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
This commit is contained in:
Fr0zkaandClaude Opus 5 committed 2026-09-13 21:00:34 +02:00
1 parent b839edd3a3
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+18
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@@ -492,6 +492,13 @@ shape draws for inter-strate passages are keyed by `(seed, upper-strate index, c
per-value salt)` through `VoxelHash`, so one passage's connection count cannot shift any later
passage. Global passage settings were removed from `VoxelSettings`.
The repeated floor queries use the same `thread_local` passage state: `FPassageEvaluationCache` owns
one indexed `FloorProjections` entry per passage, keyed by exact double `(X,Y,Z)` equality for the
current sample. Native projection, generic fallback projection, and walkable-air classification
reuse the cached float outputs and validity bits; manager lifetime, layout version, and chunk changes
invalidate the cache. `voxel.FloorRound1PassageProjectionCache` is an A/B switch only. It changes no
projection arithmetic and no density value; a cache hit is an exact reuse of the first result.
After each passage's XY is selected, `GeneratePassages` asks **both** participating strates for a
player-fit source point through the pure free function `VF_SuggestLandingPoint`
(`VoxelCaveMorphology`).
@@ -674,6 +681,17 @@ driven by `EditorBrush*` props.
**Used ONLY for integer-XY queries**; fractional queries compute directly → bit-identical. Don't
re-introduce a ChunkZ key, don't feed it fractional coords. (`GetSurfaceHeightAt`'s own `OC_*` oracle
cache is separate and still per-chunk — lower volume, not worth the LRU.)
- **Surface-column construction (field-preserving follow-up)**: `FSurfaceColumn` is intentionally a
trivial payload. `ComputeSurfaceColumn` writes all five outputs before publishing `Computed`, so
its default member initialization was never observable; removing that generated TLS leaf avoids
constructor work without changing a height or density. Integer queries still read the cached
payload, and fractional queries still use the same direct locals.
- **Sampler unknown-source audit**: the earlier plugin-side `FSurfaceColumn` constructor PCs no longer
occur after the trivial-payload change. The largest remaining LOD0 unknown cluster in the final
sampler raw CSV is `UnrealEditor-Core.dll + RVA 0xC080` (runtime PCs around
`0x7FF88382C080`), inside the private `.pdata` function range `0xB4D0–0xC32B`; the packaged Core
binary has no PDB, so a source function name cannot be recovered here. Smaller unresolved groups
map to generated engine reflection/CoreUObject code, not to `Plugins\VoxelForge`.
- **Collision only at LOD0 (T1.c)** (`ApplyMeshToChunk`): `UpdateSectionConfig(..., LOD==0)`.
LOD1/2 chunks are unreachable (the §8.10 reconciliation hot-swaps to LOD0 before the player
arrives), so cooking their Chaos collision is waste. Don't force collision on for all LODs.
+3 -3
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@@ -194,7 +194,7 @@ bit. They are port-correctness oracles, not fidelity checks: the acceptance bar
| `VoxelDensityOps::MakeGridColumnMod` | 3 | Infinite-height cylinders on a world grid, 3×3 cell memo. Adds solid only ⇒ `FillOnly` when a column reaches the box, `Identity` otherwise — and that `Identity` is what lets the source's `AllAir` verdict survive. |
| `FShaftFieldSource` (internal) | 1 | VerticalShafts' memoised inner 3×3 shaft/capsule source. Each rebuild uses a direct-indexed wider halo (default 9×9 tree-emission / 15×15 roll) so every emitted shaft has its complete 5×5 parent window plus capsule reach; the nearest strictly more-central shaft in ±2 cells is the deterministic parent, with a deterministic lower-origin ±3 fallback and a direct `(0,0)` spine fallback. Thus every shaft has a provable path to the spine. Existing `VoxelHash::Pair`/`Spacing*1.6` links remain additive texture/loops. Tree and spine capsules use a radius strictly above `sup|FBM|=1.5`, and tree Z is chosen in a ledge-free band; the structural post still owns the column and the ledge modifier keeps its mathematical axis boundary open. The source publishes a conservative interval covering both shafts and connector capsules; it does not answer for the ledge or converter. |
| `VoxelDensityOps::BuildSlabStack` | — | 6 ops, **no branch on archetype**: FlatPlain and CrystalChamber differ only in defaults, exactly as `GetSlabDensity` already had it. 8 archetypes → 7. |
| `FSurfaceColumnSource` (internal) | 1 | The bridge between the two spaces: consumes the ground + sky-cap **height** stacks and produces density. `IsXYPure()` **false** — the heights are XY-pure, a distance to them never is. Owns a **six-box spatial LRU** of direct-indexed per-column cells, keyed by `PrepareChunk` on `(StrateBottomWorldZ, LayoutVersion, Seed, ParamsFingerprint)` so it is **shared down the whole vertical strate stack**, exactly like `GSurfColCache`. Six 81×81 boxes preserve hot columns across interleaved regions at roughly 0.79 MiB TLS before padding (more memory, fewer whole-cache recenter/recompute misses). Fractional XY remains direct-compute. |
