perf(generation): field-exact LOD0 overhead removal; the unknown bucket is Core.dll
Field-preserving floor round (Codex; reviewed by me against the code):
- exact per-(sample, passage) caching of native/generic floor projections and walkable-air
checks, behind voxel.FloorRound1PassageProjectionCache
- a zero-work disabled path for VoxelDensityProfile::FScopedTimer, unchanged when enabled
- pointer / range-for iteration in the proven-hot tunnel, passage, spatial and candidate loops
(TArray RangeCheck was ~6.5% of LOD0 samples on the Development binaries the owner plays on)
- FVector2D temporaries replaced with scalar doubles, same operations in the same order
- FSurfaceColumn made trivial, so thread-local construction does no work. Verified safe:
ComputeSurfaceColumn writes all five outputs unconditionally before any branch, and every read
of Box.Cols is gated by Box.Computed
Verified: export OBJ byte-identical (b3e5f4c3..9b377); capability 20,830 / 10,909; all 8
interleaved game runs gave identical totals (841 tiles / 669,834 triangles static, 2,348 /
1,985,216 moving, the same as previous rounds). Per-tile identity for the always-on changes still
needs a check against a stored trace; that is queued first in the next round.
Game path (sampler off, two interleaved runs each):
projection-cache switch alone: neutral (static worker +0.41%, moving -0.05%)
vs the previous round (cfad3d1, same harness; cross-round numbers reproduced within ~1% here):
LOD0 generation p50 static 76.6 -> 65.8 ms (-14%), moving 72.4 -> 59.5 ms (-18%)
LOD0 request p50/p95 moving 79.4/158.5 -> 67.6/137.6 ms
worker seconds static 39.2 -> 33.4, moving 113.7 -> 97.9
The always-on changes carry the gain; they have no switch, so this is a cross-round comparison.
The sampler's ~12.9% "unknown" LOD0 leaf is engine code: UnrealEditor-Core.dll + RVA 0xC080,
without a Core PDB. The old FSurfaceColumn label is gone. Next round names it by its callers.
PERF-SAMPLED.md: corrected a sentence that repeated my false "daytime use" explanation.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01TaFdXhTdYMkW1xrV6ApT6Y
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@@ -712,12 +712,16 @@ namespace
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float SDFBlendRadius)
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{
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FVFRoomFloorOwnership Result;
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if (ControlPoints.Num() < 2
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|| ControlRadii.Num() != ControlPoints.Num())
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const int32 ControlPointCount = ControlPoints.Num();
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if (ControlPointCount < 2
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|| ControlRadii.Num() != ControlPointCount)
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{
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return Result;
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}
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const FVector* ControlPointData = ControlPoints.GetData();
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const float* ControlRadiusData = ControlRadii.GetData();
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const float Fade = FMath::Max(
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FMath::Max(SDFBlendRadius, 0.0f) * 0.35f,
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1.0f);
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@@ -725,8 +729,8 @@ namespace
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for (int32 Endpoint = 0; Endpoint < 2; ++Endpoint)
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{
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const int32 ControlIndex = Endpoint == 0
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? 0 : ControlPoints.Num() - 1;
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const FVector& Mouth = ControlPoints[ControlIndex];
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? 0 : ControlPointCount - 1;
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const FVector& Mouth = ControlPointData[ControlIndex];
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const float DX = static_cast<float>(Position.X - Mouth.X);
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const float DY = static_cast<float>(Position.Y - Mouth.Y);
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const float Distance = FMath::Sqrt(DX * DX + DY * DY);
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@@ -752,7 +756,7 @@ namespace
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continue;
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}
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const float DefaultFloorZ = static_cast<float>(Mouth.Z)
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- FMath::Abs(ControlRadii[ControlIndex]);
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- FMath::Abs(ControlRadiusData[ControlIndex]);
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const float StoredFloorZ = Endpoint == 0 ? MouthFloorZA : MouthFloorZB;
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const float FloorZ = StoredFloorZ > -FLT_MAX
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&& FMath::IsFinite(StoredFloorZ)
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@@ -815,26 +819,23 @@ namespace
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const FVector& B, float RadiusB,
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float T, int32 SegmentIndex, int32 NumSegments,
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const FCachedTunnel& Tunnel,
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const TArray<FTunnelFloorSegmentProfile>* FloorProfiles,
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const FTunnelFloorSegmentProfile* FloorProfile,
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const FVFRoomFloorOwnership* RoomFloorOwnership)
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{
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FVFTunnelFloorTerms Terms;
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if (FloorProfiles != nullptr
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&& FloorProfiles->Num() == NumSegments
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&& FloorProfiles->IsValidIndex(SegmentIndex))
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if (FloorProfile != nullptr)
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{
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const FTunnelFloorSegmentProfile& Profile = (*FloorProfiles)[SegmentIndex];
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const float ClampedT = FMath::Clamp(T, 0.0f, 1.0f);
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const float ProfileT = Profile.NumSteps > 0
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const float ProfileT = FloorProfile->NumSteps > 0
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? (ClampedT >= 1.0f
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? 1.0f
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: FMath::FloorToFloat(ClampedT
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* static_cast<float>(Profile.NumSteps))
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/ static_cast<float>(Profile.NumSteps))
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* static_cast<float>(FloorProfile->NumSteps))
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/ static_cast<float>(FloorProfile->NumSteps))
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: ClampedT;
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Terms.BaseFloorZ = FMath::Lerp(
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Profile.StartFloorZ, Profile.EndFloorZ, ProfileT);
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Terms.ReliefScale = Profile.ReliefScale;
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FloorProfile->StartFloorZ, FloorProfile->EndFloorZ, ProfileT);
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Terms.ReliefScale = FloorProfile->ReliefScale;
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}
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else
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{
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@@ -878,8 +879,10 @@ namespace
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RoomFloorOwnership->Weight, 0.0f, 1.0f);
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}
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const float HorizontalRun = FVector2D(
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static_cast<float>(B.X - A.X), static_cast<float>(B.Y - A.Y)).Size();
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const double DeltaX = static_cast<double>(static_cast<float>(B.X - A.X));
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const double DeltaY = static_cast<double>(static_cast<float>(B.Y - A.Y));
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const float HorizontalRun = static_cast<float>(FMath::Sqrt(
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DeltaX * DeltaX + DeltaY * DeltaY));
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Terms.ReliefEnvelope = 1.0f;
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if (SegmentIndex == 0)
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{
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@@ -926,12 +929,12 @@ namespace
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const void* CacheIdentity, int32 TunnelIndex,
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bool bEvaluateRelief,
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const FVFFloorReliefColumnKey& Column,
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const TArray<FTunnelFloorSegmentProfile>* FloorProfiles,
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const FTunnelFloorSegmentProfile* FloorProfile,
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const FVFRoomFloorOwnership* RoomFloorOwnership)
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{
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const FVFTunnelFloorTerms Terms = VF_TunnelFloorTerms(
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A, RadiusA, B, RadiusB,
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T, SegmentIndex, NumSegments, Tunnel, FloorProfiles,
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T, SegmentIndex, NumSegments, Tunnel, FloorProfile,
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RoomFloorOwnership);
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return VF_TunnelFloorFromTerms(
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Position, Tunnel, Terms,
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@@ -942,10 +945,12 @@ namespace
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const FVector& Position, const FVector& A, const FVector& B,
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float& OutT, float& OutDistanceSquared)
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{
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const FVector2D AXY(static_cast<float>(A.X), static_cast<float>(A.Y));
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const FVector2D Delta(
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static_cast<float>(B.X - A.X), static_cast<float>(B.Y - A.Y));
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const float LengthSquared = Delta.SizeSquared();
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const double AXY_X = static_cast<double>(static_cast<float>(A.X));
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const double AXY_Y = static_cast<double>(static_cast<float>(A.Y));
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const double DeltaX = static_cast<double>(static_cast<float>(B.X - A.X));
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const double DeltaY = static_cast<double>(static_cast<float>(B.Y - A.Y));
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const float LengthSquared = static_cast<float>(
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DeltaX * DeltaX + DeltaY * DeltaY);
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if (LengthSquared <= KINDA_SMALL_NUMBER)
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{
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OutT = 0.0f;
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@@ -953,13 +958,17 @@ namespace
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return false;
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}
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const FVector2D QueryXY(
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static_cast<float>(Position.X), static_cast<float>(Position.Y));
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OutT = FMath::Clamp(
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FVector2D::DotProduct(QueryXY - AXY, Delta) / LengthSquared,
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0.0f, 1.0f);
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const FVector2D ClosestXY = AXY + Delta * OutT;
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OutDistanceSquared = (QueryXY - ClosestXY).SizeSquared();
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const double QueryX = static_cast<double>(static_cast<float>(Position.X));
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const double QueryY = static_cast<double>(static_cast<float>(Position.Y));
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const double Dot = (QueryX - AXY_X) * DeltaX
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+ (QueryY - AXY_Y) * DeltaY;
