research(step2f): coherent caves pass every gate, worst 572 ms idle -- look still to be judged in game

Editor-only, default off (voxel.ResearchParameterizedCave 1; the live skip proofs now decline
automatically). Jittered elliptical chambers of varied size and height with rock between them,
narrow tunnels, capped shafts, occasional pillars/ledges/stalactites/stalagmites/hanging masses;
detail bands at 48/24/12 samples (shortest 3 m), bound 3.822.
Gates, step 2e -> step 2f R29 (worst of 8 profiles), each rejecting 2e:
  crumbs < 1 m^3 2,290 -> 0; dihedral >45 deg 40.7% -> 2.2%; lattice detail energy 0.83 -> 0.007
  (RMS floor kept: 0.484 >= 0.40); LOD1 distance p95 0.709 -> 0.377 samples; grid autocorrelation
  0.667 -> 0.348; solid share 2.7% -> 79-82%; roof/floor openings 26,657 -> 0.
Speed, 259^3 ring, six workers, idle machine (20 GB free): 527-572 ms, worst TerracedBasin 572.3 ms
(R27 591 ms, R28 603 ms: run-to-run spread is ~5%). Proof audit 0 violations, undersized control
caught; seams pass; 1 vs 6 worker hash 876069a813c83cee; TraversalSeeds pass.
Captures are UNLIT (lit runs showed only sky; three D3D12 device-removed crashes): they show the
material's tiling, not the cave forms, so the look is not yet judged.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
This commit is contained in:
Fr0zkaandClaude Opus 5.5 committed 2026-10-01 05:50:20 +02:00
1 parent d6555df5fa
commit ca78352e43
16 files changed
+8070 -80

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@@ -19,7 +19,8 @@ namespace VoxelForgeRedefinedDensityField
namespace
{
constexpr float LegacyDetailAmplitude = 1.4f + 0.9f + 0.45f + 2.5f;
constexpr float CoherentDetailAmplitude = 2.0f + 1.2f + 0.6f + 0.4f;
constexpr float CoherentDetailAmplitude = 1.82f + 1.092f + 0.546f + 0.364f;
constexpr float CoherentRockDensityBias = 0.10f;
constexpr float DetailBoundNumericalMargin = 1.0e-3f;
constexpr float BaseFieldLipschitzBound = 1.25f;
constexpr float ParameterizedFieldLipschitzBound = 1.60f;
@@ -271,14 +272,25 @@ namespace
return Broad * 1.4f + Medium * 0.9f + Fine * 0.45f + Micro * 2.5f;
}
// The shortest wavelength is eight lattice samples (two meters). Three
// interpolated scales and the smooth ridge response keep broad folds
// The shortest wavelength is twelve lattice samples (three meters). Three
// independently rotated, interpolated scales and the smooth ridge response keep broad folds
// while excluding the lattice-scale noise used by the frozen 2e field.
const float Broad = Noise3D(X, Y, Z, 32.0f, Seed ^ 0x68BC21EBu);
const float Medium = Noise3D(X, Y, Z, 16.0f, Seed ^ 0x02E5BE93u);
const float Fine = Noise3D(X, Y, Z, 8.0f, Seed ^ 0x967A889Bu);
// Independent orthonormal frames keep the value-noise bands smooth and bounded without
// exposing their axis-aligned interpolation cells as repeated square relief on the rock.