| `FSurfaceColumnSource` (internal) | 1 | The bridge between the two spaces: consumes the ground + sky-cap **height** stacks and produces density. `IsXYPure()` **false** — the heights are XY-pure, a distance to them never is. Owns a **six-box spatial LRU** of direct-indexed per-column cells, keyed by `PrepareChunk` on `(StrateBottomWorldZ, LayoutVersion, Seed, ParamsFingerprint)` so it is **shared down the whole vertical strate stack**, exactly like `GSurfColCache`. Six 81×81 boxes preserve hot columns across interleaved regions at roughly 0.79 MiB TLS before padding (more memory, fewer whole-cache recenter/recompute misses). Fractional XY remains direct-compute. `FSurfaceColumn` is deliberately trivial: all five outputs are written before the cache's `Computed` publish, so removing its default initialization removes a TLS constructor leaf without changing a value. |
| `VoxelDensityOps::BuildSurfaceStack` | — | SurfaceWorld, complete: column + overhang + 4 structural, plus biome blending when `PerBiomeParams` is non-empty. Takes ownership of an `IVoxelBiomeField`. |
| `VoxelDensityOps::BuildVerticalShaftStack` | — | 9 ops, and **three are Maze's reused unchanged** (`ConstantRock`, `SdfRoughness`, `SdfCarve`) with different tuning (freq 0.1 vs 0.12, window `rough+4` vs `R+rough+2`). Passes the runtime spine radius into `FShaftFieldSource`, which mirrors the generator's connector-only origin endpoint and roughness-safe spine capsule. The measured proof of `OPSTACK-PLAN §2.5`'s reuse claim. |
| `FRoomGraphSource` (internal) | 1 | TunnelNetwork's SDF spine. **CALLS `BuildChunkCache`/`EvaluateSDFCached` — does not transcribe them**: that is where §8.4's two-region discipline lives and a copy would fork it. Owns the cave warp (scope = this op alone; pits/chimneys read *unwarped* coords, which is why no FRAME op was needed). Its cache key adds a **params CRC + LayoutVersion**; the original lacked them until AUDIT §C2 was fixed (2026-07-28) and now carries them too. The source now publishes a conservative SDF interval through the box fold; it does not answer for the carve or detail stack. It builds the cache for the queried box into a *second* per-worker cache (never `FState::Cache`), and the interval uses the same cull/threshold disjunction as the per-voxel source: a primitive is harmless when it fails its cull or its own SDF stays ≥ `T+K`; `T = max(3·SDFBlendRadius, WormNetworkRange)`, with `−K` slack for the final `SmoothMin`. Rooms, tunnels, pits and chimneys are bounded in their respective coordinate frames; warp dilation uses the proved `sup|Perlin3D| ≤ 1.5` envelope. |
@@ -344,7 +344,7 @@ This is **where terrain shape lives.**
| **`GetDensityWithParams`** | 277 | TunnelNetwork pipeline (~1000 lines). See §4. ⚠️ Takes **required** `ParamsFingerprint` + `LayoutVersion` since the AUDIT §C2 fix (2026-07-28) — they go into the SDF cache key so a chunk can no longer be evaluated against a neighbour's rooms. Callers compute the CRC **once per chunk** (`CP_TunnelFP`), never per voxel. |
| **`GetSlabDensity`** | 1306 | FlatPlain/CrystalChamber pipeline. See §4.2. |
| `SampleSurfaceStructuralZ` | — | **F20:** the RAW SurfaceWorld heightfield (continents+mountains+detail), BEFORE any terrain op; returns terrain Z + relief M. Cliff re-samples it at an XY offset for a cheap analytic slope. |
| `ComputeSurfaceTerrainZ` / `GetSurfaceDensity` | — | SurfaceWorld heightfield → terrain Z, then density; biome **output-blend** lerps dominant/neighbour heights (`ParamsD`/`ParamsN`/weight). **F20 surface ops** (`FSurfaceGenerationParams`, biome-selected + slope/relief-conditioned, all default off): Cliff (slope-gated STEEPENING — push height from local mean where steep ⇒ sheer walls; 4 structural resamples only when on), Terrace (relief-gated + `TerraceHardness`), LayerLines (sedimentary shelves) — pure per-column height REMAPS applied here so the single height oracle stays consistent (MC/sheets/ClassifyTile/deco/BP bridge). **Phase 2 OVERHANG** (volumetric — real jutting shelves): in `SurfaceDensityFromColumn`, for AIR voxels in a window `(TerrainZ, TerrainZ+OverhangHeight]` above a steep slope, the heightfield is re-sampled UPHILL (toward the cliff) by a reach that GROWS with height (tiny low ⇒ air over the void, full high ⇒ borrows the far cliff rock) and unioned in ⇒ a shelf attached to the cliff, tapering out over the void with air beneath (the sketch). Per-column `OverhangAmp`(=strength·slope-gate) + unit uphill `(DirX,DirY)` resolved once in `ComputeSurfaceColumn` (gradient sampled at the REACH scale so a spot over the void can see the cliff), cached on `FSurfaceColumn`. Genuine 3D (per-voxel structural re-eval, gated to steep overhang columns). Off ⇒ byte-identical. §8.14. |
| `ComputeSurfaceTerrainZ` / `GetSurfaceDensity` | — | SurfaceWorld heightfield → terrain Z, then density; biome **output-blend** lerps dominant/neighbour heights (`ParamsD`/`ParamsN`/weight). **F20 surface ops** (`FSurfaceGenerationParams`, biome-selected + slope/relief-conditioned, all default off): Cliff (slope-gated STEEPENING — push height from local mean where steep ⇒ sheer walls; 4 structural resamples only when on), Terrace (relief-gated + `TerraceHardness`), LayerLines (sedimentary shelves) — pure per-column height REMAPS applied here so the single height oracle stays consistent (MC/sheets/ClassifyTile/deco/BP bridge). **Phase 2 OVERHANG** (volumetric — real jutting shelves): in `SurfaceDensityFromColumn`, for AIR voxels in a window `(TerrainZ, TerrainZ+OverhangHeight]` above a steep slope, the heightfield is re-sampled UPHILL (toward the cliff) by a reach that GROWS with height (tiny low ⇒ air over the void, full high ⇒ borrows the far cliff rock) and unioned in ⇒ a shelf attached to the cliff, tapering out over the void with air beneath (the sketch). Per-column `OverhangAmp`(=strength·slope-gate) + unit uphill `(DirX,DirY)` resolved once in `ComputeSurfaceColumn` (gradient sampled at the REACH scale so a spot over the void can see the cliff), cached on `FSurfaceColumn`. Genuine 3D (per-voxel structural re-eval, gated to steep overhang columns). Off ⇒ byte-identical. The field-preserving LOD0 pass removes only needless temporaries/default construction; every output remains bit-identical. §8.14. |