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OutT = FMath::Clamp(Dot / LengthSquared, 0.0f, 1.0f);
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const double ClosestX = AXY_X + DeltaX * OutT;
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const double ClosestY = AXY_Y + DeltaY * OutT;
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const double DistanceX = QueryX - ClosestX;
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const double DistanceY = QueryY - ClosestY;
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OutDistanceSquared = static_cast<float>(
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DistanceX * DistanceX + DistanceY * DistanceY);
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return true;
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}
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@@ -976,22 +985,30 @@ namespace
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const FVFRoomFloorOwnership* RoomFloorOwnership)
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{
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FVFTunnelShapeEvaluation Result;
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if (ControlPoints.Num() < 2
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|| ControlRadii.Num() != ControlPoints.Num())
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const int32 ControlPointCount = ControlPoints.Num();
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if (ControlPointCount < 2
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|| ControlRadii.Num() != ControlPointCount)
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{
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return Result;
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}
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const int32 NumSegments = ControlPoints.Num() - 1;
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const int32 NumSegments = ControlPointCount - 1;
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const FVector* ControlPointData = ControlPoints.GetData();
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const float* ControlRadiusData = ControlRadii.GetData();
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const FTunnelFloorSegmentProfile* FloorProfileData = nullptr;
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if (FloorProfiles != nullptr && FloorProfiles->Num() == NumSegments)
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{
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FloorProfileData = FloorProfiles->GetData();
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}
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const float FloorBlend = FMath::Max(SDFBlendRadius, 0.0f) * 0.35f;
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for (int32 SegmentIndex = 0;
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SegmentIndex < NumSegments;
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++SegmentIndex)
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{
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const FVector& A = ControlPoints[SegmentIndex];
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const FVector& B = ControlPoints[SegmentIndex + 1];
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const float RadiusA = ControlRadii[SegmentIndex];
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const float RadiusB = ControlRadii[SegmentIndex + 1];
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const FVector& A = ControlPointData[SegmentIndex];
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const FVector& B = ControlPointData[SegmentIndex + 1];
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const float RadiusA = ControlRadiusData[SegmentIndex];
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const float RadiusB = ControlRadiusData[SegmentIndex + 1];
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float T = 0.0f;
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float HorizontalDistanceSquared = FLT_MAX;
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@@ -1007,17 +1024,12 @@ namespace
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continue;
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}
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const FTunnelFloorSegmentProfile* Profile = FloorProfileData != nullptr
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? FloorProfileData + SegmentIndex : nullptr;
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const FVFTunnelFloorTerms FloorTerms = VF_TunnelFloorTerms(
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A, RadiusA, B, RadiusB,
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T, SegmentIndex, NumSegments, Tunnel, FloorProfiles,
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T, SegmentIndex, NumSegments, Tunnel, Profile,
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RoomFloorOwnership);
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const FTunnelFloorSegmentProfile* Profile = nullptr;
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if (FloorProfiles != nullptr
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&& FloorProfiles->Num() == NumSegments
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&& FloorProfiles->IsValidIndex(SegmentIndex))
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{
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Profile = &(*FloorProfiles)[SegmentIndex];
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}
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const float NaturalFloorZ = Profile != nullptr
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? FMath::Lerp(
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Profile->NaturalStartFloorZ,
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@@ -1220,7 +1232,14 @@ namespace
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return false;
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}
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const int32 NumSegments = ControlPoints.Num() - 1;
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const int32 ControlPointCount = ControlPoints.Num();
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const int32 NumSegments = ControlPointCount - 1;
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const FVector* ControlPointData = ControlPoints.GetData();
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const float* ControlRadiusData = ControlRadii.GetData();
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const TArray<FTunnelFloorSegmentProfile>* FloorProfiles = bWorldChain
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? &Tunnel.WorldFloorProfiles : &Tunnel.FloorProfiles;
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const FTunnelFloorSegmentProfile* FloorProfileData =
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FloorProfiles->Num() == NumSegments ? FloorProfiles->GetData() : nullptr;
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float BestDistanceSquared = FLT_MAX;
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bool bFound = false;
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for (int32 SegmentIndex = 0;
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@@ -1231,22 +1250,22 @@ namespace
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float DistanceSquared = FLT_MAX;
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if (!VF_ProjectTunnelSegmentXY(
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Position,
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ControlPoints[SegmentIndex], ControlPoints[SegmentIndex + 1],
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ControlPointData[SegmentIndex], ControlPointData[SegmentIndex + 1],
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T, DistanceSquared)
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|| DistanceSquared >= BestDistanceSquared)
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{
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continue;
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}
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const float RadiusA = ControlRadii[SegmentIndex];
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const float RadiusB = ControlRadii[SegmentIndex + 1];
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const float RadiusA = ControlRadiusData[SegmentIndex];
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const float RadiusB = ControlRadiusData[SegmentIndex + 1];
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OutFloorZ = VF_TunnelFloorAtSegment(
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ControlPoints[SegmentIndex], RadiusA,
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ControlPoints[SegmentIndex + 1], RadiusB,
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ControlPointData[SegmentIndex], RadiusA,
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ControlPointData[SegmentIndex + 1], RadiusB,
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T, SegmentIndex, NumSegments, Position, Tunnel,
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CacheIdentity, TunnelIndex, /*bEvaluateRelief=*/true,
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ReliefColumn,
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bWorldChain ? &Tunnel.WorldFloorProfiles : &Tunnel.FloorProfiles,
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FloorProfileData != nullptr ? FloorProfileData + SegmentIndex : nullptr,
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RoomFloorOwnership);
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OutSupportRadius = FMath::Max(
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FMath::Min(FMath::Abs(RadiusA), FMath::Abs(RadiusB)) - 0.5f,
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@@ -1331,8 +1350,9 @@ bool FChunkSDFSpatialIndex::GetRange(
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return false;
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}
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OutBegin = CellOffsets[static_cast<int32>(Slot)];
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OutEnd = CellOffsets[static_cast<int32>(Slot + 1)];
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const int32* CellOffsetData = CellOffsets.GetData();
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OutBegin = CellOffsetData[static_cast<int32>(Slot)];
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OutEnd = CellOffsetData[static_cast<int32>(Slot + 1)];
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return OutBegin >= 0 && OutEnd >= OutBegin && OutEnd <= ItemIndices.Num();
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}
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@@ -1546,9 +1566,10 @@ namespace
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int32 CandidateCount = 0;
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if (bUseSpatialIndex && Index.GetRange(WorldX, WorldY, Begin, End))
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{
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const int32* ItemIndexData = Index.ItemIndices.GetData();
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for (int32 Cursor = Begin; Cursor < End; ++Cursor)
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{
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const int32 ItemIndex = Index.ItemIndices[Cursor];
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const int32 ItemIndex = ItemIndexData[Cursor];
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if (ItemIndex >= 0 && ItemIndex < ItemCount)
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{
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++CandidateCount;
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@@ -7354,6 +7375,9 @@ float VoxelCaveMorphology::EvaluateSDFCached(
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const FVector Pos(WorldX, WorldY, WorldZ);
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const FVFFloorReliefColumnKey ReliefColumn =
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VF_MakeFloorReliefColumnKey(Pos.X, Pos.Y);
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const FCachedRoom* RoomData = Cache.Rooms.GetData();
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const FCachedRoomFloorJoin* RoomFloorJoinData = Cache.RoomFloorJoins.GetData();
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const FCachedTunnel* TunnelData = Cache.Tunnels.GetData();
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// Track which room contributes the smallest (most-inside) raw SDF.
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// This is used by the terrain ops system to find the "owning" room for
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@@ -7367,7 +7391,7 @@ float VoxelCaveMorphology::EvaluateSDFCached(
|
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//=========================================================================
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||||
auto EvaluateRoom = [&](int32 RoomIdx)
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{
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const FCachedRoom& Room = Cache.Rooms[RoomIdx];
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const FCachedRoom& Room = RoomData[RoomIdx];
|
||||
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// --- DISTANCE CULL ---
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const float DistSq = VF_FloatDistSquared(WorldX, WorldY, WorldZ, Room.Center);
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@@ -7476,7 +7500,7 @@ float VoxelCaveMorphology::EvaluateSDFCached(
|
||||
// not participate in nearest-room terrain-op ownership.
