wip(assembler): M1 round 6 -- owner walk fixes: 25 cm geometry scale, one height datum, carve/fill sign, faster relief meshing
Owner saw content floating above native terrain, spiky triangles, reversed carve/fill and late relief. Causes: shared mesher placed Core tiles on a 12.5 cm grid; content/atmosphere asked strate ranges in 12.5 cm voxels; Core edits add density where the legacy diff subtracts. Horizon LOD8 bridge edge 5.657 -> 2.265 cells. Relief mesh p95 60.8 -> 42.0 ms (LOD0). New BuildHost checks for scale, height, blueprint carve/fill and per-kind streaming lag. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
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@@ -8,6 +8,7 @@
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#include "VoxelBiomeDefinition.h"
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#include "VoxelGenerator.h"
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#include "VoxelSettings.h"
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#include "VoxelWorld.h"
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#include "VoxelCaveMorphology.h" // VoxelHash
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#include "Components/StaticMeshComponent.h"
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#include "Components/HierarchicalInstancedStaticMeshComponent.h"
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@@ -18,6 +19,114 @@
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#include "Tasks/Task.h"
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#include "HAL/PlatformProcess.h"
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#include "ProfilingDebugging/CpuProfilerTrace.h" // Unreal Insights scopes
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#include <VoxelForgeCore/VoxelForgeCore.h>
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#include <cmath>
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#include <string>
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struct FCoreSurfaceSnapshot
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{
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VoxelForgeCore::WorldAssemblyRecipeV1 Recipe;
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TMap<int32, VoxelForgeCore::WorldAssemblyStratumPlanV1> Plans;
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const VoxelForgeCore::WorldAssemblyStratumPlanV1* FindPlan(int32 StrateIndex) const
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{
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return Plans.Find(StrateIndex);
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}
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bool GetHeights(int32 StrateIndex, float LegacyVoxelX, float LegacyVoxelY,
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float& OutGroundLegacyVoxels, float& OutCapLegacyVoxels) const
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{
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const auto* Plan = FindPlan(StrateIndex);
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if (!Plan || !VoxelMath::IsFinite(LegacyVoxelX) || !VoxelMath::IsFinite(LegacyVoxelY))
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{
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return false;
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}
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// One 12.5 cm legacy voxel equals 128 subvoxels, half a 25 cm Core voxel.
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// Un voxel historique de 12,5 cm vaut 128 sous-voxels, soit la moitie d'un voxel Core de 25 cm.
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constexpr double LegacyVoxelToSubvoxels = 128.0;
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constexpr double SubvoxelsPerLegacyVoxel = LegacyVoxelToSubvoxels;
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constexpr double MaxInput = static_cast<double>(MAX_int64) / LegacyVoxelToSubvoxels;
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if (FMath::Abs(static_cast<double>(LegacyVoxelX)) > MaxInput
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|| FMath::Abs(static_cast<double>(LegacyVoxelY)) > MaxInput)
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{
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return false;
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}
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const VoxelForgeCore::Heightfield2D Heightfield(Recipe, *Plan);
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if (!Heightfield.isValid())
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{
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return false;
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}
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const int64 XSubvoxels = static_cast<int64>(std::llround(
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static_cast<double>(LegacyVoxelX) * LegacyVoxelToSubvoxels));
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const int64 YSubvoxels = static_cast<int64>(std::llround(
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static_cast<double>(LegacyVoxelY) * LegacyVoxelToSubvoxels));
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const auto Sample = Heightfield.point(
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XSubvoxels, YSubvoxels, 0);
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int64 SurfaceHeightSubvoxels = Sample.groundHeightSubvoxels;
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int64 SearchTopSubvoxels = Sample.groundHeightSubvoxels;
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for (const auto& Feature : Plan->features)
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{
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if ((Feature.type != 2 && Feature.type != 4)
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|| XSubvoxels < Feature.minimumSubvoxels[0] - 4 * 256
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|| XSubvoxels > Feature.maximumSubvoxels[0] + 4 * 256
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|| YSubvoxels < Feature.minimumSubvoxels[1] - 4 * 256
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|| YSubvoxels > Feature.maximumSubvoxels[1] + 4 * 256)
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{
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continue;
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}
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SearchTopSubvoxels = FMath::Max(
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SearchTopSubvoxels, Feature.maximumSubvoxels[2]);
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}
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SearchTopSubvoxels = FMath::Min(
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Sample.capHeightSubvoxels, SearchTopSubvoxels + 256);
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if (SearchTopSubvoxels > Sample.groundHeightSubvoxels)
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{
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// Quarter Core voxel, bounded to relevant features. / Quart de voxel Core, borne aux volumes pertinents.