const float BroadX = 0.838671f * X - 0.493587f * Y + 0.230129f * Z;
const float BroadY = 0.544639f * X + 0.760095f * Y - 0.354003f * Z;
const float BroadZ = 0.422618f * Y + 0.906308f * Z;
const float MediumX = 0.956305f * X + 0.220661f * Y + 0.191825f * Z;
const float MediumY = -0.292372f * X + 0.721484f * Y + 0.627548f * Z;
const float MediumZ = 0.656059f * Y + 0.754710f * Z;
const float FineX = 0.325568f * X - 0.834725f * Y - 0.443914f * Z;
const float FineY = 0.945519f * X + 0.287381f * Y + 0.152824f * Z;
const float FineZ = -0.469472f * Y + 0.882948f * Z;
const float Broad = Noise3D(BroadX, BroadY, BroadZ, 48.0f, Seed ^ 0x68BC21EBu);
const float Medium = Noise3D(MediumX, MediumY, MediumZ, 24.0f, Seed ^ 0x02E5BE93u);
const float Fine = Noise3D(FineX, FineY, FineZ, 12.0f, Seed ^ 0x967A889Bu);
const float SmoothRidge = FMath::Sqrt(Fine * Fine + 0.0625f) - 0.25f;
return Broad * 2.0f + Medium * 1.2f + Fine * 0.6f + SmoothRidge * 0.4f;
return Broad * 1.82f + Medium * 1.092f + Fine * 0.546f + SmoothRidge * 0.364f;
}
FORCEINLINE float DistanceToPeriodicLine(float Position, float Spacing, float Offset)
@@ -869,6 +881,10 @@ namespace
{
FGeneratedCaveCell GeneratedCells[9];
const FGeneratedCaveCell* Cells[9] = {};
const FGeneratedCaveCell* TunnelCells[25] = {};
uint8 TunnelEdgeCellA[24] = {};
uint8 TunnelEdgeCellB[24] = {};
int32 TunnelEdgeCount = 0;
float RoomDistanceSquared[9] = {};
float RoomRadii[9] = {};
float RoomHorizontals[9] = {};
@@ -879,8 +895,8 @@ namespace
float SpireTipZ[9] = {};
float SpireBaseTopZ[9] = {};
float SpireTipBottomZ[9] = {};
float TunnelT[4] = {};
float TunnelHorizontal[4] = {};
float TunnelT[24] = {};
float TunnelHorizontal[24] = {};
float LandingDistanceSquared[8] = {};
float LandingDistance[8] = {};
float LandingBridgeT[8] = {};
@@ -1401,42 +1417,133 @@ namespace
}
if ((Cell.FeatureFlags & HasSpireFlag) != 0)
{
OutColumn.SpireBaseZ[Index] = Cell.FloorZ + 2.0f;
OutColumn.SpireBaseZ[Index] = Cell.FloorZ - 2.0f;
OutColumn.SpireTipZ[Index] = FMath::Min(
Cell.CeilingZ - 2.0f,
OutColumn.SpireBaseZ[Index] + Cell.SpireLength);
OutColumn.SpireBaseTopZ[Index] = Cell.CeilingZ - 2.0f;
OutColumn.SpireBaseTopZ[Index] = Cell.CeilingZ + 2.0f;
OutColumn.SpireTipBottomZ[Index] = FMath::Max(
Cell.FloorZ + 2.0f,
Cell.FloorZ - 2.0f,
OutColumn.SpireBaseTopZ[Index] - Cell.SpireLength);
}
}
const FGeneratedCaveCell& Centre = *OutColumn.Cells[4];
const int32 EdgeIndices[] = {1, 7, 3, 5};
const uint8 EdgeFlags[] = {
TunnelToNegativeY, TunnelToPositiveY,
TunnelToNegativeX, TunnelToPositiveX};
for (int32 EdgeIndex = 0; EdgeIndex < UE_ARRAY_COUNT(EdgeIndices); ++EdgeIndex)
for (int32 CellY = -1; CellY <= 1; ++CellY)
for (int32 CellX = -1; CellX <= 1; ++CellX)
{
OutColumn.TunnelHorizontal[EdgeIndex] = -FLT_MAX;
if ((Centre.OpenTunnelEdges & EdgeFlags[EdgeIndex]) == 0)
const int32 TunnelIndex = (CellY + 2) * 5 + CellX + 2;
const int32 RoomIndex = (CellY + 1) * 3 + CellX + 1;
OutColumn.TunnelCells[TunnelIndex] = OutColumn.Cells[RoomIndex];
}
if (IsLegacyStep2eAuditMode())
{
// Keep the frozen 2e baseline byte-for-byte in its original four-edge evaluation.