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auto EvaluateJoin = [&](int32 JoinIdx)
|
||||
{
|
||||
const FCachedRoomFloorJoin& Join = Cache.RoomFloorJoins[JoinIdx];
|
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const FCachedRoomFloorJoin& Join = RoomFloorJoinData[JoinIdx];
|
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const float DistSq = VF_FloatDistSquared(WorldX, WorldY, WorldZ, Join.BoundCenter);
|
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if (DistSq > Join.BoundRadiusSq) return;
|
||||
|
||||
@@ -7497,7 +7521,7 @@ float VoxelCaveMorphology::EvaluateSDFCached(
|
||||
//=========================================================================
|
||||
auto EvaluateTunnel = [&](int32 TunnelIdx)
|
||||
{
|
||||
const FCachedTunnel& Tunnel = Cache.Tunnels[TunnelIdx];
|
||||
const FCachedTunnel& Tunnel = TunnelData[TunnelIdx];
|
||||
if (Tunnel.SDFInfluenceRadius > 0.0f
|
||||
&& VF_DistanceSquaredToAabb(
|
||||
WorldX, WorldY, WorldZ,
|
||||
@@ -7555,10 +7579,11 @@ float VoxelCaveMorphology::EvaluateTunnelCoreSDF(
|
||||
{
|
||||
const FVector Pos(WorldX, WorldY, WorldZ);
|
||||
float MinSDF = FLT_MAX;
|
||||
const FCachedTunnel* TunnelData = Cache.Tunnels.GetData();
|
||||
|
||||
auto EvaluateTunnel = [&](int32 TunnelIdx)
|
||||
{
|
||||
const FCachedTunnel& Tunnel = Cache.Tunnels[TunnelIdx];
|
||||
const FCachedTunnel& Tunnel = TunnelData[TunnelIdx];
|
||||
if (Tunnel.SDFInfluenceRadius > 0.0f
|
||||
&& VF_DistanceSquaredToAabb(
|
||||
WorldX, WorldY, WorldZ,
|
||||
@@ -7597,6 +7622,7 @@ FTunnelCoreWorldEvaluation VoxelCaveMorphology::EvaluateTunnelCoreWorld(
|
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VoxelDensityProfile::EBucket::TunnelCoreWorld);
|
||||
const FVector Pos(WorldX, WorldY, WorldZ);
|
||||
FTunnelCoreWorldEvaluation Result;
|
||||
const FCachedTunnel* TunnelData = Cache.Tunnels.GetData();
|
||||
|
||||
if (SupportColumn != nullptr && VoxelDensityProfile::AreCountersEnabled())
|
||||
{
|
||||
@@ -7605,7 +7631,7 @@ FTunnelCoreWorldEvaluation VoxelCaveMorphology::EvaluateTunnelCoreWorld(
|
||||
}
|
||||
auto EvaluateTunnel = [&](int32 TunnelIdx)
|
||||
{
|
||||
const FCachedTunnel& Tunnel = Cache.Tunnels[TunnelIdx];
|
||||
const FCachedTunnel& Tunnel = TunnelData[TunnelIdx];
|
||||
const bool bHasWorldChain = Tunnel.WorldControlPoints.Num() >= 2
|
||||
&& Tunnel.WorldControlRadii.Num() == Tunnel.WorldControlPoints.Num();
|
||||
const FVector& BoundCenter = bHasWorldChain
|
||||
@@ -7731,10 +7757,11 @@ bool VoxelCaveMorphology::IsTunnelSupportFloorWorldPoint(
|
||||
bool bUseSpatialIndex)
|
||||
{
|
||||
const FVector Pos(WorldX, WorldY, WorldZ);
|
||||
const FCachedTunnel* TunnelData = Cache.Tunnels.GetData();
|
||||
|
||||
auto TestTunnel = [&](int32 TunnelIdx) -> bool
|
||||
{
|
||||
const FCachedTunnel& Tunnel = Cache.Tunnels[TunnelIdx];
|
||||
const FCachedTunnel& Tunnel = TunnelData[TunnelIdx];
|
||||
const bool bHasWorldChain = Tunnel.WorldControlPoints.Num() >= 2
|
||||
&& Tunnel.WorldControlRadii.Num() == Tunnel.WorldControlPoints.Num();
|
||||
const FVector& CenterlineMin = bHasWorldChain
|
||||
@@ -7789,9 +7816,10 @@ bool VoxelCaveMorphology::IsTunnelSupportFloorWorldPoint(
|
||||
int32 CandidateCount = 0;
|
||||
auto TestRange = [&](int32 Begin, int32 End)
|
||||
{
|
||||
const int32* ItemIndexData = Cache.TunnelSpatialIndex.ItemIndices.GetData();
|
||||
for (int32 Cursor = Begin; Cursor < End; ++Cursor)
|
||||
{
|
||||
const int32 TunnelIdx = Cache.TunnelSpatialIndex.ItemIndices[Cursor];
|
||||
const int32 TunnelIdx = ItemIndexData[Cursor];
|
||||
if (!Cache.Tunnels.IsValidIndex(TunnelIdx))
|
||||
{
|
||||
continue;
|
||||
@@ -7858,10 +7886,11 @@ void VoxelCaveMorphology::BuildTunnelSupportFloorColumn(
|
||||
}
|
||||
|
||||
const FVector ColumnPosition(WorldX, WorldY, 0.0f);
|
||||
const FCachedTunnel* TunnelData = Cache.Tunnels.GetData();
|
||||
|
||||
auto EvaluateTunnel = [&](int32 TunnelIdx)
|
||||
{
|
||||
const FCachedTunnel& Tunnel = Cache.Tunnels[TunnelIdx];
|
||||
const FCachedTunnel& Tunnel = TunnelData[TunnelIdx];
|
||||
const FVFRoomFloorOwnership RoomMouthOwnership =
|
||||
VF_FindWorldTunnelMouthOwnership(ColumnPosition, Tunnel, Cache.SDFBlendRadius);
|
||||
float FloorZ = 0.0f;
|
||||
|
||||
@@ -858,7 +858,7 @@ namespace VoxelDensityProfile
|
||||
|
||||
FScopeToken BeginScope(EBucket Bucket)
|
||||
{
|
||||
FScopeToken Token;
|
||||
FScopeToken Token{};
|
||||
if (!IsEnabledFast())
|
||||
{
|
||||
return Token;
|
||||
@@ -972,15 +972,4 @@ namespace VoxelDensityProfile
|
||||
GSampledScopeActive = Token.bPreviousSampledScopeActive;
|
||||
}
|
||||
|
||||
FScopedTimer::~FScopedTimer()
|
||||
{
|
||||
End();
|
||||
}
|
||||
|
||||
void FScopedTimer::End()
|
||||
{
|
||||
if (!Token.bEntered) { return; }
|
||||
EndScope(Bucket, Token);
|
||||
Token.bEntered = false;
|
||||
}
|
||||
}
|
||||
@@ -206,8 +206,12 @@ private:
|
||||
// uphill). See SurfaceDensityFromColumn for the warped-terrain union that makes the shelf.
|
||||
struct FSurfaceColumn
|
||||
{
|
||||
float TerrainZ = 0.0f; float CeilSurf = 0.0f;
|
||||
float OverhangAmp = 0.0f; float DirX = 0.0f; float DirY = 0.0f;
|
||||
// Toutes les sorties sont écrites par ComputeSurfaceColumn avant Computed=true ; les valeurs
|
||||
// par défaut ne sont donc jamais lues et leur constructeur implicite coûte dans le TLS.
|
||||
// Every output is written by ComputeSurfaceColumn before Computed=true; the defaults are never
|
||||
// read, and removing them keeps FSurfaceColumn trivial so TLS construction has no leaf work.
|
||||
float TerrainZ, CeilSurf;
|
||||
float OverhangAmp, DirX, DirY;
|
||||
};
|
||||
|
||||
struct FSurfaceColumnBox
|
||||
@@ -2355,7 +2359,6 @@ float UVoxelGenerator::GetDensityAt(float WorldX, float WorldY, float WorldZ) co
|
||||
Result = GetMazeDensity(WorldX, WorldY, WorldZ, CP_Maze); break;
|
||||
case ECaveGeneratorType::SurfaceWorld:
|
||||
{
|
||||
FSurfaceColumn Col;
|
||||
// Integer XY (the density grid) → reuse the column down its whole Z extent (T1.a).
|
||||
// Fractional XY (gradient-normal samples) → compute directly (no cache key).