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constexpr int64 ScanStepSubvoxels = 64;
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int64 PreviousZ = SearchTopSubvoxels;
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int64 PreviousDensity = Heightfield.point(XSubvoxels, YSubvoxels, PreviousZ).densitySubvoxels;
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for (int64 Z = SearchTopSubvoxels - ScanStepSubvoxels;
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Z >= Sample.groundHeightSubvoxels; Z -= ScanStepSubvoxels)
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{
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const int64 Density = Heightfield.point(XSubvoxels, YSubvoxels, Z).densitySubvoxels;
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if (PreviousDensity >= 0 && Density < 0)
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{
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const double Denominator = static_cast<double>(PreviousDensity - Density);
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const double Alpha = Denominator > 0.0
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? static_cast<double>(PreviousDensity) / Denominator : 0.5;
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SurfaceHeightSubvoxels = static_cast<int64>(std::llround(
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static_cast<double>(PreviousZ) + (static_cast<double>(Z - PreviousZ) * Alpha)));
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break;
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}
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PreviousZ = Z;
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PreviousDensity = Density;
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}
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}
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OutGroundLegacyVoxels = static_cast<float>(SurfaceHeightSubvoxels / SubvoxelsPerLegacyVoxel);
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OutCapLegacyVoxels = static_cast<float>(Sample.capHeightSubvoxels / SubvoxelsPerLegacyVoxel);
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return VoxelMath::IsFinite(OutGroundLegacyVoxels) && VoxelMath::IsFinite(OutCapLegacyVoxels);
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}
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bool GetWater(int32 StrateIndex, bool& OutHasPlan, bool& OutEnabled, float& OutLocalCm) const
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{
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OutHasPlan = false;
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OutEnabled = false;
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OutLocalCm = -FLT_MAX;
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const auto* Plan = FindPlan(StrateIndex);
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if (!Plan)
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{
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return false;
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}
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OutHasPlan = true;
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OutEnabled = Plan->waterEnabled;
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if (OutEnabled)
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{
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OutLocalCm = static_cast<float>(Plan->waterSurfaceSubvoxels) * (25.0f / 256.0f);
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}
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return true;
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}
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};
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// Global safety cap on spawned decoration ACTORS per cell (across all entries).
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// HISM instances are exempt — they're batched render data, capped per entry by MaxPerChunk.
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@@ -64,6 +173,37 @@ void UVoxelContentManager::Initialize(AActor* InOwner, UVoxelStrateManager* InSt
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Generator = InGenerator;
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Settings = InSettings;
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Seed = InSeed;
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NativeSurfaceSnapshot.Reset();
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if (Settings)
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{
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FString ManifestJson, ManifestHash, ManifestError;
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if (Settings->GetWorldAssemblyManifestJson(ManifestJson, ManifestHash, ManifestError)
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&& !ManifestJson.IsEmpty())
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{
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FTCHARToUTF8 Utf8Json(*ManifestJson);
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std::string CoreError;
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const std::optional<VoxelForgeCore::WorldAssemblyManifest> Manifest =
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VoxelForgeCore::WorldAssemblyManifest::FromJson(
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std::string_view(Utf8Json.Get(), static_cast<std::size_t>(Utf8Json.Length())), CoreError);
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if (Manifest)
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{
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TSharedPtr<FCoreSurfaceSnapshot, ESPMode::ThreadSafe> Snapshot =
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MakeShared<FCoreSurfaceSnapshot, ESPMode::ThreadSafe>();
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Snapshot->Recipe = Manifest->recipe;
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for (const auto& Plan : Manifest->plan.strates)
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{
