.TerrainDetailLiveness` | Fixed 4,096-point `GetDensityAt` lattice on the TunnelNetwork slot; changes one terrain-detail group at a time with an empty terrain-op pool. Proves 9 live groups / 23 fields and 3 dead groups / 11 fields; all 12 rows must match. |
| `VoxelForgeComposerPromotionTest.cpp` | `VoxelForge.Composer.Promotion` | Re-measures the 12 project/default members, simulates five deterministic 24-candidate seasons with normalized measured-metric novelty (`<0.20`), cap 6, cumulative JSON promotion, provenance counts, corpus-hash checks, fresh-load gate verification, spread/survival reporting, and deliberate stale-metric corruption. The final landing validation passed the strict existing gates; no assertion was weakened. |
| `VoxelForgeComposerStructureRollTest.cpp` | `VoxelForge.Composer.StructureRoll` | Rolls root polarity → legal shape source → polarity-derived conversion → 4–8 declaration-legal modifiers → mandatory structural posts; blends the six native parameter families independently, measures 64 novel stacks, captures the same grid for the deterministic filled/contour XZ/XY preview, runs a separate step-1 radius-64 ROI pass for the 33 survivors centred on `LargestComponentPoint`, checks exact arrival→departure connectivity, rerolls every recipe/stack for determinism, and brute-forces every uniform box verdict. World-scale run: **33/64 survival (51.6%)**, **64 distinct recipes**, **0 invalid recipes**, **715 proved custom boxes / 951,665 lattice voxels / 0 violations**, blank plan/card **4/33→5/33**, **174.854 s**, **0 refusals**. |
| `VoxelForgeComposerShowcaseTest.cpp` | `VoxelForge.Composer.Showcase` | Exhausts the bounded parameter-roll set (seeds **0, 7331**, indices **0–63**), excludes multi-region rolls while the lateral gate is off, and measures every missing-family candidate in all six interior target slots at step 4 / radius 256 / `MaxCells=8,000,000`. Hard gates are non-vacuous, largest air share ≥ **0.50**, and exact unsnapped arrival→departure connectivity; selection score is floor-area fraction + clearance tie-break + projected-surface tie-break. It asserts roll/manifest determinism, density sign, zero `WorldRadiusVoxels`, bit-identical metric reruns, and writes one alphabetized card per archetype to `Saved/VoxelForge/Showcase/index.html`, with step-1 radius-64 filled/contour plan + vertical ROI images centred on `LargestComponentPoint`. The final landing regeneration evaluated **256** rolls (**82** eligible single-region, **174** skipped multi-region), produced **7 fine renders, 1 refusal, 0 blanks**, and retained a diagnostic hard-gate survivor set of **0/8**. |
| `VoxelForgeComposerSeasonTest.cpp` | `VoxelForge.Composer.Season` | Existing compose/review/393,216-sample round trip plus schema hash tamper rejection, two independent runtime manager/generator instances, season-authoritative seed/spine/radius, unset-season regression, and brute-force verification of every sampled non-Mixed recipe tile verdict (up to 64). |
| `VoxelForgeComposerCorpusFreeTest.cpp` | `VoxelForge.Composer.CorpusFree` | Shares each structure recipe across today's corpus blend, naive independent uniform rolls, and constraint-sampled rolls. The completed equal-arm world-scale run uses **16 candidates per arm**, step 4 / radius 256 / `MaxCells=8,000,000`, fixed passage-law mouths, and 40 box probes per candidate. Result: **10/16, 9/16, 8/16** survival; survivor feature-scale ranges are **8..268**, **8..60**, **8..92** voxels. Box checks: **185/246,235**, **260/346,060**, **299/397,969** proved/voxels, **0 violations** in every arm; constraint parameter and box-stop violations were also 0. |