| `VF_BuildOpStackForChunk` (file-static) | — | **The archetype → stack mapping, written down once.** `GetDensityAt` and `ClassifyTile` both call it; params are passed in, never fetched here. A second copy would be the worst bug available in this file — a tile skipped on the verdict of a stack that is not the one producing its density is a hole. Returns false (⇒ caller falls back to the `switch`) for an unported archetype, missing params, or a **degenerate strate**, since five archetype functions early-out to air there and the stack deliberately has no such early-out. `Refs.Surface == nullptr` makes it refuse SurfaceWorld, which is how `ClassifyTile` keeps its own exact-lattice proof. |
| `ClassifyTile` | — | **T1.d trivial-tile reject. ⛔ Not called by streaming by default since 2026-09-13** (`voxel.OuterClassifierMode=0`; net-negative in game, see ARCHITECTURE §8.10). Cooked/editor recipes now build the exact recipe stack and call its proved `ClassifyBox`; a tile crossing a slot/gap, any diff, or any disturbance returns `Mixed`. This replaces the old global `HasComposerRecipeOverride()` force-to-Mixed. Native cave/surface/gap proofs and all §8.10 caches remain unchanged. |
| `SampleRelief` / `SampleMoisture` | — | Climate fields (pure XY, [0,1]). Relief = shared source of truth for the relief map M. §8.14. |
@@ -498,7 +498,7 @@ Maps depth→strate at runtime; owns passages.
|--------|-----------|------|
| `Initialize` | 10 | Keeps the existing sequencing through `GeneratePassages`, but selects one slot source: a validated cooked season (exact ordered bounds/vector/recipe) or the unchanged authored fixed+sorted/shuffled pool. Assigned-invalid seasons fail closed. Authored source definitions are duplicated as content bags; generated slots use deterministic C++ defaults and zero auto-passages because schema 2 does not store passage configuration. |
| `GeneratePassages` | 247 | Deterministic passages between consecutive strates (per-strate `PassageConfig::Style` control points; auto passages retain the existing `EVoxelPassageType` default); placement and shape values are independently salted hashes of seed + boundary slot + connection index. Each mouth independently queries its own strate's pure player-fit `VF_SuggestLandingPoint` with its contract seed (cave room salt, otherwise world seed), may move within its archetype-specific budget, then receives a body-sized local room/floor. The origin landing is reserved for the future shaft; no landing-to-root road is generated. Unsupported/no-fit answers preserve the old random reach; a deterministic level dog-leg is inserted when the final ramp needs it to stay ≤44°. All descriptors and bounds are generated without reading another passage. |
| `EvaluateModifierSDF` | 357 | SDF of passage tubes plus local landing rooms at a point. A per-chunk `thread_local` shortlist (`PassagesVersion`-stamped) → far chunks return `FLT_MAX` without walking `Passages`; the same cache serves floor membership. §8.10. |
| `EvaluateModifierSDF` | 357 | SDF of passage tubes plus local landing rooms at a point. A per-chunk `thread_local` shortlist (`PassagesVersion`-stamped) → far chunks return `FLT_MAX` without walking `Passages`; the same cache serves floor membership. `FPassageEvaluationCache::FloorProjections` reuses native/generic floor projections and walkable-air results once per `(sample, passage)` using exact double XYZ equality and unchanged float outputs; `voxel.FloorRound1PassageProjectionCache=0` disables only this A/B cache. §8.10. |
| `ApplyPassageModifier` | 1319 | Shared legacy/op-stack passage post: carves tube and local landing air through the idempotent landing primitive, then restores the local landing support slab in internal positive-solid density. |
| `VF_ApplyPassageLandingCarving` | — | Idempotent density-independent landing-air threshold shared by the structural pass and the post-disturbance MC backstop; keeps legacy and operator-stack results bit-identical. |
| `ApplyPassageLandingFloorMC` | 1347 | Reasserts the same support slab after MC-space disturbances and before the final XY edge seal. |
+162
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@@ -766,3 +766,165 @@ No rank is assigned to the 74-field parameter copy: the sampler did not measure
## Handoff
This round changed only diagnostic instrumentation and report artifacts under E:\Projet Unreal\VoxelM\Plugins\VoxelForge. Engine source was not modified. No commit, push, or stash was performed. The key caveat is explicit: the instrument has good closure and a successful planted-cost proof, but its 1 ms game overhead is above the requested timing/worker-CPU noise on static and above timing noise on moving. Treat the large, repeated component differences as useful; do not treat small single-digit improvements as established until that overhead is brought inside the game baseline.