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Snapshot->Plans.Add(Plan.strateIndex, Plan);
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}
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NativeSurfaceSnapshot = Snapshot;
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}
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else
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{
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UE_LOG(LogTemp, Warning, TEXT("[VoxelContentManager] native surface snapshot rejected: %s"),
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UTF8_TO_TCHAR(CoreError.c_str()));
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}
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}
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}
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if (!PlaneMesh)
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{
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@@ -71,6 +211,39 @@ void UVoxelContentManager::Initialize(AActor* InOwner, UVoxelStrateManager* InSt
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}
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}
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bool UVoxelContentManager::QueryNativeSurfaceAnchors(
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int32 StrateIndex, const FVector2D& LocalXYCm, float& OutGroundLocalZCm,
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bool& bOutHasWater, float& OutWaterLocalZCm) const
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{
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OutGroundLocalZCm = 0.0f;
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bOutHasWater = false;
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OutWaterLocalZCm = -FLT_MAX;
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const AVoxelWorld* VoxelWorld = Cast<AVoxelWorld>(Owner.Get());
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if (VoxelWorld == nullptr || !VoxelWorld->bUseVoxelForgeCore
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|| !NativeSurfaceSnapshot.IsValid())
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{
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return false;
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}
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float GroundLegacyVoxels = 0.0f;
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float CapLegacyVoxels = 0.0f;
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if (!NativeSurfaceSnapshot->GetHeights(StrateIndex,
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LocalXYCm.X / VOXEL_SIZE, LocalXYCm.Y / VOXEL_SIZE,
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GroundLegacyVoxels, CapLegacyVoxels))
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{
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return false;
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}
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OutGroundLocalZCm = GroundLegacyVoxels * VOXEL_SIZE;
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bool bHasPlan = false;
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if (!NativeSurfaceSnapshot->GetWater(StrateIndex, bHasPlan,
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bOutHasWater, OutWaterLocalZCm)
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|| !bHasPlan)
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{
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return false;
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}
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return true;
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}
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void UVoxelContentManager::BeginDestroy()
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{
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// Backstop: stop any worker from touching us. EndPlay → NotifyShutdown should have already drained.
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@@ -185,11 +358,14 @@ void UVoxelContentManager::UpdateDecorations(const FVector& PlayerWorldPos)
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// All strate/water/density queries are in actor-LOCAL space (StrateManager assumes actor origin;
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// the mesher builds geometry from voxel*VOXEL_SIZE in local space). Bring the player local.
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const FVector LocalPlayer = OwnerXf.InverseTransformPosition(PlayerWorldPos);
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const AVoxelWorld* VoxelWorld = Cast<AVoxelWorld>(OwnerActor);
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const float ManagerLocalZ = VoxelWorld
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? VoxelWorld->ToStrateManagerLocalZ(LocalPlayer.Z) : LocalPlayer.Z;
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// Player's strate band (actor-local cm). No strate (inter-strate gap / outside world) ⇒ no decos.
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float TopZ, BotZ;
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const bool bInStrate = StrateManager->GetStrateUnrealZRange(LocalPlayer.Z, TopZ, BotZ);
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const int32 StrateIndex = bInStrate ? StrateManager->GetStrateIndex(LocalPlayer.Z) : INT32_MIN;
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const bool bInStrate = StrateManager->GetStrateUnrealZRange(ManagerLocalZ, TopZ, BotZ);
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const int32 StrateIndex = bInStrate ? StrateManager->GetStrateIndex(ManagerLocalZ) : INT32_MIN;
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if (!bInStrate)
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{
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@@ -206,17 +382,39 @@ void UVoxelContentManager::UpdateDecorations(const FVector& PlayerWorldPos)
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// Shared per-update strate context (a strate is a horizontal slab → same for every cell).