|
||||
if (WorldX == FMath::FloorToFloat(WorldX) && WorldY == FMath::FloorToFloat(WorldY))
|
||||
@@ -2373,17 +2376,20 @@ float UVoxelGenerator::GetDensityAt(float WorldX, float WorldY, float WorldZ) co
|
||||
Box.Cols[CI].OverhangAmp, Box.Cols[CI].DirX, Box.Cols[CI].DirY);
|
||||
Box.Computed[CI] = true;
|
||||
}
|
||||
Col = Box.Cols[CI];
|
||||
const FSurfaceColumn& Col = Box.Cols[CI];
|
||||
Result = SurfaceDensityFromColumn(WorldX, WorldY, WorldZ,
|
||||
Col.TerrainZ, Col.CeilSurf, Col.OverhangAmp,
|
||||
Col.DirX, Col.DirY, CP_Surface);
|
||||
}
|
||||
else
|
||||
{
|
||||
float TerrainZ, CeilSurf, OverhangAmp, DirX, DirY;
|
||||
ComputeSurfaceColumn(WorldX, WorldY, ChunkCoord.Z, CP_Surface, CP_BiomeCtx,
|
||||
CP_SurfaceBiomeParams, CP_BiomeCache, Col.TerrainZ, Col.CeilSurf,
|
||||
Col.OverhangAmp, Col.DirX, Col.DirY);
|
||||
CP_SurfaceBiomeParams, CP_BiomeCache, TerrainZ, CeilSurf,
|
||||
OverhangAmp, DirX, DirY);
|
||||
Result = SurfaceDensityFromColumn(WorldX, WorldY, WorldZ,
|
||||
TerrainZ, CeilSurf, OverhangAmp, DirX, DirY, CP_Surface);
|
||||
}
|
||||
|
||||
Result = SurfaceDensityFromColumn(WorldX, WorldY, WorldZ,
|
||||
Col.TerrainZ, Col.CeilSurf, Col.OverhangAmp, Col.DirX, Col.DirY, CP_Surface);
|
||||
break;
|
||||
}
|
||||
case ECaveGeneratorType::VerticalShafts:
|
||||
|
||||
@@ -12,6 +12,7 @@
|
||||
#include "VoxelStartupTrace.h"
|
||||
#include "VoxelTerrainOpDefinition.h" // For UVoxelTerrainOpDefinition::ApplyTo
|
||||
#include "VoxelBiomeDefinition.h" // For UVoxelBiomeDefinition (biome context flatten)
|
||||
#include "HAL/IConsoleManager.h"
|
||||
#include "Misc/CommandLine.h"
|
||||
#include "Misc/Crc.h"
|
||||
#include "Misc/Parse.h"
|
||||
@@ -23,6 +24,15 @@ namespace
|
||||
{
|
||||
std::atomic<uint64> GNextStrateManagerLifetimeId { 0 };
|
||||
|
||||
// Exact A/B switch for the repeated passage-floor projection item. The other field-
|
||||
// preserving rewrites in this round are deliberately unconditional; this switch isolates
|
||||
// the projection reuse without changing any density arithmetic.
|
||||
int32 GVoxelForgeFloorRound1PassageProjectionCache = 1;
|
||||
FAutoConsoleVariableRef CVarVoxelForgeFloorRound1PassageProjectionCache(
|
||||
TEXT("voxel.FloorRound1PassageProjectionCache"),
|
||||
GVoxelForgeFloorRound1PassageProjectionCache,
|
||||
TEXT("Reuse exact passage floor projections within one density sample; 0 disables the A/B cache."));
|
||||
|
||||
struct FRuntimeRoughnessOverrides
|
||||
{
|
||||
bool bSurfaceRoughness = false;
|
||||
@@ -185,6 +195,43 @@ static float PassageFBM(float X, float Seed)
|
||||
|
||||
namespace
|
||||
{
|
||||
// One projection result per passage is enough for the current voxel sample. The surrounding
|
||||
// passage cache already moves with (manager, layout, chunk); a generation invalidates old flags
|
||||
// before any caller can observe them. Keeping the entries indexed by passage avoids the TMap
|
||||
// rehash path that this hot loop used to carry, while a collision-free hit remains exact.
|
||||
struct FPassageFloorProjectionCacheEntry
|
||||
{
|
||||
// The sample key lives once in FPassageEvaluationCache. A monotonically increasing
|
||||
// generation makes an entry's old flags inert without clearing its float payload.
|
||||
// The payload is only read after the corresponding valid flag is set.
|
||||
uint64 SampleGeneration = 0;
|
||||
uint8 ComputedFlags = 0;
|
||||
bool bNativeValid = false;
|
||||
float NativeFloorZ = 0.0f;
|
||||
float NativeSupportRadius = 0.0f;
|
||||
bool bGenericValid = false;
|
||||
float GenericFloorZ = 0.0f;
|
||||
float GenericSupportRadius = 0.0f;
|
||||
bool bWalkableAir = false;
|
||||
|
||||
enum : uint8
|
||||
{
|
||||
NativeComputed = 1u << 0,
|
||||
GenericComputed = 1u << 1,
|
||||
WalkableAirComputed = 1u << 2
|
||||
};
|
||||
|
||||
FORCEINLINE bool Has(uint8 Flag) const
|
||||
{
|
||||
return (ComputedFlags & Flag) != 0;
|
||||
}
|
||||
|
||||
FORCEINLINE void SetComputed(uint8 Flag)
|
||||
{
|
||||
ComputedFlags |= Flag;
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* One shared passage cache for the tube SDF and landing-floor fill.
|
||||
*
|
||||
@@ -199,6 +246,12 @@ namespace
|
||||
FIntVector Chunk = FIntVector(INT32_MAX, INT32_MAX, INT32_MAX);
|
||||
uint32 Version = 0xFFFFFFFFu;
|
||||
TArray<int32> Nearby;
|
||||
TArray<FPassageFloorProjectionCacheEntry> FloorProjections;
|
||||
bool bFloorProjectionSampleValid = false;
|
||||
double FloorProjectionX = 0.0;
|
||||
double FloorProjectionY = 0.0;
|
||||
double FloorProjectionZ = 0.0;
|
||||
uint64 FloorProjectionGeneration = 0;
|
||||
};
|
||||
|
||||
FPassageEvaluationCache& VF_GetPassageEvaluationCache()
|
||||
@@ -225,6 +278,8 @@ namespace
|
||||
Cache.Chunk = ChunkCoord;
|
||||
Cache.Version = Version;
|
||||
Cache.Nearby.Reset();
|
||||
Cache.FloorProjections.Reset();
|
||||
Cache.bFloorProjectionSampleValid = false;
|
||||
if (!Manager) return Cache.Nearby;
|
||||
|
||||
const FVector ChunkCenter(
|
||||
@@ -233,6 +288,7 @@ namespace
|
||||
(ChunkCoord.Z + 0.5f) * (float)CHUNK_SIZE);
|
||||
const float ChunkRadius = (float)CHUNK_SIZE * 0.8660254f + 3.0f;
|
||||
const TArray<FVoxelPassage>& Passages = Manager->GetPassages();
|
||||
Cache.FloorProjections.SetNum(Passages.Num());
|
||||
for (int32 PassageIndex = 0; PassageIndex < Passages.Num(); ++PassageIndex)
|
||||
{
|
||||
const FVoxelPassage& Passage = Passages[PassageIndex];
|
||||
@@ -245,6 +301,59 @@ namespace
|
||||
return Cache.Nearby;
|
||||
}
|
||||
|
||||
FPassageFloorProjectionCacheEntry* VF_GetPassageFloorProjectionCacheEntry(
|
||||
const UVoxelStrateManager* Manager,
|
||||
const FVector& Position,
|
||||
int32 PassageIndex)
|
||||
{
|
||||
if (GVoxelForgeFloorRound1PassageProjectionCache == 0
|
||||
|| Manager == nullptr || PassageIndex < 0)
|
||||
{
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
FPassageEvaluationCache& Cache = VF_GetPassageEvaluationCache();
|
||||
if (Cache.Owner != Manager
|
||||
|| Cache.OwnerLifetimeId != Manager->GetCacheLifetimeId()
|
||||
|| Cache.Version != Manager->GetLayoutVersion()
|
||||
|| PassageIndex >= Cache.FloorProjections.Num())
|
||||
{
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
if (!Cache.bFloorProjectionSampleValid
|
||||
|| Cache.FloorProjectionX != Position.X
|
||||
|| Cache.FloorProjectionY != Position.Y
|
||||
|| Cache.FloorProjectionZ != Position.Z)
|
||||
{
|
||||
Cache.bFloorProjectionSampleValid = true;
|
||||
Cache.FloorProjectionX = Position.X;
|
||||
Cache.FloorProjectionY = Position.Y;
|
||||
Cache.FloorProjectionZ = Position.Z;
|
||||
++Cache.FloorProjectionGeneration;
|
||||
if (Cache.FloorProjectionGeneration == 0)
|
||||
{
|
||||
// Keep generation zero reserved for never-initialized entries. This is
|
||||
// unreachable in a practical worker lifetime, but preserves the invariant if a
|
||||
// process survives long enough to wrap the counter.