## Floor round 1 — field-preserving LOD0 work (2026-09-13)
This section is the final report for the subsequent LOD0 floor round. It is deliberately separate
from the field-changing world-space tunnel-core merge and cave warp work. No density expression was
changed, no terrain-op order was changed, and no engine source was modified.
### Changes
- Passage floor projection is memoised in `FPassageEvaluationCache::FloorProjections`, one indexed
entry per passage and worker. Native projection, generic fallback projection, and walkable-air
classification reuse the same float outputs for an exact `(sample, passage)` hit. The sample key
compares the original double XYZ values; cache invalidation includes manager lifetime, layout
version, and chunk. `voxel.FloorRound1PassageProjectionCache` disables only this cache for A/B.
- Disabled `VoxelDensityProfile::FScopedTimer` construction now performs the enabled/probe test and
carries only an inactive flag; bucket/token initialization and out-of-line destructor work are
absent. Enabled profiling still enters/exits the same scope and preserves `End()` early closure.
- Proven-hot room/tunnel/passage candidate loops cache counts and use `GetData()` pointers where the
preceding count or spatial-index range proves the access. Other array checks remain intact.
- The two exact floor-projection XY loops scalarise the existing double `TVector2` temporaries while
retaining the original float conversions and result casts. `FVector::DistSquared` float paths were
left alone.
- `FSurfaceColumn` is now a trivial payload. `ComputeSurfaceColumn` writes all five values before
publishing `Computed`, so removing never-read default values removes its generated TLS constructor
leaf without changing a column or density.
### Build and field/capability gates
The prescribed UBT build succeeded on the staged host. The loaded runtime was verified on every field,
capability, and game process as:
`E:\Projet Unreal\VoxelM\Plugins\VoxelForge\Saved\BuildHost\HostProject\Plugins\VoxelForge\Binaries\Win64\UnrealEditor-VoxelForge.dll`
SHA-256: `E54290C5056D63A12E407E39EED96935CCDC87F82882E9A607C84759DF8656D7`.
Field runs:
- `E:\Projet Unreal\VoxelM\Plugins\VoxelForge\Saved\BuildHost\HostProject\Plugins\VoxelForge\Saved\FloorR1BookField2Off_20260913Out`
- `E:\Projet Unreal\VoxelM\Plugins\VoxelForge\Saved\BuildHost\HostProject\Plugins\VoxelForge\Saved\FloorR1BookField2On_20260913Out`
Both reports are `status=ok`, deterministic repeat `passed`, geometry CRC `07C14005`, 82,273
vertices, and 153,346 triangles. Both `geometry.obj` files are byte-identical with SHA-256
`b3e5f4c398dd0547c6c55f415872058246d4a292c2f0d636ee1cd0829de9b377`. The standing 841/841
per-tile triangle-identity record is preserved; the new game runs also report identical static and
moving applied tile/visible-tile/triangle totals in every off/on case.
Capability run:
`E:\Projet Unreal\VoxelM\Plugins\VoxelForge\Saved\BuildHost\HostProject\Plugins\VoxelForge\Saved\FloorR1BookCapability_20260913Out\explore.json`
The report is `status=ok`, deterministic repeat `passed`, with `player_fit_volume_cells=20830`,
`reachable_player_fit_cells=10909`, and `walk_only_reachable_player_fit_cells=10909`.
### Clean game A/B
Sampler off, diagnostics off, LOD0, `voxel.OuterClassifierMode=0`, interleaved in the order
off/on static A, on/off moving A, off/on static B, on/off moving B. Static runs had 343 LOD0 ready
samples; moving runs had 1,274.
| run | cache | request p50/p95 (s) | generation p50/p95 (s) | worker s | applied tiles / visible / triangles |
|---|---:|---:|---:|---:|---:|
| OffStaticA | 0 | 0.091413 / 0.145960 | 0.066545 / 0.108736 | 33.354203 | 841 / 447 / 669834 |
| OnStaticA | 1 | 0.091688 / 0.151787 | 0.066298 / 0.107866 | 33.549964 | 841 / 447 / 669834 |
| OnMovingA | 1 | 0.067281 / 0.138041 | 0.059686 / 0.108387 | 97.919700 | 2348 / 1055 / 1985216 |
| OffMovingA | 0 | 0.067659 / 0.135287 | 0.059316 / 0.107414 | 98.007684 | 2348 / 1055 / 1985216 |
| OffStaticB | 0 | 0.088911 / 0.146950 | 0.064988 / 0.104965 | 33.246204 | 841 / 447 / 669834 |
| OnStaticB | 1 | 0.090368 / 0.151585 | 0.065554 / 0.107661 | 33.323367 | 841 / 447 / 669834 |
| OnMovingB | 1 | 0.067540 / 0.139517 | 0.059545 / 0.108946 | 97.915109 | 2348 / 1055 / 1985216 |
| OffMovingB | 0 | 0.067745 / 0.137666 | 0.059707 / 0.108898 | 97.926095 | 2348 / 1055 / 1985216 |
Paired means, on relative to off:
| mode | off request p50/p95 | on request p50/p95 | off generation p50/p95 | on generation p50/p95 | off worker s | on worker s | on vs off worker |
|---|---:|---:|---:|---:|---:|---:|---:|
| static | 0.090162 / 0.146455 | 0.091028 / 0.151686 | 0.065767 / 0.106851 | 0.065926 / 0.107764 | 33.300204 | 33.436666 | +0.41% |
| moving | 0.067702 / 0.136477 | 0.067411 / 0.138779 | 0.059512 / 0.108156 | 0.059616 / 0.108667 | 97.966890 | 97.917405 | −0.05% |
The isolated projection-cache A/B is therefore neutral within run-to-run noise (an earlier brief
blamed cross-round drift on "daytime use"; that was false, the machine was idle): static is
slightly worse, moving worker sum is effectively unchanged. The implementation is retained because
the reuse is exact and the switch attributes the hypothesis; the result is not claimed as a speed
win. All eight runs had `validation_density_calls=0`, `obsolete_worker_tasks=0`, and loaded-DLL
verification true. The one-second process monitor observed game RSS from 1,946,759,168 to
2,019,475,456 bytes; these are peak samples, not a cross-round memory baseline.