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CurrentCtx = FDecoContext();
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CurrentCtx.TopVoxelZ = TopZ / VOXEL_SIZE;
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CurrentCtx.BottomVoxelZ = BotZ / VOXEL_SIZE;
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CurrentCtx.StrateIndex = StrateIndex;
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CurrentCtx.TopVoxelZ = (VoxelWorld ? VoxelWorld->FromStrateManagerLocalZ(TopZ) : TopZ) / VOXEL_SIZE;
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CurrentCtx.BottomVoxelZ = (VoxelWorld ? VoxelWorld->FromStrateManagerLocalZ(BotZ) : BotZ) / VOXEL_SIZE;
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CurrentCtx.RepChunkZ = FMath::FloorToInt(((TopZ + BotZ) * 0.5f / VOXEL_SIZE) / (float)CHUNK_SIZE);
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const FIntVector RepChunk(PlayerCell.X, PlayerCell.Y, CurrentCtx.RepChunkZ);
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CurrentCtx.Def = StrateManager->GetStrateForChunk(RepChunk);
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CurrentCtx.bSurfaceWorld =
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(StrateManager->GetGeneratorTypeForChunk(RepChunk) == ECaveGeneratorType::SurfaceWorld);
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CurrentCtx.NativeSurface = NativeSurfaceSnapshot;
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CurrentCtx.bNativeSurface = VoxelWorld != nullptr && VoxelWorld->bUseVoxelForgeCore
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&& CurrentCtx.bSurfaceWorld
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&& CurrentCtx.NativeSurface.IsValid()
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&& CurrentCtx.NativeSurface->FindPlan(StrateIndex) != nullptr;
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{
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const float Wv = StrateManager->GetWaterLevelWorldZForChunk(RepChunk);
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CurrentCtx.bHasWater = (Wv != -FLT_MAX);
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CurrentCtx.WaterLocalZ = CurrentCtx.bHasWater ? Wv * VOXEL_SIZE : -FLT_MAX;
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bool bHasNativePlan = false;
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bool bNativeWaterEnabled = false;
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float NativeWaterLocalZ = -FLT_MAX;
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if (CurrentCtx.bNativeSurface
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&& CurrentCtx.NativeSurface->GetWater(StrateIndex, bHasNativePlan,
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bNativeWaterEnabled, NativeWaterLocalZ)
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&& bHasNativePlan)
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{
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CurrentCtx.bHasWater = bNativeWaterEnabled;
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CurrentCtx.WaterLocalZ = bNativeWaterEnabled ? NativeWaterLocalZ : -FLT_MAX;
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}
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else
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{
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const float Wv = StrateManager->GetWaterLevelWorldZForChunk(RepChunk);
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CurrentCtx.bHasWater = (Wv != -FLT_MAX);
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CurrentCtx.WaterLocalZ = CurrentCtx.bHasWater
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? (VoxelWorld ? VoxelWorld->FromStrateManagerLocalZ(Wv * VOXEL_SIZE) : Wv * VOXEL_SIZE)
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: -FLT_MAX;
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}
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}
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// Strate biome field (XY-global → resolved once; the worker picks the dominant biome per COLUMN).
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CurrentCtx.BiomeCtx = StrateManager->GetBiomeContextForChunk(RepChunk);
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@@ -513,6 +711,15 @@ void UVoxelContentManager::BuildCellSpawns(const UVoxelGenerator* Gen, const FTr
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const bool bHasBiomes = Ctx.BiomeCtx.IsValid();
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auto D = [&](float VX, float VY, float VZ) { return Gen->GetDensityAt(VX, VY, VZ); };
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auto GetSurface = [&](float VX, float VY, float& OutGround, float& OutCap)
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{
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if (Ctx.bNativeSurface && Ctx.NativeSurface.IsValid())
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{
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return Ctx.NativeSurface->GetHeights(
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Ctx.StrateIndex, VX, VY, OutGround, OutCap);
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}
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return Gen->GetSurfaceHeightAt(VX, VY, Ctx.RepChunkZ, OutGround, OutCap);
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};
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// Build a companion satellite's transform from its profile + per-instance hash at a snapped surface point
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// (voxel XY/Z + outward normal). Shared by level-1 and level-2 companions.
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@@ -756,14 +963,15 @@ void UVoxelContentManager::BuildCellSpawns(const UVoxelGenerator* Gen, const FTr
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// columns carved away by passages / the (0,0) spine / player diffs (the oracle is the raw
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// heightfield and doesn't know about carving).