|
||||
for (FPassageFloorProjectionCacheEntry& Candidate : Cache.FloorProjections)
|
||||
{
|
||||
Candidate.SampleGeneration = 0;
|
||||
}
|
||||
++Cache.FloorProjectionGeneration;
|
||||
}
|
||||
}
|
||||
|
||||
FPassageFloorProjectionCacheEntry* Entry =
|
||||
Cache.FloorProjections.GetData() + PassageIndex;
|
||||
if (Entry->SampleGeneration != Cache.FloorProjectionGeneration)
|
||||
{
|
||||
Entry->SampleGeneration = Cache.FloorProjectionGeneration;
|
||||
Entry->ComputedFlags = 0;
|
||||
}
|
||||
return Entry;
|
||||
}
|
||||
|
||||
// Passage relief is a function of the immutable passage descriptor and the actual XY column.
|
||||
// Keep the cache fixed-size and thread-local, like the morphology floor cache: a long export
|
||||
// cannot retain one entry per tile, and collisions only lose a hit. Fractional normal
|
||||
@@ -425,49 +534,58 @@ namespace
|
||||
0.0f, VF_PassageMaxReliefScale);
|
||||
}
|
||||
|
||||
static bool VF_ProjectNativePassageFloor(
|
||||
static bool VF_ProjectNativePassageFloorUncached(
|
||||
const FVoxelPassage& Passage, const FVector& Position,
|
||||
float& OutFloorZ, float& OutSupportRadius,
|
||||
const UVoxelStrateManager* Manager = nullptr,
|
||||
int32 PassageIndex = INDEX_NONE)
|
||||
{
|
||||
const int32 ControlPointCount = Passage.ControlPoints.Num();
|
||||
if (!Passage.bNativeFloorEnabled
|
||||
|| Passage.ControlPoints.Num() < 2
|
||||
|| Passage.ControlRadii.Num() != Passage.ControlPoints.Num()
|
||||
|| Passage.NativeFloorProfileZ.Num() != Passage.ControlPoints.Num())
|
||||
|| ControlPointCount < 2
|
||||
|| Passage.ControlRadii.Num() != ControlPointCount
|
||||
|| Passage.NativeFloorProfileZ.Num() != ControlPointCount)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
const FVector* ControlPointData = Passage.ControlPoints.GetData();
|
||||
const float* ControlRadiusData = Passage.ControlRadii.GetData();
|
||||
const float* NativeFloorProfileData = Passage.NativeFloorProfileZ.GetData();
|
||||
const double QueryX = static_cast<double>(static_cast<float>(Position.X));
|
||||
const double QueryY = static_cast<double>(static_cast<float>(Position.Y));
|
||||
float BestDistanceSquared = FLT_MAX;
|
||||
int32 BestSegment = INDEX_NONE;
|
||||
float BestT = 0.0f;
|
||||
float BestSupportRadius = 0.0f;
|
||||
for (int32 SegmentIndex = 0;
|
||||
SegmentIndex + 1 < Passage.ControlPoints.Num();
|
||||
SegmentIndex + 1 < ControlPointCount;
|
||||
++SegmentIndex)
|
||||
{
|
||||
const FVector& A = Passage.ControlPoints[SegmentIndex];
|
||||
const FVector& B = Passage.ControlPoints[SegmentIndex + 1];
|
||||
const FVector2D Delta(
|
||||
static_cast<float>(B.X - A.X),
|
||||
static_cast<float>(B.Y - A.Y));
|
||||
const float LengthSquared = Delta.SizeSquared();
|
||||
const FVector& A = ControlPointData[SegmentIndex];
|
||||
const FVector& B = ControlPointData[SegmentIndex + 1];
|
||||
const double AXY_X = static_cast<double>(static_cast<float>(A.X));
|
||||
const double AXY_Y = static_cast<double>(static_cast<float>(A.Y));
|
||||
const double DeltaX = static_cast<double>(static_cast<float>(B.X - A.X));
|
||||
const double DeltaY = static_cast<double>(static_cast<float>(B.Y - A.Y));
|
||||
const float LengthSquared = static_cast<float>(
|
||||
DeltaX * DeltaX + DeltaY * DeltaY);
|
||||
if (!(LengthSquared > KINDA_SMALL_NUMBER))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
const FVector2D QueryXY(
|
||||
static_cast<float>(Position.X),
|
||||
static_cast<float>(Position.Y));
|
||||
const FVector2D AXY(
|
||||
static_cast<float>(A.X), static_cast<float>(A.Y));
|
||||
const double Dot = (QueryX - AXY_X) * DeltaX
|
||||
+ (QueryY - AXY_Y) * DeltaY;
|
||||
const float T = FMath::Clamp(
|
||||
FVector2D::DotProduct(QueryXY - AXY, Delta) / LengthSquared,
|
||||
Dot / LengthSquared,
|
||||
0.0f, 1.0f);
|
||||
const FVector2D ClosestXY = AXY + Delta * T;
|
||||
const float DistanceSquared = (QueryXY - ClosestXY).SizeSquared();
|
||||
const double ClosestX = AXY_X + DeltaX * T;
|
||||
const double ClosestY = AXY_Y + DeltaY * T;
|
||||
const double DistanceX = QueryX - ClosestX;
|
||||
const double DistanceY = QueryY - ClosestY;
|
||||
const float DistanceSquared = static_cast<float>(
|
||||
DistanceX * DistanceX + DistanceY * DistanceY);
|
||||
if (DistanceSquared >= BestDistanceSquared)
|
||||
{
|
||||
continue;
|
||||
@@ -478,8 +596,8 @@ namespace
|
||||
BestT = T;
|
||||
BestSupportRadius = FMath::Max(
|
||||
FMath::Min(
|
||||
FMath::Abs(Passage.ControlRadii[SegmentIndex]),
|
||||
FMath::Abs(Passage.ControlRadii[SegmentIndex + 1])) - 0.5f,
|
||||
FMath::Abs(ControlRadiusData[SegmentIndex]),
|
||||
FMath::Abs(ControlRadiusData[SegmentIndex + 1])) - 0.5f,
|
||||
VoxelPassageGeometry::PlayerRadiusVoxels);
|
||||
}
|
||||
|
||||
@@ -491,21 +609,25 @@ namespace
|
||||
|
||||
const float ClampedT = FMath::Clamp(BestT, 0.0f, 1.0f);
|
||||
OutFloorZ = FMath::Lerp(
|
||||
Passage.NativeFloorProfileZ[BestSegment],
|
||||
Passage.NativeFloorProfileZ[BestSegment + 1],
|
||||
NativeFloorProfileData[BestSegment],
|
||||
NativeFloorProfileData[BestSegment + 1],
|
||||
ClampedT);
|
||||
|
||||
float ReliefScale = 0.0f;
|
||||
if (Passage.NativeFloorReliefScales.IsValidIndex(BestSegment))
|
||||
const int32 ReliefScaleCount = Passage.NativeFloorReliefScales.Num();
|
||||
if (BestSegment >= 0 && BestSegment < ReliefScaleCount)
|
||||
{
|
||||
ReliefScale = Passage.NativeFloorReliefScales[BestSegment];
|
||||
ReliefScale = Passage.NativeFloorReliefScales.GetData()[BestSegment];
|
||||
}
|
||||
float Envelope = 1.0f;
|
||||
const float HorizontalRun = FVector2D(
|
||||
static_cast<float>(Passage.ControlPoints[BestSegment + 1].X
|
||||