### Final sampler-on moving run
Raw samples:
`E:\Projet Unreal\VoxelM\Plugins\VoxelForge\Saved\BuildHost\HostProject\Plugins\VoxelForge\Saved\VoxelStackSamples_game_3352.csv`
Summary:
`E:\Projet Unreal\VoxelM\Plugins\VoxelForge\Saved\BuildHost\HostProject\Plugins\VoxelForge\Saved\VoxelStackSummary_game_3352.txt`
The run retained 102,854 samples, dropped 0, had 67,187 LOD0 samples, ran 24.978248 s, and had
unknown-frame fraction 0.472158. It reported 2,348 applied tiles, 1,055 visible tiles, 1,985,216
triangles, 2,360 generation tasks, 103.016440 worker seconds, and zero obsolete worker tasks.
LOD0 exclusive top 20:
| # | samples | % | leaf |
|---:|---:|---:|---|
| 1 | 11531 | 17.1625 | `GetDensityWithParams` — `VoxelGenerator.cpp:2874` |
| 2 | 8658 | 12.8864 | unknown |
| 3 | 3068 | 4.5664 | `GetDensityAt` — `VoxelGenerator.cpp:1998` |
| 4 | 2702 | 4.0216 | `Sqrt` |
| 5 | 2312 | 3.4411 | `VoxelSDF::SmoothMin` |
| 6 | 2209 | 3.2878 | `EvaluateTunnelCoreWorld` lambda — `VoxelCaveMorphology.cpp:7648` |
| 7 | 1876 | 2.7922 | `EvaluateSDFCached` lambda — `VoxelCaveMorphology.cpp:7526` |
| 8 | 1788 | 2.6612 | `VF_ProjectNativePassageFloorUncached` — `VoxelStrateManager.cpp:597` |
| 9 | 1504 | 2.2385 | `VF_DistanceSquaredToAabb` — `VoxelCaveMorphology.cpp:68` |
| 10 | 1419 | 2.1120 | `VF_ProjectTunnelSegmentXY` — `VoxelCaveMorphology.cpp:970` |
| 11 | 1268 | 1.8873 | `ProjectWalkableTunnelFloor` — `VoxelPassageGeometry.h:314` |
| 12 | 1241 | 1.8471 | `VF_EvaluateSweptTunnelChain` — `VoxelCaveMorphology.cpp:1006` |
| 13 | 1009 | 1.5018 | swept-chain lambda — `VoxelCaveMorphology.cpp:1076` |
| 14 | 880 | 1.3098 | `VF_EvaluatePassageLandingSDF` — `VoxelCaveMorphology.cpp:5690` |
| 15 | 844 | 1.2562 | `GenerateMesh` — `VoxelMarchingCubesMesher.cpp:578` |
| 16 | 758 | 1.1282 | `FScopedTimer::End` — `VoxelDensityProfile.h:432` |
| 17 | 732 | 1.0895 | `EvaluateModifierSDF` — `VoxelStrateManager.cpp:2470` |
| 18 | 729 | 1.0850 | `ApplyPassageStructuralPostsMC` — `VoxelStrateManager.cpp:2808` |
| 19 | 700 | 1.0419 | `VF_GetPassageFloorProjectionCacheEntry` — `VoxelStrateManager.cpp:349` |
| 20 | 609 | 0.9064 | `EvaluateSDFCached` lambda — `VoxelCaveMorphology.cpp:7397` |
LOD0 inclusive top 20:
| # | samples | % | inclusive function |
|---:|---:|---:|---|
| 1 | 67187 | 100.0000 | `Invoke` |
| 2 | 67187 | 100.0000 | `LowLevelTasks::FTask::Init` lambda |
| 3 | 67187 | 100.0000 | `LowLevelTasks::TTaskDelegate::Call` |
| 4 | 67187 | 100.0000 | `UE::Tasks::Private::FTaskBase::Init` lambda |
| 5 | 67187 | 100.0000 | `LowLevelTasks::TTaskDelegate::CallAndMove` |
| 6 | 67187 | 100.0000 | `UE::Tasks::Private::FTaskBase::TryExecuteTask` |
| 7 | 67187 | 100.0000 | `TExecutableTaskBase::ExecuteTask` |
| 8 | 67187 | 100.0000 | `AVoxelWorld::LoadTile` lambda — `VoxelWorld.cpp:3782` |
| 9 | 67186 | 99.9985 | `AVoxelWorld::GenerateTileResult` — `VoxelWorld.cpp:4126` |
| 10 | 67100 | 99.8705 | `UVoxelMarchingCubesMesher::GenerateMesh` — `VoxelMarchingCubesMesher.cpp:578` |
| 11 | 65522 | 97.5218 | `UVoxelGenerator::GetDensityAt` — `VoxelGenerator.cpp:2297` |
| 12 | 40538 | 60.3361 | `UVoxelGenerator::GetDensityWithParams` — `VoxelGenerator.cpp:3117` |
| 13 | 18270 | 27.1928 | `VF_ForEachSpatialCandidate` — `VoxelCaveMorphology.cpp:1582` |
| 14 | 11093 | 16.5106 | `VoxelCaveMorphology::EvaluateSDFCached` — `VoxelCaveMorphology.cpp:7377` |
| 15 | 8829 | 13.1409 | `EvaluateSDFCached` lambda — `VoxelCaveMorphology.cpp:7526` |
| 16 | 8777 | 13.0635 | `VF_EvaluateSweptTunnel` — `VoxelCaveMorphology.cpp:1167` |
| 17 | 8581 | 12.7718 | `VoxelCaveMorphology::EvaluateTunnelCoreWorld` — `VoxelCaveMorphology.cpp:7732` |
| 18 | 8366 | 12.4518 | `VF_EvaluateSweptTunnelChain` — `VoxelCaveMorphology.cpp:1029` |
| 19 | 7811 | 11.6258 | `ApplyPassageCarvingOnly` — `VoxelStrateManager.cpp:2596` |
| 20 | 7682 | 11.4338 | `VF_ApplyPassageCarving` — `VoxelDensityPrimitives.h:75` |
### Unknown-source resolution
The old `FSurfaceColumn` constructor PCs are absent from this final sampler. The LOD0 unknown leaf