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float hC, cC, hXp, cXp, hXm, cXm, hYp, cYp, hYm, cYm;
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if (!Gen->GetSurfaceHeightAt(VX, VY, Ctx.RepChunkZ, hC, cC)) continue;
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Gen->GetSurfaceHeightAt(VX + 1.0f, VY, Ctx.RepChunkZ, hXp, cXp);
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Gen->GetSurfaceHeightAt(VX - 1.0f, VY, Ctx.RepChunkZ, hXm, cXm);
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Gen->GetSurfaceHeightAt(VX, VY + 1.0f, Ctx.RepChunkZ, hYp, cYp);
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Gen->GetSurfaceHeightAt(VX, VY - 1.0f, Ctx.RepChunkZ, hYm, cYm);
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if (!GetSurface(VX, VY, hC, cC)) continue;
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GetSurface(VX + 1.0f, VY, hXp, cXp);
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GetSurface(VX - 1.0f, VY, hXm, cXm);
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GetSurface(VX, VY + 1.0f, hYp, cYp);
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GetSurface(VX, VY - 1.0f, hYm, cYm);
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// Floor (terrain top): outward normal = (-dH/dx, -dH/dy, 1).
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if (hC >= Ctx.BottomVoxelZ && hC <= Ctx.TopVoxelZ && D(VX, VY, hC) <= 0.5f)
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if (hC >= Ctx.BottomVoxelZ && hC <= Ctx.TopVoxelZ
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&& (Ctx.bNativeSurface || D(VX, VY, hC) <= 0.5f))
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{
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const float dHdx = (hXp - hXm) * 0.5f;
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const float dHdy = (hYp - hYm) * 0.5f;
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@@ -773,7 +981,8 @@ void UVoxelContentManager::BuildCellSpawns(const UVoxelGenerator* Gen, const FTr
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}
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// Sky-cap ceiling underside: outward normal = (dC/dx, dC/dy, -1). Only if open space below.
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if (cC > hC + 1.0f && cC <= Ctx.TopVoxelZ && D(VX, VY, cC) <= 0.5f)
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if (cC > hC + 1.0f && cC <= Ctx.TopVoxelZ
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&& (Ctx.bNativeSurface || D(VX, VY, cC) <= 0.5f))
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{
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const float dCdx = (cXp - cXm) * 0.5f;
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const float dCdy = (cYp - cYm) * 0.5f;
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@@ -1132,16 +1341,26 @@ bool UVoxelContentManager::FindLandmarkColumn(const UVoxelGenerator* Gen, const
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if (Ctx.bSurfaceWorld)
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{
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float hC, cC;
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if (!Gen->GetSurfaceHeightAt(VX, VY, Ctx.RepChunkZ, hC, cC)) return false;
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auto GetSurface = [&](float SampleX, float SampleY, float& OutGround, float& OutCap)
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{
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if (Ctx.bNativeSurface && Ctx.NativeSurface.IsValid())
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{
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return Ctx.NativeSurface->GetHeights(
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Ctx.StrateIndex, SampleX, SampleY, OutGround, OutCap);
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}
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return Gen->GetSurfaceHeightAt(
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SampleX, SampleY, Ctx.RepChunkZ, OutGround, OutCap);
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};
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if (!GetSurface(VX, VY, hC, cC)) return false;
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if (Surf == ESurfaceType::Ceiling)
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{
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if (!(cC > hC + 1.0f && cC <= Ctx.TopVoxelZ)) return false;
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float d, cXp, cXm, cYp, cYm;
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Gen->GetSurfaceHeightAt(VX + 1.0f, VY, Ctx.RepChunkZ, d, cXp);
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Gen->GetSurfaceHeightAt(VX - 1.0f, VY, Ctx.RepChunkZ, d, cXm);
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Gen->GetSurfaceHeightAt(VX, VY + 1.0f, Ctx.RepChunkZ, d, cYp);
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Gen->GetSurfaceHeightAt(VX, VY - 1.0f, Ctx.RepChunkZ, d, cYm);
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GetSurface(VX + 1.0f, VY, d, cXp);
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GetSurface(VX - 1.0f, VY, d, cXm);
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GetSurface(VX, VY + 1.0f, d, cYp);
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GetSurface(VX, VY - 1.0f, d, cYm);
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FVector N = OwnerXf.TransformVectorNoScale(
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FVector((cXp - cXm) * 0.5f, (cYp - cYm) * 0.5f, -1.0f)).GetSafeNormal();
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if (N.IsNearlyZero()) N = FVector::DownVector;
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@@ -1149,12 +1368,12 @@ bool UVoxelContentManager::FindLandmarkColumn(const UVoxelGenerator* Gen, const
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}
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// Floor / Wall / Any → the terrain top.