const FGeneratedCaveCell& Centre = *OutColumn.Cells[4];
const int32 EdgeIndices[] = {1, 7, 3, 5};
const int32 TunnelCellIndices[] = {7, 17, 11, 13};
const uint8 EdgeFlags[] = {
TunnelToNegativeY, TunnelToPositiveY,
TunnelToNegativeX, TunnelToPositiveX};
for (int32 EdgeIndex = 0; EdgeIndex < UE_ARRAY_COUNT(EdgeIndices); ++EdgeIndex)
{
continue;
if ((Centre.OpenTunnelEdges & EdgeFlags[EdgeIndex]) == 0)
{
continue;
}
const FGeneratedCaveCell& Next = *OutColumn.Cells[EdgeIndices[EdgeIndex]];
const float ABX = Next.CenterX - Centre.CenterX;
const float ABY = Next.CenterY - Centre.CenterY;
const float LengthSquared = ABX * ABX + ABY * ABY;
const float T = LengthSquared > 1.0e-8f
? FMath::Clamp(((X - Centre.CenterX) * ABX
+ (Y - Centre.CenterY) * ABY) / LengthSquared, 0.0f, 1.0f)
: 0.0f;
const float DX = X - (Centre.CenterX + T * ABX);
const float DY = Y - (Centre.CenterY + T * ABY);
OutColumn.TunnelEdgeCellA[OutColumn.TunnelEdgeCount] = 12;
OutColumn.TunnelEdgeCellB[OutColumn.TunnelEdgeCount] =
static_cast<uint8>(TunnelCellIndices[EdgeIndex]);
OutColumn.TunnelT[OutColumn.TunnelEdgeCount] = T;
OutColumn.TunnelHorizontal[OutColumn.TunnelEdgeCount] =
Plan.Generation.TunnelRadiusVoxels - FMath::Sqrt(DX * DX + DY * DY);
++OutColumn.TunnelEdgeCount;
}
}
else
{
const auto CacheTunnelEdge = [&](int32 AX, int32 AY, int32 BX, int32 BY)
{
const uint8 CellAIndex = static_cast<uint8>((AY + 2) * 5 + AX + 2);
const uint8 CellBIndex = static_cast<uint8>((BY + 2) * 5 + BX + 2);
const FGeneratedCaveCell& A = *OutColumn.TunnelCells[CellAIndex];
const FGeneratedCaveCell& B = *OutColumn.TunnelCells[CellBIndex];
const uint8 OpenEdgeFlag = AX != BX
? TunnelToPositiveX : TunnelToPositiveY;
if ((A.OpenTunnelEdges & OpenEdgeFlag) == 0)
{
return;
}
// Beyond this horizontal reach, even the largest supported detail and tunnel
// smooth-union rise cannot turn rock into air. Reject before calculating the
// point-to-segment distance.
constexpr float MaximumTunnelSignReach =
CoherentDetailAmplitude * 4.0f + 1.25f + 2.0f;
const float Reach = Plan.Generation.TunnelRadiusVoxels
+ MaximumTunnelSignReach;
const float MinX = FMath::Min(A.CenterX, B.CenterX);
const float MaxX = FMath::Max(A.CenterX, B.CenterX);
const float MinY = FMath::Min(A.CenterY, B.CenterY);
const float MaxY = FMath::Max(A.CenterY, B.CenterY);
const float GapX = X < MinX ? MinX - X : (X > MaxX ? X - MaxX : 0.0f);
const float GapY = Y < MinY ? MinY - Y : (Y > MaxY ? Y - MaxY : 0.0f);
if (GapX * GapX + GapY * GapY >= Reach * Reach)
{
return;
}
check(OutColumn.TunnelEdgeCount < UE_ARRAY_COUNT(OutColumn.TunnelT));
const float ABX = B.CenterX - A.CenterX;
const float ABY = B.CenterY - A.CenterY;
const float LengthSquared = ABX * ABX + ABY * ABY;
const float T = LengthSquared > 1.0e-8f
? FMath::Clamp(((X - A.CenterX) * ABX
+ (Y - A.CenterY) * ABY) / LengthSquared, 0.0f, 1.0f)
: 0.0f;
const float DX = X - (A.CenterX + T * ABX);
const float DY = Y - (A.CenterY + T * ABY);
const float Horizontal = Plan.Generation.TunnelRadiusVoxels
- FMath::Sqrt(DX * DX + DY * DY);
int32 InsertAt = OutColumn.TunnelEdgeCount;
while (InsertAt > 0
&& OutColumn.TunnelHorizontal[InsertAt - 1] < Horizontal)
{
OutColumn.TunnelEdgeCellA[InsertAt] =
OutColumn.TunnelEdgeCellA[InsertAt - 1];
OutColumn.TunnelEdgeCellB[InsertAt] =
OutColumn.TunnelEdgeCellB[InsertAt - 1];
OutColumn.TunnelT[InsertAt] = OutColumn.TunnelT[InsertAt - 1];
OutColumn.TunnelHorizontal[InsertAt] =
OutColumn.TunnelHorizontal[InsertAt - 1];
--InsertAt;
}
OutColumn.TunnelEdgeCellA[InsertAt] = CellAIndex;
OutColumn.TunnelEdgeCellB[InsertAt] = CellBIndex;
OutColumn.TunnelT[InsertAt] = T;
OutColumn.TunnelHorizontal[InsertAt] = Horizontal;
++OutColumn.TunnelEdgeCount;
};
// Every undirected edge whose endpoints lie in the room-query 3x3 neighborhood is
// considered once. This retains the old base cell's edges when the query base shifts.