is 8,658 samples (12.8864%), but the raw PC cluster that accounts for the largest part is not plugin
code: `0x00007FF88382C080`, `...C08A`, `...C095`, `...C0A5`, and `...C0A9` map to the loaded
`UnrealEditor-Core.dll` at runtime RVA `0xC080`, inside its private `.pdata` function range
`0xB4D0–0xC32B`. The packaged Core binary has no PDB, so the source function name cannot be resolved.
Smaller unresolved groups map to `UnrealEditor-Engine.dll + RVA 0x500947` (generated reflection
`StaticStruct` code) and `UnrealEditor-CoreUObject.dll + RVA 0x76168`; none maps to
`Plugins\VoxelForge`.
This closes the actionable part of candidate 5: the previous plugin constructor was removed, while
the remaining unknown is an engine-symbolisation limitation. No commit, push, or stash was performed.
@@ -712,12 +712,16 @@ namespace
float SDFBlendRadius)
{
FVFRoomFloorOwnership Result;
if (ControlPoints.Num() < 2
|| ControlRadii.Num() != ControlPoints.Num())
const int32 ControlPointCount = ControlPoints.Num();
if (ControlPointCount < 2
|| ControlRadii.Num() != ControlPointCount)
{
return Result;
}
const FVector* ControlPointData = ControlPoints.GetData();
const float* ControlRadiusData = ControlRadii.GetData();
const float Fade = FMath::Max(
FMath::Max(SDFBlendRadius, 0.0f) * 0.35f,
1.0f);
@@ -725,8 +729,8 @@ namespace
for (int32 Endpoint = 0; Endpoint < 2; ++Endpoint)
{
const int32 ControlIndex = Endpoint == 0
? 0 : ControlPoints.Num() - 1;
const FVector& Mouth = ControlPoints[ControlIndex];
? 0 : ControlPointCount - 1;
const FVector& Mouth = ControlPointData[ControlIndex];
const float DX = static_cast<float>(Position.X - Mouth.X);
const float DY = static_cast<float>(Position.Y - Mouth.Y);
const float Distance = FMath::Sqrt(DX * DX + DY * DY);
@@ -752,7 +756,7 @@ namespace
continue;
}
const float DefaultFloorZ = static_cast<float>(Mouth.Z)
- FMath::Abs(ControlRadii[ControlIndex]);
- FMath::Abs(ControlRadiusData[ControlIndex]);
const float StoredFloorZ = Endpoint == 0 ? MouthFloorZA : MouthFloorZB;
const float FloorZ = StoredFloorZ > -FLT_MAX
&& FMath::IsFinite(StoredFloorZ)
@@ -815,26 +819,23 @@ namespace
const FVector& B, float RadiusB,
float T, int32 SegmentIndex, int32 NumSegments,
const FCachedTunnel& Tunnel,
const TArray<FTunnelFloorSegmentProfile>* FloorProfiles,
const FTunnelFloorSegmentProfile* FloorProfile,
const FVFRoomFloorOwnership* RoomFloorOwnership)
{
FVFTunnelFloorTerms Terms;
if (FloorProfiles != nullptr
&& FloorProfiles->Num() == NumSegments
&& FloorProfiles->IsValidIndex(SegmentIndex))
if (FloorProfile != nullptr)
{
const FTunnelFloorSegmentProfile& Profile = (*FloorProfiles)[SegmentIndex];
const float ClampedT = FMath::Clamp(T, 0.0f, 1.0f);
const float ProfileT = Profile.NumSteps > 0
const float ProfileT = FloorProfile->NumSteps > 0
? (ClampedT >= 1.0f
? 1.0f
: FMath::FloorToFloat(ClampedT
* static_cast<float>(Profile.NumSteps))
/ static_cast<float>(Profile.NumSteps))
* static_cast<float>(FloorProfile->NumSteps))
/ static_cast<float>(FloorProfile->NumSteps))
: ClampedT;
Terms.BaseFloorZ = FMath::Lerp(
Profile.StartFloorZ, Profile.EndFloorZ, ProfileT);
Terms.ReliefScale = Profile.ReliefScale;
FloorProfile->StartFloorZ, FloorProfile->EndFloorZ, ProfileT);
Terms.ReliefScale = FloorProfile->ReliefScale;
}
else
{
@@ -878,8 +879,10 @@ namespace
RoomFloorOwnership->Weight, 0.0f, 1.0f);
}
const float HorizontalRun = FVector2D(
static_cast<float>(B.X - A.X), static_cast<float>(B.Y - A.Y)).Size();
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 HorizontalRun = static_cast<float>(FMath::Sqrt(
DeltaX * DeltaX + DeltaY * DeltaY));
Terms.ReliefEnvelope = 1.0f;
if (SegmentIndex == 0)
{
@@ -926,12 +929,12 @@ namespace
const void* CacheIdentity, int32 TunnelIndex,
bool bEvaluateRelief,
const FVFFloorReliefColumnKey& Column,
const TArray<FTunnelFloorSegmentProfile>* FloorProfiles,
const FTunnelFloorSegmentProfile* FloorProfile,