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if (!(hC >= Ctx.BottomVoxelZ && hC <= Ctx.TopVoxelZ)) return false;
|
||||
if (Gen->GetDensityAt(VX, VY, hC) > 0.5f) return false; // carved away (passage/spine/diff)
|
||||
if (!Ctx.bNativeSurface && Gen->GetDensityAt(VX, VY, hC) > 0.5f) return false;
|
||||
float d, hXp, hXm, hYp, hYm;
|
||||
Gen->GetSurfaceHeightAt(VX + 1.0f, VY, Ctx.RepChunkZ, hXp, d);
|
||||
Gen->GetSurfaceHeightAt(VX - 1.0f, VY, Ctx.RepChunkZ, hXm, d);
|
||||
Gen->GetSurfaceHeightAt(VX, VY + 1.0f, Ctx.RepChunkZ, hYp, d);
|
||||
Gen->GetSurfaceHeightAt(VX, VY - 1.0f, Ctx.RepChunkZ, hYm, d);
|
||||
GetSurface(VX + 1.0f, VY, hXp, d);
|
||||
GetSurface(VX - 1.0f, VY, hXm, d);
|
||||
GetSurface(VX, VY + 1.0f, hYp, d);
|
||||
GetSurface(VX, VY - 1.0f, hYm, d);
|
||||
FVector N = OwnerXf.TransformVectorNoScale(
|
||||
FVector(-(hXp - hXm) * 0.5f, -(hYp - hYm) * 0.5f, 1.0f)).GetSafeNormal();
|
||||
if (N.IsNearlyZero()) N = FVector::UpVector;
|
||||
@@ -1382,10 +1601,13 @@ void UVoxelContentManager::UpdateLandmarks(const FVector& PlayerWorldPos)
|
||||
|
||||
const FTransform OwnerXf = OwnerActor->GetActorTransform();
|
||||
const FVector LocalPlayer = OwnerXf.InverseTransformPosition(PlayerWorldPos);
|
||||
const AVoxelWorld* VoxelWorld = Cast<AVoxelWorld>(OwnerActor);
|
||||
const float ManagerLocalZ = VoxelWorld
|
||||
? VoxelWorld->ToStrateManagerLocalZ(LocalPlayer.Z) : LocalPlayer.Z;
|
||||
|
||||
float TopZ, BotZ;
|
||||
const bool bInStrate = StrateManager->GetStrateUnrealZRange(LocalPlayer.Z, TopZ, BotZ);
|
||||
const int32 StrateIndex = bInStrate ? StrateManager->GetStrateIndex(LocalPlayer.Z) : INT32_MIN;
|
||||
const bool bInStrate = StrateManager->GetStrateUnrealZRange(ManagerLocalZ, TopZ, BotZ);
|
||||
const int32 StrateIndex = bInStrate ? StrateManager->GetStrateIndex(ManagerLocalZ) : INT32_MIN;
|
||||
|
||||
if (!bInStrate)
|
||||
{
|
||||
@@ -1403,8 +1625,9 @@ void UVoxelContentManager::UpdateLandmarks(const FVector& PlayerWorldPos)
|
||||
|
||||
// Shared strate context (a strate is a horizontal slab → same everywhere this update).