for (int32 CellY = -1; CellY <= 1; ++CellY)
for (int32 CellX = -1; CellX < 1; ++CellX)
{
CacheTunnelEdge(CellX, CellY, CellX + 1, CellY);
}
for (int32 CellX = -1; CellX <= 1; ++CellX)
for (int32 CellY = -1; CellY < 1; ++CellY)
{
CacheTunnelEdge(CellX, CellY, CellX, CellY + 1);
}
const FGeneratedCaveCell& Next = *OutColumn.Cells[EdgeIndices[EdgeIndex]];
const float ABX = Next.CenterX - Centre.CenterX;
const float ABY = Next.CenterY - Centre.CenterY;
const float LengthSquared = ABX * ABX + ABY * ABY;
const float T = LengthSquared > 1.0e-8f
? FMath::Clamp(((X - Centre.CenterX) * ABX
+ (Y - Centre.CenterY) * ABY) / LengthSquared, 0.0f, 1.0f)
: 0.0f;
const float DX = X - (Centre.CenterX + T * ABX);
const float DY = Y - (Centre.CenterY + T * ABY);
OutColumn.TunnelT[EdgeIndex] = T;
OutColumn.TunnelHorizontal[EdgeIndex] = Plan.Generation.TunnelRadiusVoxels
- FMath::Sqrt(DX * DX + DY * DY);
}
OutColumn.bHasLandingXYCache = Plan.Landings.Num() <= UE_ARRAY_COUNT(
@@ -1511,21 +1618,66 @@ namespace
ColumnContext->RoomHorizontals[Index],
*ColumnContext, Index), 6.0f);
}
const FGeneratedCaveCell& Centre = *ColumnContext->Cells[4];
const int32 EdgeIndices[] = {1, 7, 3, 5};
const uint8 EdgeFlags[] = {
TunnelToNegativeY, TunnelToPositiveY,
TunnelToNegativeX, TunnelToPositiveX};
for (int32 EdgeIndex = 0; EdgeIndex < UE_ARRAY_COUNT(EdgeIndices); ++EdgeIndex)
const bool bLegacyStep2eAuditMode = IsLegacyStep2eAuditMode();
if (bLegacyStep2eAuditMode)
{
if ((Centre.OpenTunnelEdges & EdgeFlags[EdgeIndex]) != 0)
for (int32 EdgeIndex = 0; EdgeIndex < ColumnContext->TunnelEdgeCount; ++EdgeIndex)
{
const FGeneratedCaveCell& A = *ColumnContext->TunnelCells[
ColumnContext->TunnelEdgeCellA[EdgeIndex]];
const FGeneratedCaveCell& B = *ColumnContext->TunnelCells[
ColumnContext->TunnelEdgeCellB[EdgeIndex]];
Macro = SmoothMaximum(Macro, GeneratedTunnelEdge(
Plan, Centre, *ColumnContext->Cells[EdgeIndices[EdgeIndex]], Z,
ColumnContext->TunnelT[EdgeIndex],
Plan, A, B, Z, ColumnContext->TunnelT[EdgeIndex],
ColumnContext->TunnelHorizontal[EdgeIndex]), 5.0f);
}
}
else
{
// Far inside solid rock, density magnitude is only a proof margin. Capping it at
// -64 preserves every sign even at the supported 4x detail scale, and makes tunnels
// at least 5 units below that floor mathematically irrelevant to the smooth union.