| `VoxelForgeLayoutOrderIndependenceTest.cpp` | `VoxelForge.Determinism.LayoutOrderIndependence` | Builds a known transient soft-pointer pool, then rebuilds it in original, reversed, and swapped orders. Requires a non-empty layout and passage set, and compares every slot's definition/Z/height plus passage endpoints, landing descriptors, control geometry, and bounds bit-for-bit. |
| `VoxelForgePassageOpenSpaceTest.cpp` | `VoxelForge.Determinism.PassageLandsInOpenSpace` | Uses the real fixture density path to check both generated mouths against independent source queries, then audits all inter-strate landing ends: body-derived room dimensions, final-density flat-floor slope, local floor/join geometry, seal containment, hot-call/rebuild timing, and targeted `ClassifyTile` box soundness. Reports source-fit/refused mouths and per-archetype landing slopes; fails on any floor, join, seal, or box violation. |
| `VoxelForgePassageOpenSpaceTest.cpp` | `VoxelForge.Determinism.PassageLandsInOpenSpace` | Uses the real fixture density path to check both generated mouths against independent source queries (Maze/VerticalShafts/FloatingIslands footings are probed on the archetype stack built without a strate manager, i.e. without passage carving), then audits all inter-strate landing ends: body-derived room dimensions, final-density flat-floor slope, local floor/join geometry, seal containment, hot-call/rebuild timing, and targeted `ClassifyTile` box soundness. Reports source-fit/refused mouths and per-archetype landing slopes; fails on any floor, join, seal, or box violation. |
| `VoxelForgeStrateConnectivityTest.cpp` | `VoxelForge.Generation.StrateConnectivity` / `VoxelForge.Generation.StrateConnectivityRefinement` / `VoxelForge.Generation.VerticalShaftSeamFreedom` | Bounded strate metrics with density-polarity and solid-gap controls, deterministic route rechecks, and refinement sweeps. The refinement test uses the bounded 4-chunk density fixture, fits each measurement AABB to the arrival/departure mouth pair plus three shaft spacings (the prescribed local tree fallback), and caps the fitted control at 120,000,000 cells. It reports exact before/after seed-6 cell counts, reruns every negative with the fitted margin doubled, measures tree orphan candidates/path reachability and roughness-bubble proxies, asserts mouths remain inside the deterministic shaft feature core (the exact axis is an unsupported open cylinder), checks source/mirror physical paths, and requires 16/16 effective arrival→departure results across the 16 VerticalShafts seeds. Margin-binding negatives are reported as measurement limits, never as gap findings. The shaft seam test re-evaluates cell-boundary positions after warming distinct neighbouring chunk contexts. |
| `VoxelForgeMazeSeamTest.cpp` | `VoxelForge.Generation.MazeSeamFreedom` | Re-evaluates **42** cell-boundary probes after warming six different neighbouring chunk contexts in both legacy and operator-stack paths. Latest result: **0 legacy mismatches, 0 operator mismatches**. The Maze source's 2×2×2 lower-node window is deliberately local; no wide collect is involved. |