|
||||
FDecoContext Ctx;
|
||||
Ctx.TopVoxelZ = TopZ / VOXEL_SIZE;
|
||||
Ctx.BottomVoxelZ = BotZ / VOXEL_SIZE;
|
||||
Ctx.StrateIndex = StrateIndex;
|
||||
Ctx.TopVoxelZ = (VoxelWorld ? VoxelWorld->FromStrateManagerLocalZ(TopZ) : TopZ) / VOXEL_SIZE;
|
||||
Ctx.BottomVoxelZ = (VoxelWorld ? VoxelWorld->FromStrateManagerLocalZ(BotZ) : BotZ) / VOXEL_SIZE;
|
||||
Ctx.RepChunkZ = FMath::FloorToInt(((TopZ + BotZ) * 0.5f / VOXEL_SIZE) / (float)CHUNK_SIZE);
|
||||
const FIntVector RepChunk(FMath::FloorToInt(LocalPlayer.X / ChunkWorld),
|
||||
FMath::FloorToInt(LocalPlayer.Y / ChunkWorld), Ctx.RepChunkZ);
|
||||
@@ -1416,10 +1639,30 @@ void UVoxelContentManager::UpdateLandmarks(const FVector& PlayerWorldPos)
|
||||
}
|
||||
Ctx.Def = Def;
|
||||
Ctx.bSurfaceWorld = (StrateManager->GetGeneratorTypeForChunk(RepChunk) == ECaveGeneratorType::SurfaceWorld);
|
||||
Ctx.NativeSurface = NativeSurfaceSnapshot;
|
||||
Ctx.bNativeSurface = VoxelWorld != nullptr && VoxelWorld->bUseVoxelForgeCore
|
||||
&& Ctx.bSurfaceWorld && Ctx.NativeSurface.IsValid()
|
||||
&& Ctx.NativeSurface->FindPlan(StrateIndex) != nullptr;
|
||||
{
|
||||
const float Wv = StrateManager->GetWaterLevelWorldZForChunk(RepChunk);
|
||||
Ctx.bHasWater = (Wv != -FLT_MAX);
|
||||
Ctx.WaterLocalZ = Ctx.bHasWater ? Wv * VOXEL_SIZE : -FLT_MAX;
|
||||
bool bHasNativePlan = false;
|
||||
bool bNativeWaterEnabled = false;
|
||||
float NativeWaterLocalZ = -FLT_MAX;
|
||||
if (Ctx.bNativeSurface
|
||||
&& Ctx.NativeSurface->GetWater(StrateIndex, bHasNativePlan,
|
||||
bNativeWaterEnabled, NativeWaterLocalZ)
|
||||
&& bHasNativePlan)
|
||||
{
|
||||
Ctx.bHasWater = bNativeWaterEnabled;
|
||||
Ctx.WaterLocalZ = bNativeWaterEnabled ? NativeWaterLocalZ : -FLT_MAX;
|
||||
}
|
||||
else
|
||||
{
|
||||
const float Wv = StrateManager->GetWaterLevelWorldZForChunk(RepChunk);
|
||||
Ctx.bHasWater = (Wv != -FLT_MAX);
|
||||
Ctx.WaterLocalZ = Ctx.bHasWater
|
||||
? (VoxelWorld ? VoxelWorld->FromStrateManagerLocalZ(Wv * VOXEL_SIZE) : Wv * VOXEL_SIZE)
|
||||
: -FLT_MAX;
|
||||
}
|
||||
}
|
||||
// Landmarks use the same per-column biome gates as decorations. Keep the complete POD biome
|
||||
// context in the worker/game-thread placement context; a null/default context would silently
|
||||
@@ -1585,16 +1828,51 @@ void UVoxelContentManager::UpdateWater(const FVector& PlayerWorldPos)
|
||||
|
||||
const FTransform Xf = OwnerActor->GetActorTransform();
|
||||
const FVector LocalPos = Xf.InverseTransformPosition(PlayerWorldPos);
|
||||
const AVoxelWorld* VoxelWorld = Cast<AVoxelWorld>(OwnerActor);
|
||||
const float LocalToManagerScale = VoxelWorld
|
||||
? VOXEL_SIZE / VoxelWorld->GetActiveVoxelSizeCm() : 1.0f;
|
||||
FVector ManagerLocalPos = LocalPos * LocalToManagerScale;
|
||||
if (VoxelWorld)
|
||||
{
|
||||
ManagerLocalPos.Z = VoxelWorld->ToStrateManagerLocalZ(LocalPos.Z);
|
||||
}
|
||||
|
||||
// Player chunk (voxel→chunk) for the strate / water-level lookup.