- Passage.ControlPoints[BestSegment].X),
|
||||
static_cast<float>(Passage.ControlPoints[BestSegment + 1].Y
|
||||
- Passage.ControlPoints[BestSegment].Y)).Size();
|
||||
const FVector& BestA = ControlPointData[BestSegment];
|
||||
const FVector& BestB = ControlPointData[BestSegment + 1];
|
||||
const double BestDeltaX = static_cast<double>(static_cast<float>(
|
||||
BestB.X - BestA.X));
|
||||
const double BestDeltaY = static_cast<double>(static_cast<float>(
|
||||
BestB.Y - BestA.Y));
|
||||
const float HorizontalRun = static_cast<float>(FMath::Sqrt(
|
||||
BestDeltaX * BestDeltaX + BestDeltaY * BestDeltaY));
|
||||
if (BestSegment == 0)
|
||||
{
|
||||
Envelope *= SmoothStep01(FMath::Clamp(
|
||||
@@ -513,7 +635,7 @@ namespace
|
||||
/ VoxelPassageGeometry::WalkableTunnelLandingApronVoxels,
|
||||
0.0f, 1.0f));
|
||||
}
|
||||
if (BestSegment + 1 == Passage.ControlPoints.Num() - 1)
|
||||
if (BestSegment + 1 == ControlPointCount - 1)
|
||||
{
|
||||
Envelope *= SmoothStep01(FMath::Clamp(
|
||||
((1.0f - ClampedT) * HorizontalRun)
|
||||
@@ -531,25 +653,82 @@ namespace
|
||||
&& OutSupportRadius > 0.0f;
|
||||
}
|
||||
|
||||
static bool VF_ProjectNativePassageFloor(
|
||||
const FVoxelPassage& Passage, const FVector& Position,
|
||||
float& OutFloorZ, float& OutSupportRadius,
|
||||
const UVoxelStrateManager* Manager = nullptr,
|
||||
int32 PassageIndex = INDEX_NONE)
|
||||
{
|
||||
FPassageFloorProjectionCacheEntry* Entry =
|
||||
VF_GetPassageFloorProjectionCacheEntry(Manager, Position, PassageIndex);
|
||||
if (Entry == nullptr)
|
||||
{
|
||||
return VF_ProjectNativePassageFloorUncached(
|
||||
Passage, Position, OutFloorZ, OutSupportRadius,
|
||||
Manager, PassageIndex);
|
||||
}
|
||||
if (!Entry->Has(FPassageFloorProjectionCacheEntry::NativeComputed))
|
||||
{
|
||||
Entry->bNativeValid = VF_ProjectNativePassageFloorUncached(
|
||||
Passage, Position, Entry->NativeFloorZ,
|
||||
Entry->NativeSupportRadius, Manager, PassageIndex);
|
||||
Entry->SetComputed(FPassageFloorProjectionCacheEntry::NativeComputed);
|
||||
}
|
||||
if (Entry->bNativeValid)
|
||||
{
|
||||
OutFloorZ = Entry->NativeFloorZ;
|
||||
OutSupportRadius = Entry->NativeSupportRadius;
|
||||
}
|
||||
return Entry->bNativeValid;
|
||||
}
|
||||
|
||||
static bool VF_ProjectPassageFloor(
|
||||
const FVoxelPassage& Passage, const FVector& Position,
|
||||
float& OutFloorZ, float& OutSupportRadius,
|
||||
const UVoxelStrateManager* Manager = nullptr,
|
||||
int32 PassageIndex = INDEX_NONE)
|
||||
{
|
||||
if (VF_ProjectNativePassageFloor(
|
||||
Passage, Position, OutFloorZ, OutSupportRadius,
|
||||
Manager, PassageIndex))
|
||||
FPassageFloorProjectionCacheEntry* Entry =
|
||||
VF_GetPassageFloorProjectionCacheEntry(Manager, Position, PassageIndex);
|
||||
if (Entry != nullptr
|
||||
&& Entry->Has(FPassageFloorProjectionCacheEntry::GenericComputed))
|
||||
{
|
||||
return true;
|
||||
if (Entry->bGenericValid)
|
||||
{
|
||||
OutFloorZ = Entry->GenericFloorZ;
|
||||
OutSupportRadius = Entry->GenericSupportRadius;
|
||||
}
|
||||
return Entry->bGenericValid;
|
||||
}
|
||||
if (!Passage.bWalkableTunnelContract)
|
||||
|
||||
float FloorZ = 0.0f;
|
||||
float SupportRadius = 0.0f;
|
||||
bool bValid = VF_ProjectNativePassageFloor(
|
||||
Passage, Position, FloorZ, SupportRadius,
|
||||
Manager, PassageIndex);
|
||||
if (!bValid && Passage.bWalkableTunnelContract)
|
||||
{
|
||||
return false;
|
||||
bValid = VoxelPassageGeometry::ProjectWalkableTunnelFloor(
|
||||
Passage.ControlPoints, Passage.ControlRadii, Position,
|
||||
FloorZ, SupportRadius);
|
||||
}
|
||||
return VoxelPassageGeometry::ProjectWalkableTunnelFloor(
|
||||
Passage.ControlPoints, Passage.ControlRadii, Position,
|
||||
OutFloorZ, OutSupportRadius);
|
||||
|
||||
if (Entry != nullptr)
|
||||
{
|
||||
Entry->bGenericValid = bValid;
|
||||
if (bValid)
|
||||
{
|
||||
Entry->GenericFloorZ = FloorZ;
|
||||
Entry->GenericSupportRadius = SupportRadius;
|
||||
}
|
||||
Entry->SetComputed(FPassageFloorProjectionCacheEntry::GenericComputed);
|
||||
}
|
||||
if (bValid)
|
||||
{
|
||||
OutFloorZ = FloorZ;
|
||||
OutSupportRadius = SupportRadius;
|
||||
}
|
||||
return bValid;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -700,7 +879,9 @@ static bool VF_IsWalkableTunnelAir(
|
||||
const FVoxelPassage& Passage,
|
||||
const FVector& Position,
|
||||
const UVoxelStrateManager* Manager = nullptr,
|
||||
int32 PassageIndex = INDEX_NONE)
|
||||
int32 PassageIndex = INDEX_NONE,
|
||||
float* OutFloorZ = nullptr,
|
||||
float* OutSupportRadius = nullptr)
|
||||
{
|
||||
if (!Passage.bWalkableTunnelContract
|
||||
|| Passage.ControlPoints.Num() < 2
|
||||
@@ -709,6 +890,25 @@ static bool VF_IsWalkableTunnelAir(
|
||||
return false;
|
||||
}
|
||||
|
||||
FPassageFloorProjectionCacheEntry* Entry =
|
||||
VF_GetPassageFloorProjectionCacheEntry(Manager, Position, PassageIndex);
|
||||
if (Entry != nullptr
|
||||
&& Entry->Has(FPassageFloorProjectionCacheEntry::WalkableAirComputed))
|
||||
{
|
||||
if (Entry->bWalkableAir)
|
||||
{
|
||||
if (OutFloorZ != nullptr)
|
||||
{
|
||||
*OutFloorZ = Entry->GenericFloorZ;
|
||||
}
|
||||
if (OutSupportRadius != nullptr)
|
||||
{
|
||||
*OutSupportRadius = Entry->GenericSupportRadius;
|
||||
}
|
||||
}
|
||||
return Entry->bWalkableAir;
|
||||
}
|
||||
|
||||
float FloorZ = 0.0f;
|
||||
float SupportRadius = 0.0f;
|
||||
if (!VF_ProjectPassageFloor(
|
||||
@@ -722,9 +922,26 @@ static bool VF_IsWalkableTunnelAir(
|
||||
// stable air volume even when a source archetype or a disturbance would otherwise refill the
|
||||
// shallow part of the rounded SDF. The floor writer below owns the closed lower face.