| `VoxelForgeMazeSeamTest.cpp` | `VoxelForge.Generation.MazeSeamFreedom` | Re-evaluates **42** cell-boundary probes through `GetDensityAt` after warming six different neighbouring chunk contexts; must report **0 mismatches**. The Maze source's 2×2×2 lower-node window is deliberately local; no wide collect is involved. |
| `VoxelForgeClipmapNoOverlapTest.cpp` | `VoxelForge.Streaming.ClipmapDesiredTilesNoOverlapCoverage` | Sweeps 5,145 cases (343 centres with negative coords and every parity × 5 radius/level/render-distance settings × 3 vertical clamps): **zero overlapping desired pairs AND coverage ⊇ the frozen `7486c29` selector**. Failed on `7486c29` (1,022,679 overlapping pairs) as intended. |
| `VoxelForgeDensityBlockEquivalenceTest.cpp` | `VoxelForge.Density.OperatorBlockMatchesScalarGrid` | Block evaluation (`EvalBlock` after `BuildActiveOpList` pruning) vs scalar, **bit-identical**: 5.1M mesher-grid samples (6 seeds × 8 archetypes × levels 0–5, with edits) + 300k direct `EvalBlock` samples. Scopes `voxel.UseFusedEvaluator=0` so the real block path runs. An injected optimistic `FPassageCarveOp::EffectOverBox` produced 5,612 mismatches. |
| `VoxelForgeWorldEdgeSealTest.cpp` | `VoxelForge.Generation.WorldEdgeSeal` | Positive samples outside the radius across every fixture strate, bit-identical interior negative control against radius 0, monotonic smooth-ramp check, radius-0 no-op, radial `ClassifyBox`/T1.d proofs brute-forced for every reported voxel, and synthetic plus generated near-rim passage coverage. Emits one aggregate summary with proved-box and voxel counts. |
@@ -756,38 +754,38 @@ The plugin's first tests (`Docs/archive/OPSTACK-PLAN.md` Phase 0.5). Run them fr
## 4. The density pipeline (most-edited hot path)
### 4.1 `GetDensityWithParams` (TunnelNetwork) — VoxelGenerator.cpp:3851
### 4.1 `GetDensityWithParams` (TunnelNetwork) — VoxelGenerator.cpp:3749
Stage order (negative=solid throughout). Each stage's anchor:
| Step | Line | What |
|------|------|------|
| 1 — Vertical scale | 3906 | Stretch Z before noise (`VerticalScale`). |
| 2 — Base density | 3915 | Everything starts solid at `BaseDensity`. |
| 3 — Cave warp | 3920 | Domain-warp the SDF query coords (organic shapes). |
| 4 — SDF morphology | 3974 | Rooms+tunnels via `BuildChunkCache`/`EvaluateSDFCached`. |
| 4b — Surface roughness | 4378 | Volumetric noise near surfaces (fBM/Ridged/Mixed). |
| 4c–4h — Terrain ops | 4506 | Per-room op applied near surfaces. Sub-anchors below. |
| · Terracing | 4548 | Step-like ledges. |
| · Layer lines | 4645 | Horizontal grooves (sin of Z). |
| · Ribbing | 4675 | Parallel ridges (sin of Z). |
| · Overhangs | 4704 | Low-Z-freq noise shelves. |
| · Cliff sharpening | 4740 | Amplify vertical gradient. |
| · Scallop | 4784 | Cellular erosion bowls. |
| · Arch/Bridge | 4820 | Hash-placed capsules across voids. |
| 4d — Columns | 4849 | Pre-baked vertical cylinders. |
| 4g — Domes | 4877 | Room-relative hemispherical ceilings. |
| 4h — Pinch | 4942 | Passage bottlenecks. |
| 5 — Worm tunnels | 5016 | abs(noise1)+abs(noise2), masked by distance-to-network (`WormNetworkRange`: braids hugging rooms/tunnels, no far-field speckle; 0 = legacy unmasked). |
| 6 — Boundary seal | 5098 | Solid top/bottom shells (`ApplyBoundarySeal`). |
| 7 — Inter-strate passages + landings | `GetDensityWithParams`: 5119; `GetSlabDensity`: 5372 | Carve wandering passage tubes and deterministic local landing rooms, restore their support floors, then leave the final XY seal to the outer MC post (`ApplyPassageModifier` / `ApplyPassageLandingFloorMC`). |