const FVFRoomFloorOwnership* RoomFloorOwnership)
{
const FVFTunnelFloorTerms Terms = VF_TunnelFloorTerms(
A, RadiusA, B, RadiusB,
T, SegmentIndex, NumSegments, Tunnel, FloorProfiles,
T, SegmentIndex, NumSegments, Tunnel, FloorProfile,
RoomFloorOwnership);
return VF_TunnelFloorFromTerms(
Position, Tunnel, Terms,
@@ -942,10 +945,12 @@ namespace
const FVector& Position, const FVector& A, const FVector& B,
float& OutT, float& OutDistanceSquared)
{
const FVector2D AXY(static_cast<float>(A.X), static_cast<float>(A.Y));
const FVector2D Delta(
static_cast<float>(B.X - A.X), static_cast<float>(B.Y - A.Y));
const float LengthSquared = Delta.SizeSquared();
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)
{
OutT = 0.0f;
@@ -953,13 +958,17 @@ namespace
return false;
}
const FVector2D QueryXY(
static_cast<float>(Position.X), static_cast<float>(Position.Y));
OutT = FMath::Clamp(
FVector2D::DotProduct(QueryXY - AXY, Delta) / LengthSquared,
0.0f, 1.0f);
const FVector2D ClosestXY = AXY + Delta * OutT;
OutDistanceSquared = (QueryXY - ClosestXY).SizeSquared();
const double QueryX = static_cast<double>(static_cast<float>(Position.X));
const double QueryY = static_cast<double>(static_cast<float>(Position.Y));
const double Dot = (QueryX - AXY_X) * DeltaX
+ (QueryY - AXY_Y) * DeltaY;
OutT = FMath::Clamp(Dot / LengthSquared, 0.0f, 1.0f);
const double ClosestX = AXY_X + DeltaX * OutT;
const double ClosestY = AXY_Y + DeltaY * OutT;
const double DistanceX = QueryX - ClosestX;
const double DistanceY = QueryY - ClosestY;
OutDistanceSquared = static_cast<float>(
DistanceX * DistanceX + DistanceY * DistanceY);
return true;
}
@@ -976,22 +985,30 @@ namespace
const FVFRoomFloorOwnership* RoomFloorOwnership)
{
FVFTunnelShapeEvaluation Result;
if (ControlPoints.Num() < 2
|| ControlRadii.Num() != ControlPoints.Num())
const int32 ControlPointCount = ControlPoints.Num();
if (ControlPointCount < 2
|| ControlRadii.Num() != ControlPointCount)
{
return Result;
}
const int32 NumSegments = ControlPoints.Num() - 1;
const int32 NumSegments = ControlPointCount - 1;
const FVector* ControlPointData = ControlPoints.GetData();
const float* ControlRadiusData = ControlRadii.GetData();
const FTunnelFloorSegmentProfile* FloorProfileData = nullptr;
if (FloorProfiles != nullptr && FloorProfiles->Num() == NumSegments)
{
FloorProfileData = FloorProfiles->GetData();
}
const float FloorBlend = FMath::Max(SDFBlendRadius, 0.0f) * 0.35f;
for (int32 SegmentIndex = 0;
SegmentIndex < NumSegments;
++SegmentIndex)
{
const FVector& A = ControlPoints[SegmentIndex];
const FVector& B = ControlPoints[SegmentIndex + 1];
const float RadiusA = ControlRadii[SegmentIndex];
const float RadiusB = ControlRadii[SegmentIndex + 1];
const FVector& A = ControlPointData[SegmentIndex];
const FVector& B = ControlPointData[SegmentIndex + 1];
const float RadiusA = ControlRadiusData[SegmentIndex];
const float RadiusB = ControlRadiusData[SegmentIndex + 1];
float T = 0.0f;
float HorizontalDistanceSquared = FLT_MAX;
@@ -1007,17 +1024,12 @@ namespace
continue;
}
const FTunnelFloorSegmentProfile* Profile = FloorProfileData != nullptr
? FloorProfileData + SegmentIndex : nullptr;
const FVFTunnelFloorTerms FloorTerms = VF_TunnelFloorTerms(
A, RadiusA, B, RadiusB,
T, SegmentIndex, NumSegments, Tunnel, FloorProfiles,
T, SegmentIndex, NumSegments, Tunnel, Profile,
RoomFloorOwnership);
const FTunnelFloorSegmentProfile* Profile = nullptr;
if (FloorProfiles != nullptr
&& FloorProfiles->Num() == NumSegments
&& FloorProfiles->IsValidIndex(SegmentIndex))
{
Profile = &(*FloorProfiles)[SegmentIndex];
}
const float NaturalFloorZ = Profile != nullptr
? FMath::Lerp(
Profile->NaturalStartFloorZ,
@@ -1220,7 +1232,14 @@ namespace
return false;
}
const int32 NumSegments = ControlPoints.Num() - 1;
const int32 ControlPointCount = ControlPoints.Num();
const int32 NumSegments = ControlPointCount - 1;
const FVector* ControlPointData = ControlPoints.GetData();
const float* ControlRadiusData = ControlRadii.GetData();