|
||||
const float AirHeight = 2.0f * SupportRadius;
|
||||
return Position.Z > FloorZ
|
||||
const bool bWalkableAir = Position.Z > FloorZ
|
||||
+ VoxelPassageGeometry::WalkableTunnelFloorAirClearanceVoxels
|
||||
&& Position.Z < FloorZ + AirHeight - KINDA_SMALL_NUMBER;
|
||||
if (Entry != nullptr)
|
||||
{
|
||||
Entry->bWalkableAir = bWalkableAir;
|
||||
Entry->SetComputed(FPassageFloorProjectionCacheEntry::WalkableAirComputed);
|
||||
}
|
||||
if (bWalkableAir)
|
||||
{
|
||||
if (OutFloorZ != nullptr)
|
||||
{
|
||||
*OutFloorZ = FloorZ;
|
||||
}
|
||||
if (OutSupportRadius != nullptr)
|
||||
{
|
||||
*OutSupportRadius = SupportRadius;
|
||||
}
|
||||
}
|
||||
return bWalkableAir;
|
||||
}
|
||||
|
||||
static bool VF_FindWalkableTunnelAir(
|
||||
@@ -748,21 +965,21 @@ static bool VF_FindWalkableTunnelAir(
|
||||
FMath::FloorToInt(Position.Z / (float)CHUNK_SIZE));
|
||||
const TArray<int32>& Nearby = VF_GetNearbyPassages(Manager, ChunkCoord);
|
||||
const TArray<FVoxelPassage>& Passages = Manager->GetPassages();
|
||||
const FVoxelPassage* PassageData = Passages.GetData();
|
||||
for (const int32 PassageIndex : Nearby)
|
||||
{
|
||||
if (!Passages.IsValidIndex(PassageIndex))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
const FVoxelPassage& Passage = Passages[PassageIndex];
|
||||
const FVoxelPassage& Passage = PassageData[PassageIndex];
|
||||
if (FVector::DistSquared(Position, Passage.BoundCenter) > Passage.BoundRadiusSq
|
||||
|| !VF_IsWalkableTunnelAir(Passage, Position, Manager, PassageIndex))
|
||||
|| !VF_IsWalkableTunnelAir(
|
||||
Passage, Position, Manager, PassageIndex,
|
||||
&OutFloorZ, &OutSupportRadius))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
VF_ProjectPassageFloor(
|
||||
Passage, Position, OutFloorZ, OutSupportRadius,
|
||||
Manager, PassageIndex);
|
||||
OutPassageIndex = PassageIndex;
|
||||
return true;
|
||||
}
|
||||
@@ -783,13 +1000,14 @@ static bool VF_IsAnyPassageFloorAt(
|
||||
FMath::FloorToInt(Position.Z / (float)CHUNK_SIZE));
|
||||
const TArray<int32>& Nearby = VF_GetNearbyPassages(Manager, ChunkCoord);
|
||||
const TArray<FVoxelPassage>& Passages = Manager->GetPassages();
|
||||
const FVoxelPassage* PassageData = Passages.GetData();
|
||||
for (const int32 PassageIndex : Nearby)
|
||||
{
|
||||
if (!Passages.IsValidIndex(PassageIndex))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
const FVoxelPassage& Passage = Passages[PassageIndex];
|
||||
const FVoxelPassage& Passage = PassageData[PassageIndex];
|
||||
if (!VoxelPassageGeometry::VerticalShaftConnectorAirMarker()
|
||||
&& (VF_IsPassageLandingFloor(Position, Passage.UpperLanding)
|
||||
|| VF_IsPassageLandingFloor(Position, Passage.LowerLanding)
|
||||
@@ -2242,6 +2460,7 @@ float UVoxelStrateManager::EvaluateModifierSDF(float WorldX, float WorldY, float
|
||||
|
||||
float MinSDF = FLT_MAX;
|
||||
const float BlendK = 3.0f; // Smooth blend for passage junctions
|
||||
const FVoxelPassage* PassageData = Passages.GetData();
|
||||
|
||||
//=========================================================================
|
||||
// PASSAGES — tapered capsule chains between strates (per-strate PassageConfig).
|
||||
@@ -2251,7 +2470,7 @@ float UVoxelStrateManager::EvaluateModifierSDF(float WorldX, float WorldY, float
|
||||
const FVector Pos(WorldX, WorldY, WorldZ);
|
||||
for (int32 PIdx : Nearby)
|
||||
{
|
||||
const FVoxelPassage& P = Passages[PIdx];
|
||||
const FVoxelPassage& P = PassageData[PIdx];
|
||||
// BOUNDING-SPHERE REJECT: skip passages this voxel can't possibly be inside.
|
||||
// EvaluateModifierSDF runs PER VOXEL and used to evaluate every passage's full
|
||||
// capsule chain unconditionally — the dominant lag source once passages became
|
||||
@@ -2263,19 +2482,22 @@ float UVoxelStrateManager::EvaluateModifierSDF(float WorldX, float WorldY, float
|
||||
VoxelDensityProfile::ECounter::PassageEvaluated);
|
||||
}
|
||||
|
||||
if (P.ControlPoints.Num() >= 2)
|
||||
const int32 ControlPointCount = P.ControlPoints.Num();
|
||||
if (ControlPointCount >= 2)
|
||||
{
|
||||
// Tapered capsule chain along the control points. ControlRadii (if present)
|
||||
// gives the per-point width so the tunnel can flare at the mouths and pinch
|
||||
// in the middle; otherwise the uniform Radius is used.
|
||||
const bool bTaper = (P.ControlRadii.Num() == P.ControlPoints.Num());
|
||||
const FVector* ControlPointData = P.ControlPoints.GetData();
|
||||
const float* ControlRadiusData = P.ControlRadii.GetData();
|
||||
float PassageSDF = FLT_MAX;
|
||||
for (int32 j = 0; j < P.ControlPoints.Num() - 1; j++)
|
||||
for (int32 j = 0; j < ControlPointCount - 1; j++)
|
||||
{
|
||||
const float rA = bTaper ? P.ControlRadii[j] : P.Radius;
|
||||
const float rB = bTaper ? P.ControlRadii[j + 1] : P.Radius;
|
||||
const float rA = bTaper ? ControlRadiusData[j] : P.Radius;
|
||||
const float rB = bTaper ? ControlRadiusData[j + 1] : P.Radius;
|
||||
const float SegSDF = VoxelSDF::TaperedCapsule(
|
||||
Pos, P.ControlPoints[j], P.ControlPoints[j + 1], rA, rB);
|
||||
Pos, ControlPointData[j], ControlPointData[j + 1], rA, rB);
|
||||
PassageSDF = VoxelSDF::SmoothMin(PassageSDF, SegSDF, BlendK);
|
||||
}
|
||||
|
||||
@@ -2334,10 +2556,11 @@ void UVoxelStrateManager::ApplyPassageModifier(
|
||||
FMath::FloorToInt(WorldY / (float)CHUNK_SIZE),
|
||||
FMath::FloorToInt(WorldZ / (float)CHUNK_SIZE));
|
||||
const TArray<int32>& Nearby = VF_GetNearbyPassages(this, ChunkCoord);
|
||||
const FVoxelPassage* PassageData = Passages.GetData();
|
||||
const FVector Position(WorldX, WorldY, WorldZ);
|
||||
for (const int32 PassageIndex : Nearby)
|
||||
{
|
||||
const FVoxelPassage& Passage = Passages[PassageIndex];
|
||||
const FVoxelPassage& Passage = PassageData[PassageIndex];
|
||||
if (!VoxelPassageGeometry::VerticalShaftConnectorAirMarker()
|
||||
&& (VF_IsPassageLandingFloor(Position, Passage.UpperLanding)
|
||||
|| VF_IsPassageLandingFloor(Position, Passage.LowerLanding)
|
||||
@@ -2386,6 +2609,7 @@ void UVoxelStrateManager::ApplyPassageLandingAir(
|
||||
const TArray<int32>& Nearby = VF_GetNearbyPassages(this, ChunkCoord);
|
||||
if (Nearby.Num() == 0) return;
|
||||
|
||||
const FVoxelPassage* PassageData = Passages.GetData();
|
||||
const FVector Position(WorldX, WorldY, WorldZ);
|
||||
// A smooth room blend may overlap the end of a ramp. The analytic support plane owns that
|
||||
// overlap; otherwise landing air can erase the tunnel's final-density floor after the tunnel
|
||||
@@ -2397,7 +2621,7 @@ void UVoxelStrateManager::ApplyPassageLandingAir(
|
||||
float MinLandingSDF = FLT_MAX;
|
||||
for (const int32 PassageIndex : Nearby)
|
||||
{
|
||||
const FVoxelPassage& Passage = Passages[PassageIndex];
|
||||
const FVoxelPassage& Passage = PassageData[PassageIndex];
|
||||
if (FVector::DistSquared(Position, Passage.BoundCenter) > Passage.BoundRadiusSq)
|
||||
{
|
||||
continue;
|
||||
@@ -2477,10 +2701,11 @@ void UVoxelStrateManager::ApplyPassageLandingFloorMC(
|
||||
FMath::FloorToInt(WorldY / (float)CHUNK_SIZE),
|
||||
FMath::FloorToInt(WorldZ / (float)CHUNK_SIZE));
|
||||
const TArray<int32>& Nearby = VF_GetNearbyPassages(this, ChunkCoord);
|
||||
const FVoxelPassage* PassageData = Passages.GetData();
|
||||
const FVector Position(WorldX, WorldY, WorldZ);