| 1 — Vertical scale | 3799 | Stretch Z before noise (`VerticalScale`). |
| 2 — Base density | 3808 | Everything starts solid at `BaseDensity`. |
| 3 — Cave warp | 3813 | Domain-warp the SDF query coords (organic shapes). |
| 4 — SDF morphology | 3863 | Rooms+tunnels via `BuildChunkCache`/`EvaluateSDFCached`. |
| 4b — Surface roughness | 4267 | Volumetric noise near surfaces (fBM/Ridged/Mixed). |
| 4c–4h — Terrain ops | 4395 | Per-room op applied near surfaces. Sub-anchors below. |
| · Terracing | 4437 | Step-like ledges. |
| · Layer lines | 4534 | Horizontal grooves (sin of Z). |
| · Ribbing | 4564 | Parallel ridges (sin of Z). |
| · Overhangs | 4593 | Low-Z-freq noise shelves. |
| · Cliff sharpening | 4629 | Amplify vertical gradient. |
| · Scallop | 4673 | Cellular erosion bowls. |
| · Arch/Bridge | 4709 | Hash-placed capsules across voids. |
| 4d — Columns | 4738 | Pre-baked vertical cylinders. |
| 4g — Domes | 4766 | Room-relative hemispherical ceilings. |
| 4h — Pinch | 4831 | Passage bottlenecks. |
| 5 — Worm tunnels | 4905 | abs(noise1)+abs(noise2), masked by distance-to-network (`WormNetworkRange`: braids hugging rooms/tunnels, no far-field speckle; 0 = legacy unmasked). |
| 6 — Boundary seal | 4987 | Solid top/bottom shells (`ApplyBoundarySeal`). |
| 7 — Inter-strate passages + landings | 5008 | Carve wandering passage tubes and deterministic local landing rooms, restore their support floors, then leave the final XY seal to the outer MC post (`ApplyPassageModifier` / `ApplyPassageLandingFloorMC`). |
### 4.2 `GetSlabDensity` (FlatPlain / CrystalChamber) — VoxelGenerator.cpp:5188
| Step | Line | What |
|------|------|------|
| 1 — Floor surface | 5199 | Noisy floor height. |
| 2 — Ceiling surface | 5234 | Formations hang downward (`abs(noise)`). |
| 3 — Void→base density | 5271 | Solid outside [floor,ceiling]. |
| 4 — Columns | 5291 | World-space hash grid, full-height. |
| 5+6 — Seal + passages | 5372 | Same seal, passage-tube, landing-room, connector, and support-floor path as TunnelNetwork. |
### 4.2 `BuildSlabStack` (FlatPlain / CrystalChamber) — VoxelDensityOpStack.cpp
| Step | Op | What |
|------|----|------|
| 1 — Floor surface | `FSlabVoidSource` | Noisy floor height (XY-pure). |
| 2 — Ceiling surface | `FSlabVoidSource` | Formations hang downward (`abs(noise)`). |
| 3 — Void→base density | `FSlabVoidSource` | Solid outside [floor,ceiling]. |
| 4 — Columns | `FGridColumnMod` | World-space hash grid, full-height. |
| 5+6 — Seal + passages | `AppendStructuralPost` | Spine, vertical seal, passage tube/landing floor, XY seal — the same structural post as every stack. |
---
@@ -802,16 +800,16 @@ Stage order (negative=solid throughout). Each stage's anchor:
| Async threading / stale-result handling | `LoadTile` :7291, `ProcessPendingChunks` :5856, generation Epoch + per-request cancellation token. |
| Add a new cave feature / terrain op | Add enum in `VoxelTerrainOpDefinition.h:36`, params there, `ApplyTo` (.cpp:6), transport fields in `FStrateGenerationParams`, consume it in a new Step inside `GetDensityWithParams`. |
| Tweak room/tunnel shapes | `VoxelCaveMorphology.cpp` `BuildChunkCache` :6782 / `EvaluateSDFCached` :8569. |
| Worm tunnel behavior | `GetDensityWithParams` Step 5, VoxelGenerator.cpp:5016. |