Macro = FMath::Max(Macro, -64.0f);
const float MinimumTunnelFloor =
Plan.GenerationFloorZ - Plan.Generation.FloorReliefVoxels;
const float MaximumTunnelFloor =
Plan.GenerationFloorZ + Plan.Generation.FloorReliefVoxels;
const float VerticalTunnelUpperBound = FMath::Min(
Z - MinimumTunnelFloor,
MaximumTunnelFloor + 2.0f * Plan.Generation.TunnelHalfHeightVoxels - Z);
constexpr float MaximumDetailAtSupportedScale = CoherentDetailAmplitude * 4.0f;
constexpr float MaximumSmoothUnionRise = 1.25f;
constexpr float SolidTunnelMargin =
MaximumDetailAtSupportedScale + MaximumSmoothUnionRise + 2.0f;
const bool bNoTunnelCanChangeMacro = VerticalTunnelUpperBound <= Macro - 5.0f;
const bool bNoTunnelCanChangeSign = Macro <= -SolidTunnelMargin
&& VerticalTunnelUpperBound <= -SolidTunnelMargin;
float TunnelMacro = -FLT_MAX;
if (!bNoTunnelCanChangeMacro && !bNoTunnelCanChangeSign)
{
for (int32 EdgeIndex = 0;
EdgeIndex < ColumnContext->TunnelEdgeCount; ++EdgeIndex)
{
const float Horizontal = ColumnContext->TunnelHorizontal[EdgeIndex];
if (Horizontal <= Macro - 5.0f || Horizontal <= TunnelMacro)
{
// Remaining tunnel SDFs cannot change either the selected maximum or the
// room/tunnel smooth union; edges are ordered by descending horizontal bound.
break;
}
const FGeneratedCaveCell& A = *ColumnContext->TunnelCells[
ColumnContext->TunnelEdgeCellA[EdgeIndex]];
const FGeneratedCaveCell& B = *ColumnContext->TunnelCells[
ColumnContext->TunnelEdgeCellB[EdgeIndex]];
TunnelMacro = FMath::Max(TunnelMacro, GeneratedTunnelEdge(
Plan, A, B, Z, ColumnContext->TunnelT[EdgeIndex], Horizontal));
}
}
if (TunnelMacro > -FLT_MAX * 0.5f)
{
Macro = SmoothMaximum(Macro, TunnelMacro, 5.0f);
}
}
for (int32 Index = 0; Index < UE_ARRAY_COUNT(ColumnContext->Cells); ++Index)
{
@@ -1631,6 +1783,9 @@ namespace
Z - StrateBottom - StrateSealThickness,
StrateTop - StrateSealThickness - Z);
Macro = FMath::Min(Macro, BoundaryLimit);
// A 2.5 cm solidward offset closes isolated near-zero air samples and helps
// sub-cubic-meter rock contacts meet the surrounding wall without changing detail.
Macro -= CoherentRockDensityBias;
}
if (OutDetailScale != nullptr)
@@ -2117,6 +2272,60 @@ float EvaluateParameterized(const UVoxelGenerator& Generator,
OutPreEditDensity, DetailScale, nullptr, true, nullptr);
}
float EvaluateParameterizedMacroOnly(
const UVoxelGenerator& Generator, float WorldX, float WorldY, float WorldZ)
{
EnsurePlan(Generator);
const FIntVector Chunk(
FMath::FloorToInt(WorldX / CHUNK_SIZE),
FMath::FloorToInt(WorldY / CHUNK_SIZE),
FMath::FloorToInt(WorldZ / CHUNK_SIZE));
const FStratePlan* Plan = FindStrate(Chunk);
return Plan != nullptr
? EvaluateParameterizedMacro(*Plan, WorldX, WorldY, WorldZ, nullptr)
: 0.0f;
}
FString DescribeParameterizedMacroAt(
const UVoxelGenerator& Generator, float WorldX, float WorldY, float WorldZ)
{
EnsurePlan(Generator);
const FIntVector Chunk(
FMath::FloorToInt(WorldX / CHUNK_SIZE),
FMath::FloorToInt(WorldY / CHUNK_SIZE),
FMath::FloorToInt(WorldZ / CHUNK_SIZE));
const FStratePlan* Plan = FindStrate(Chunk);
if (Plan == nullptr)
{
return TEXT("no-plan");
}
FParameterizedColumnContext Column;
BuildParameterizedColumnContext(*Plan, WorldX, WorldY, nullptr, Column);
const FIntPoint BaseCell = GenerationCellAt(*Plan, WorldX, WorldY);
FString Description = FString::Printf(
TEXT("base=(%d,%d); cells="), BaseCell.X, BaseCell.Y);
for (int32 Index = 0; Index < UE_ARRAY_COUNT(Column.Cells); ++Index)
{