|
||||
const float ChunkWorld = (float)CHUNK_SIZE * VOXEL_SIZE; // 1 chunk footprint in cm
|
||||
const FIntVector PlayerChunk(
|
||||
FMath::FloorToInt(LocalPos.X / ChunkWorld),
|
||||
FMath::FloorToInt(LocalPos.Y / ChunkWorld),
|
||||
FMath::FloorToInt(LocalPos.Z / ChunkWorld));
|
||||
FMath::FloorToInt(ManagerLocalPos.X / ChunkWorld),
|
||||
FMath::FloorToInt(ManagerLocalPos.Y / ChunkWorld),
|
||||
FMath::FloorToInt(ManagerLocalPos.Z / ChunkWorld));
|
||||
|
||||
const float WaterVoxelZ = StrateManager->GetWaterLevelWorldZForChunk(PlayerChunk);
|
||||
if (WaterVoxelZ == -FLT_MAX) // current strate has no water → hide the plane
|
||||
float WaterLocalZ = -FLT_MAX;
|
||||
const int32 StrateIndex = StrateManager->GetStrateIndex(ManagerLocalPos.Z);
|
||||
bool bHasNativePlan = false;
|
||||
bool bNativeWaterEnabled = false;
|
||||
float NativeWaterLocalZ = -FLT_MAX;
|
||||
if (VoxelWorld != nullptr && VoxelWorld->bUseVoxelForgeCore
|
||||
&& NativeSurfaceSnapshot.IsValid()
|
||||
&& NativeSurfaceSnapshot->GetWater(StrateIndex, bHasNativePlan,
|
||||
bNativeWaterEnabled, NativeWaterLocalZ)
|
||||
&& bHasNativePlan)
|
||||
{
|
||||
if (bNativeWaterEnabled)
|
||||
{
|
||||
WaterLocalZ = NativeWaterLocalZ;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
const float WaterVoxelZ = StrateManager->GetWaterLevelWorldZForChunk(PlayerChunk);
|
||||
if (WaterVoxelZ != -FLT_MAX)
|
||||
{
|
||||
const float ManagerWaterLocalZ = WaterVoxelZ * VOXEL_SIZE;
|
||||
WaterLocalZ = VoxelWorld
|
||||
? VoxelWorld->FromStrateManagerLocalZ(ManagerWaterLocalZ) : ManagerWaterLocalZ;
|
||||
}
|
||||
}
|
||||
|
||||
// No water in this strate means the plane stays hidden. / Sans eau dans cette strate, le plan reste masque.
|
||||
if (WaterLocalZ == -FLT_MAX)
|
||||
{
|
||||
if (WaterPlane) { WaterPlane->SetVisibility(false); }
|
||||
LastWaterZ = -FLT_MAX;
|
||||
@@ -1609,7 +1887,7 @@ void UVoxelContentManager::UpdateWater(const FVector& PlayerWorldPos)
|
||||
FMath::FloorToInt(LocalPos.X / ChunkWorld),
|
||||
FMath::FloorToInt(LocalPos.Y / ChunkWorld));
|
||||
|
||||
if (WaterPlane && WaterPlane->IsVisible() && WaterVoxelZ == LastWaterZ && Cell == LastWaterCell)
|
||||
if (WaterPlane && WaterPlane->IsVisible() && WaterLocalZ == LastWaterZ && Cell == LastWaterCell)
|
||||
return; // nothing changed
|
||||
|
||||
if (!WaterPlane)
|
||||
@@ -1632,7 +1910,7 @@ void UVoxelContentManager::UpdateWater(const FVector& PlayerWorldPos)
|
||||
|
||||
const FVector LocalCenter(((float)Cell.X + 0.5f) * ChunkWorld,
|
||||
((float)Cell.Y + 0.5f) * ChunkWorld,
|
||||
WaterVoxelZ * VOXEL_SIZE);
|
||||
WaterLocalZ);
|
||||
WaterPlane->SetWorldLocation(Xf.TransformPosition(LocalCenter));
|
||||
WaterPlane->SetVisibility(true);
|
||||
|
||||
@@ -1641,7 +1919,7 @@ void UVoxelContentManager::UpdateWater(const FVector& PlayerWorldPos)
|
||||
if (Def->WaterMaterial) { WaterPlane->SetMaterial(0, Def->WaterMaterial); }
|
||||
}
|
||||
|
||||
LastWaterZ = WaterVoxelZ;
|
||||
LastWaterZ = WaterLocalZ;
|
||||
LastWaterCell = Cell;
|
||||
}
|
||||
|
||||
|
||||
Reference in new issue
Block a user