| Strate stacking / which strate where | `UVoxelStrateManager::Initialize` :1165. |
| Worm tunnel behavior | `GetDensityWithParams` Step 5, VoxelGenerator.cpp:4905. |
| Strate stacking / which strate where | `UVoxelStrateManager::Initialize` :1164. |
| Publish/use an offline season | Create `UVoxelSeasonAsset`, set `SourceManifestJson`, press `ImportSeasonManifestJson`, then assign it to `UVoxelSettings::Season`. |
| Boundary blend between strates | `GetGenerationParams` :6605 + `FStrateGenerationParams::Lerp` (expands `VF_STRATE_PARAM_FIELDS`, StrateTypes.h — new fields go in that list). |
| Passages / landing geometry between strates | `GeneratePassages` :1735 + `EvaluateModifierSDF` :2719 + `ApplyPassageModifier` / `ApplyPassageLandingFloorMC` (StrateManager.cpp) + `ClassifyTile` floor guard (Generator.cpp). |
| Boundary blend between strates | `GetGenerationParams` :6509 + `FStrateGenerationParams::Lerp` (expands `VF_STRATE_PARAM_FIELDS`, StrateTypes.h — new fields go in that list). |
| Passages / landing geometry between strates | `GeneratePassages` :1659 + `EvaluateModifierSDF` :2643 + `ApplyPassageModifier` / `ApplyPassageLandingFloorMC` (StrateManager.cpp) + `ClassifyTile` floor guard (Generator.cpp). |
| Player carve/fill | `CarveAtPosition`/`FillAtPosition` VoxelWorld.cpp:8413/8422 → `UVoxelDiffLayer::ApplyModification` :185. |
| Mesh smoothness / normals | Grid-gradient in `GenerateMesh` (`GradAt` lambda), `IsoLevel` (h). |
| New slab/flat-world generator | `GetSlabDensity` Generator.cpp:5188 + `FSlabGenerationParams` (StrateTypes.h:1223). |
| New slab/flat-world generator | `VoxelDensityOps::BuildSlabStack` + `FSlabVoidSource` / `FGridColumnMod` (VoxelDensityOpStack.cpp) + `FSlabGenerationParams` (StrateTypes.h:1223). |
| Biome placement / layout | `BiomeMapParams` on the strate (cell size, warp, climate freqs) + each biome's climate box. Bake `AVoxelWorld::BakeBiomePreview` to tune. §8.14. |
| What a biome does to terrain | A full archetype param override on the biome (`bOverrideTerrain` + `SurfaceParams`); surface output-blends dominant/neighbour heights in `GetSurfaceDensity`. Caves = content/atmosphere only (determinism, §8.14). |
| What a biome does to terrain | A full archetype param override on the biome (`bOverrideTerrain` + `SurfaceParams`); surface output-blends dominant/neighbour heights in the surface stack (`BuildSurfaceStack` with per-biome params) and in `ComputeSurfaceColumn`. Caves = content/atmosphere only (determinism, §8.14). |
| Add a biome / biome content | New `UVoxelBiomeDefinition` asset → add to the strate's `Biomes[]`. §8.14 / §8.12. |
| Season reset | `AVoxelWorld::ChangeSeed` :8710. |
+13 -11
View File
@@ -119,17 +119,19 @@ and changes that would alter generated terrain.
`sheet_tile` dump field stays for the parity compare.
- [x] `UVoxelSettings::CeilingViewMultiplier` / `CeilingBandChunks` / `DensityVolumeMaxTasks` — removed
(never read).
- [ ] **Operator stack as the only density path.** Strates without `bUseOperatorStack` (and cooked-season
entries without a recipe) still run the per-archetype `switch` in `UVoxelGenerator::GetDensityAt`
(`GetSlabDensity`, `GetMazeDensity`, `GetVerticalShaftDensity`, `GetFloatingIslandDensity`, the
SurfaceWorld column path, native `GetDensityWithParams`). The tests call those helpers "legacy
diagnostic only… not the owner path", and several of them no longer match the stack (e.g.