|
||||
for (const int32 PassageIndex : Nearby)
|
||||
{
|
||||
const FVoxelPassage& Passage = Passages[PassageIndex];
|
||||
const FVoxelPassage& Passage = PassageData[PassageIndex];
|
||||
if (!VoxelPassageGeometry::VerticalShaftConnectorAirMarker()
|
||||
&& (VF_IsPassageLandingFloor(Position, Passage.UpperLanding)
|
||||
|| VF_IsPassageLandingFloor(Position, Passage.LowerLanding)
|
||||
@@ -2529,6 +2754,7 @@ void UVoxelStrateManager::ApplyPassageStructuralPostsMC(
|
||||
const TArray<int32>& Nearby = VF_GetNearbyPassages(this, ChunkCoord);
|
||||
if (Nearby.Num() == 0) return;
|
||||
|
||||
const FVoxelPassage* PassageData = Passages.GetData();
|
||||
const FVector Position(WorldX, WorldY, WorldZ);
|
||||
const bool bSuppressFloor =
|
||||
VoxelPassageGeometry::VerticalShaftConnectorAirMarker();
|
||||
@@ -2544,7 +2770,7 @@ void UVoxelStrateManager::ApplyPassageStructuralPostsMC(
|
||||
for (const int32 PassageIndex : Nearby)
|
||||
{
|
||||
if (!Passages.IsValidIndex(PassageIndex)) continue;
|
||||
const FVoxelPassage& Passage = Passages[PassageIndex];
|
||||
const FVoxelPassage& Passage = PassageData[PassageIndex];
|
||||
|
||||
const bool bTunnelSupportFloor =
|
||||
bPassageSupportFloorWritesEnabled
|
||||
@@ -2640,6 +2866,7 @@ void UVoxelStrateManager::ApplyPassageNativeFloorMC(
|
||||
return;
|
||||
}
|
||||
|
||||
const FVoxelPassage* PassageData = Passages.GetData();
|
||||
const FVector Position(WorldX, WorldY, WorldZ);
|
||||
for (const int32 PassageIndex : Nearby)
|
||||
{
|
||||
@@ -2647,7 +2874,7 @@ void UVoxelStrateManager::ApplyPassageNativeFloorMC(
|
||||
{
|
||||
continue;
|
||||
}
|
||||
const FVoxelPassage& Passage = Passages[PassageIndex];
|
||||
const FVoxelPassage& Passage = PassageData[PassageIndex];
|
||||
if (!Passage.bNativeFloorEnabled)
|
||||
{
|
||||
continue;
|
||||
@@ -2689,10 +2916,11 @@ void UVoxelStrateManager::ApplyPassageLandingRoomFloorMC(
|
||||
FMath::FloorToInt(WorldY / (float)CHUNK_SIZE),
|
||||
FMath::FloorToInt(WorldZ / (float)CHUNK_SIZE));
|
||||
const TArray<int32>& Nearby = VF_GetNearbyPassages(this, ChunkCoord);
|
||||
const FVoxelPassage* PassageData = Passages.GetData();
|
||||
const FVector Position(WorldX, WorldY, WorldZ);
|
||||
for (const int32 PassageIndex : Nearby)
|
||||
{
|
||||
const FVoxelPassage& Passage = Passages[PassageIndex];
|
||||
const FVoxelPassage& Passage = PassageData[PassageIndex];
|
||||
if (!VoxelPassageGeometry::VerticalShaftConnectorAirMarker()
|
||||
&& (VF_IsPassageRoomFloor(Position, Passage.UpperLanding)
|
||||
|| VF_IsPassageRoomFloor(Position, Passage.LowerLanding)))
|
||||
|
||||
@@ -383,12 +383,12 @@ namespace VoxelDensityProfile
|
||||
|
||||
struct FScopeToken
|
||||
{
|
||||
bool bEntered = false;
|
||||
bool bSampled = false;
|
||||
bool bBlockTiming = false;
|
||||
bool bPreviousSampled = false;
|
||||
bool bPreviousSampledScopeActive = false;
|
||||
uint64 StartCycles = 0;
|
||||
bool bEntered;
|
||||
bool bSampled;
|
||||
bool bBlockTiming;
|
||||
bool bPreviousSampled;
|
||||
bool bPreviousSampledScopeActive;
|
||||
uint64 StartCycles;
|
||||
};
|
||||
|
||||
VOXELFORGE_API FScopeToken BeginScope(EBucket Bucket);
|
||||
@@ -398,16 +398,16 @@ namespace VoxelDensityProfile
|
||||
{
|
||||
public:
|
||||
explicit FScopedTimer(EBucket InBucket)
|
||||
: Bucket(InBucket)
|
||||
{
|
||||
if (IsEnabledFast() && ShouldProbeScopeFast(InBucket))
|
||||
{
|
||||
Bucket = InBucket;
|
||||
Token = BeginScope(InBucket);
|
||||
bActive = Token.bEntered;
|
||||
}
|
||||
}
|
||||
|
||||
explicit FScopedTimer(const TCHAR* InName)
|
||||
: Bucket(EBucket::OtherOp)
|
||||
{
|
||||
if (IsEnabledFast())
|
||||
{
|
||||
@@ -415,21 +415,35 @@ namespace VoxelDensityProfile
|
||||
if (ShouldProbeScopeFast(Bucket))
|
||||
{
|
||||
Token = BeginScope(Bucket);
|
||||
bActive = Token.bEntered;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
~FScopedTimer();
|
||||
FORCEINLINE ~FScopedTimer()
|
||||
{
|
||||
End();
|
||||
}
|
||||
|
||||
// End a range before its lexical scope ends. This lets GetDensityAt split its enclosing
|
||||
// total into disjoint prologue/core/post phases without moving the large cache block.
|
||||
void End();
|
||||
FORCEINLINE void End()
|
||||
{
|
||||
if (!bActive)
|
||||
{
|
||||
return;
|
||||
}
|
||||
EndScope(Bucket, Token);
|
||||
Token.bEntered = false;
|
||||
bActive = false;
|
||||
}
|
||||
|
||||
FScopedTimer(const FScopedTimer&) = delete;
|
||||
FScopedTimer& operator=(const FScopedTimer&) = delete;
|
||||
|
||||
private:
|
||||
EBucket Bucket = EBucket::OtherOp;
|
||||
EBucket Bucket;
|
||||
FScopeToken Token;
|
||||
bool bActive = false;
|
||||
};
|
||||
}
|
||||
@@ -302,35 +302,48 @@ namespace VoxelPassageGeometry
|
||||
return false;
|
||||
}
|
||||
|
||||
const FVector2D QueryXY(Position.X, Position.Y);
|
||||
const double QueryX = Position.X;
|
||||
const double QueryY = Position.Y;
|
||||
const int32 ControlPointCount = ControlPoints.Num();
|
||||
const FVector* ControlPointData = ControlPoints.GetData();
|
||||
const float* ControlRadiusData = ControlRadii.GetData();
|
||||
float BestDistanceSquared = FLT_MAX;
|
||||
bool bFoundSegment = false;
|
||||
for (int32 SegmentIndex = 0;
|
||||
SegmentIndex + 1 < ControlPoints.Num();
|
||||
SegmentIndex + 1 < ControlPointCount;
|
||||
++SegmentIndex)
|
||||
{
|
||||
const FVector& A = ControlPoints[SegmentIndex];
|
||||
const FVector& B = ControlPoints[SegmentIndex + 1];
|
||||
const FVector2D AXY(A.X, A.Y);
|
||||
const FVector2D Delta = FVector2D(B.X, B.Y) - AXY;
|
||||
const float LengthSquared = Delta.SizeSquared();
|
||||
const FVector& A = ControlPointData[SegmentIndex];
|
||||
const FVector& B = ControlPointData[SegmentIndex + 1];
|
||||
const double AXY_X = A.X;
|
||||
const double AXY_Y = A.Y;
|
||||
const double DeltaX = B.X - AXY_X;
|
||||
const double DeltaY = B.Y - AXY_Y;
|
||||
const float LengthSquared = static_cast<float>(
|
||||
DeltaX * DeltaX + DeltaY * DeltaY);
|
||||
if (LengthSquared <= KINDA_SMALL_NUMBER)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
const double Dot = (QueryX - AXY_X) * DeltaX
|
||||
+ (QueryY - AXY_Y) * DeltaY;
|
||||
const float T = FMath::Clamp(
|
||||
FVector2D::DotProduct(QueryXY - AXY, Delta) / LengthSquared,
|
||||
Dot / LengthSquared,
|
||||
0.0f, 1.0f);
|
||||
const FVector2D ClosestXY = AXY + Delta * T;
|
||||
const float DistanceSquared = (QueryXY - ClosestXY).SizeSquared();
|
||||
const double ClosestX = AXY_X + DeltaX * T;
|
||||
const double ClosestY = AXY_Y + DeltaY * T;
|
||||
const double DistanceX = QueryX - ClosestX;
|
||||
const double DistanceY = QueryY - ClosestY;
|
||||
const float DistanceSquared = static_cast<float>(
|
||||
DistanceX * DistanceX + DistanceY * DistanceY);
|
||||
if (DistanceSquared >= BestDistanceSquared)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
const float StartRadius = FMath::Abs(ControlRadii[SegmentIndex]);
|
||||
const float EndRadius = FMath::Abs(ControlRadii[SegmentIndex + 1]);
|
||||
const float StartRadius = FMath::Abs(ControlRadiusData[SegmentIndex]);
|
||||
const float EndRadius = FMath::Abs(ControlRadiusData[SegmentIndex + 1]);
|
||||
OutFloorZ = FMath::Lerp(
|
||||
TunnelFloorZ(A, StartRadius),
|
||||
TunnelFloorZ(B, EndRadius),
|
||||
|
||||
Reference in new issue
Block a user