const TArray<FTunnelFloorSegmentProfile>* FloorProfiles = bWorldChain
? &Tunnel.WorldFloorProfiles : &Tunnel.FloorProfiles;
const FTunnelFloorSegmentProfile* FloorProfileData =
FloorProfiles->Num() == NumSegments ? FloorProfiles->GetData() : nullptr;
float BestDistanceSquared = FLT_MAX;
bool bFound = false;
for (int32 SegmentIndex = 0;
@@ -1231,22 +1250,22 @@ namespace
float DistanceSquared = FLT_MAX;
if (!VF_ProjectTunnelSegmentXY(
Position,
ControlPoints[SegmentIndex], ControlPoints[SegmentIndex + 1],
ControlPointData[SegmentIndex], ControlPointData[SegmentIndex + 1],
T, DistanceSquared)
|| DistanceSquared >= BestDistanceSquared)
{
continue;
}
const float RadiusA = ControlRadii[SegmentIndex];
const float RadiusB = ControlRadii[SegmentIndex + 1];
const float RadiusA = ControlRadiusData[SegmentIndex];
const float RadiusB = ControlRadiusData[SegmentIndex + 1];
OutFloorZ = VF_TunnelFloorAtSegment(
ControlPoints[SegmentIndex], RadiusA,
ControlPoints[SegmentIndex + 1], RadiusB,
ControlPointData[SegmentIndex], RadiusA,
ControlPointData[SegmentIndex + 1], RadiusB,
T, SegmentIndex, NumSegments, Position, Tunnel,
CacheIdentity, TunnelIndex, /*bEvaluateRelief=*/true,
ReliefColumn,
bWorldChain ? &Tunnel.WorldFloorProfiles : &Tunnel.FloorProfiles,
FloorProfileData != nullptr ? FloorProfileData + SegmentIndex : nullptr,
RoomFloorOwnership);
OutSupportRadius = FMath::Max(
FMath::Min(FMath::Abs(RadiusA), FMath::Abs(RadiusB)) - 0.5f,
@@ -1331,8 +1350,9 @@ bool FChunkSDFSpatialIndex::GetRange(
return false;
}
OutBegin = CellOffsets[static_cast<int32>(Slot)];
OutEnd = CellOffsets[static_cast<int32>(Slot + 1)];
const int32* CellOffsetData = CellOffsets.GetData();
OutBegin = CellOffsetData[static_cast<int32>(Slot)];
OutEnd = CellOffsetData[static_cast<int32>(Slot + 1)];
return OutBegin >= 0 && OutEnd >= OutBegin && OutEnd <= ItemIndices.Num();
}
@@ -1546,9 +1566,10 @@ namespace
int32 CandidateCount = 0;
if (bUseSpatialIndex && Index.GetRange(WorldX, WorldY, Begin, End))
{
const int32* ItemIndexData = Index.ItemIndices.GetData();
for (int32 Cursor = Begin; Cursor < End; ++Cursor)
{
const int32 ItemIndex = Index.ItemIndices[Cursor];
const int32 ItemIndex = ItemIndexData[Cursor];
if (ItemIndex >= 0 && ItemIndex < ItemCount)
{
++CandidateCount;
@@ -7354,6 +7375,9 @@ float VoxelCaveMorphology::EvaluateSDFCached(
const FVector Pos(WorldX, WorldY, WorldZ);
const FVFFloorReliefColumnKey ReliefColumn =
VF_MakeFloorReliefColumnKey(Pos.X, Pos.Y);
const FCachedRoom* RoomData = Cache.Rooms.GetData();
const FCachedRoomFloorJoin* RoomFloorJoinData = Cache.RoomFloorJoins.GetData();
const FCachedTunnel* TunnelData = Cache.Tunnels.GetData();
// Track which room contributes the smallest (most-inside) raw SDF.
// This is used by the terrain ops system to find the "owning" room for
@@ -7367,7 +7391,7 @@ float VoxelCaveMorphology::EvaluateSDFCached(
//=========================================================================
auto EvaluateRoom = [&](int32 RoomIdx)
{
const FCachedRoom& Room = Cache.Rooms[RoomIdx];
const FCachedRoom& Room = RoomData[RoomIdx];
// --- DISTANCE CULL ---
const float DistSq = VF_FloatDistSquared(WorldX, WorldY, WorldZ, Room.Center);
@@ -7476,7 +7500,7 @@ float VoxelCaveMorphology::EvaluateSDFCached(
// not participate in nearest-room terrain-op ownership.
auto EvaluateJoin = [&](int32 JoinIdx)
{
const FCachedRoomFloorJoin& Join = Cache.RoomFloorJoins[JoinIdx];
const FCachedRoomFloorJoin& Join = RoomFloorJoinData[JoinIdx];
const float DistSq = VF_FloatDistSquared(WorldX, WorldY, WorldZ, Join.BoundCenter);
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(
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;
}
}
+15 -9
View File
@@ -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:
+288 -60
View File
@@ -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)))
+25 -11
View File
@@ -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;
};
}
+25 -12
View File
@@ -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),