SurfaceWorld, VerticalShafts, TunnelNetwork telemetry). Retiring the switch means: drop the gate in
`UVoxelStrateManager::UsesOperatorStackForChunk`, remove the switch (fallback: native stack, then
air for a degenerate strate), delete those helpers and the legacy/stack comparisons in ~15 tests, and
remove `bUseOperatorStack` (+ commandlet `-opstack`). **It changes terrain for any strate not already
opted in**, so it was not done in the cleanup. Related live "legacy" paths that would go with it:
the no-strate-manager fallback world (`GetDensityWithParams` with legacy posts).
- [x] **Operator stack as the only density path** (cleanup/2026-09, owner-approved). Every strate —
authored, cooked-season (recipe or native) and editor composer candidate — now generates through its
operator stack; a degenerate strate is air. Removed: `UVoxelStrateDefinition::bUseOperatorStack`, the
archetype `switch` in `GetDensityAt`, `GetSlabDensity` / `GetMazeDensity` / `GetSurfaceDensity` /
`SurfaceDensityFromColumn` / `GetVerticalShaftDensity` / `GetFloatingIslandDensity`, the four
`Cave Bail Not Op Stack *` stats, the startup opt-in warning, commandlet `-opstack`, and the
legacy-vs-stack comparisons in the tests. **Terrain changes for any strate asset that did not
already have the opt-in ticked.**
- [ ] **No-strate-manager fallback world.** A world whose settings have no season, pool or fixed
strates runs `GetDensityAt`'s fallback: default `FStrateGenerationParams` through
`GetDensityWithParams` with its direct-caller ("legacy") structural posts. It is the only caller of
that post path outside tests/commandlet diagnostics. Decide whether an empty configuration should
keep generating generic caves or refuse to generate.
- [ ] `UVoxelStrateDefinition::WaterColor`, `Creatures`, `AmbientSound`, `Music`, `MusicVolume` and the
`FStrateCreature` / `FStrateAmbientActor` spawn fields (`SpawnChancePerChunk`, `MaxPerStrate`,
`SpawnWeight`) — authored data with no consuming system yet (F9 audio, creatures).
+3 -2
View File
@@ -32,7 +32,8 @@ So: normals can cost as much as the entire density grid; a SurfaceWorld chunk do
### Tier 1 — high win / low risk / small-medium effort (do these first)
> **STATUS 2026-07-05: Tier 1 COMPLETE.** T1.a ✅ (surface-column cache, now file-scope `GSurfColCache`);
> **STATUS 2026-07-05: Tier 1 COMPLETE.** T1.a ✅ (surface-column cache; since cleanup/2026-09 the density
> path's copy is the surface stack's `FSurfaceColumnSource` memo and `GSurfColCache` serves `ClassifyTile` only);
> T1.b ✅ (grid-based normals inline in `GenerateMesh`);
> T1.c ✅ (`bShouldCreateCollision` = level 0 only, VoxelWorld.cpp ApplyMeshToTile); T1.d ✅ (v2
> `ClassifyTile`, trace-verified −44 % worker CPU); T1.e ✅ (`MaxMeshAppliesPerFrame`, default 4);
@@ -160,7 +161,7 @@ Mobs need two things the world didn't give them: (1) to *exist* away from the lo
mandatory. AI is server-authoritative (§9.6). ★ Build when NPCs actually land.
**F20 — Biome-selected surface terrain ops (terrace / cliff / layer-lines / overhang / spike / hole). SPEC 2026-07-07.**
Terrain ops are cave-only today (per-room in `GetDensityWithParams`; `GetSurfaceDensity` applies NONE — that's
Terrain ops were cave-only at the time (per-room in `GetDensityWithParams`; the SurfaceWorld density applied NONE — that's
the "ops don't work on the surface" report). This brings them to the SURFACE, as a **biome** property,
**conditioned on local terrain** so they read geological instead of random. (Slots in ahead of the later
cave-system redo, which will add biome support cave-side reusing this same op→biome model.)