const FGeneratedCaveCell& Cell = *Column.Cells[Index];
const float Room = GeneratedRoomCell(Cell, WorldX, WorldY, WorldZ,
Column.RoomRadii[Index], Column.RoomHorizontals[Index], Column, Index);
Description += FString::Printf(
TEXT("(%d,%d,r=%.2f,h=%.2f,v=%.2f,room=%.2f,flags=%u,edges=%u)"),
Cell.CellX, Cell.CellY, Cell.RadiusX, Column.RoomHorizontals[Index],
FMath::Min(WorldZ - Column.RoomFloors[Index], Cell.CeilingZ - WorldZ),
Room, static_cast<uint32>(Cell.FeatureFlags),
static_cast<uint32>(Cell.OpenTunnelEdges));
if (Index + 1 < UE_ARRAY_COUNT(Column.Cells))
{
Description += TEXT(",");
}
}
Description += FString::Printf(TEXT(";macro=%.3f"),
EvaluateParameterizedMacro(*Plan, WorldX, WorldY, WorldZ, nullptr));
return Description;
}
float EvaluateParameterizedDetail(
const UVoxelGenerator& Generator, float WorldX, float WorldY, float WorldZ)
{
+194
View File
@@ -51,6 +51,7 @@
#include "Engine/GameViewportClient.h"
#include "Slate/SceneViewport.h"
#include "Camera/CameraActor.h"
#include "Components/PointLightComponent.h"
#include "VoxelAtmosphereManager.h"
#include "DrawDebugHelpers.h"
#include "IImageWrapper.h"
@@ -1760,6 +1761,21 @@ void AVoxelWorld::EndPlay(const EEndPlayReason::Type EndPlayReason)
void AVoxelWorld::BeginPlay()
{
#if WITH_EDITOR
int32 ResearchParameterizedCave = 0;
if (FParse::Value(FCommandLine::Get(), TEXT("voxel.ResearchParameterizedCave="),
ResearchParameterizedCave))
{
VoxelForgeRedefinedDensityField::SetParameterizedEnabled(
ResearchParameterizedCave != 0);
}
int32 ResearchParameterizedCaveSet = -1;
if (FParse::Value(FCommandLine::Get(), TEXT("voxel.ResearchParameterizedCaveSet="),
ResearchParameterizedCaveSet))
{
VoxelForgeRedefinedDensityField::SetParameterSet(ResearchParameterizedCaveSet);
}
#endif
VoxelForgeStartupTrace::BeginFromCommandLine();
VoxelForgeStartupTrace::FStageScope StartupTraceStage(TEXT("BeginPlay"));
Super::BeginPlay();
@@ -2059,6 +2075,7 @@ void AVoxelWorld::BeginPlay()
}
int32 TestCeilingView = 0;
int32 TestCeilingWallCloseup = 0;
FParse::Value(FCommandLine::Get(), TEXT("voxel.TestCeilingView="), TestCeilingView);
bTestCeilingViewEnabled = TestCeilingView != 0;
if (bTestCeilingViewEnabled)
@@ -2078,6 +2095,8 @@ void AVoxelWorld::BeginPlay()
FParse::Value(FCommandLine::Get(), TEXT("voxel.TestCeilingCaptureDelaySeconds="),
TestCeilingCaptureDelaySeconds);
TestCeilingCaptureDelaySeconds = FMath::Max(TestCeilingCaptureDelaySeconds, 1.0f);
FParse::Value(FCommandLine::Get(), TEXT("voxel.TestCeilingWallCloseup="),
TestCeilingWallCloseup);
TestCeilingViewBeginSeconds = FPlatformTime::Seconds();
bHeadlessStreamingTestCenterOverride = true;
HeadlessStreamingTestCenterVoxel = WorldToLocalVoxel(TestCeilingCameraWorldPosition);
@@ -2255,6 +2274,138 @@ void AVoxelWorld::BeginPlay()
DiffLayer->SetBudget(Settings->MaxModifications, Settings->MaxBrushRadius, Settings->MaxTotalVolume);
Generator->SetDiffLayer(DiffLayer);
if (bTestCeilingViewEnabled && IsParameterizedResearchFieldActive())
{
const FVector RequestedCenter = HeadlessStreamingTestCenterVoxel;
FVector BestAirPoint = RequestedCenter;
float BestAirDensity = Generator->GetDensityAt(
RequestedCenter.X, RequestedCenter.Y, RequestedCenter.Z);
TArray<int32> SearchZValues;
constexpr int32 SearchZMargin = 8;
constexpr int32 SearchZStep = 16;
if (StrateManager != nullptr)
{
for (const FStrateSlot& Slot : StrateManager->GetLayout())
{
const int32 MinChunkZ = FMath::Min(Slot.TopChunkZ, Slot.BottomChunkZ);
const int32 MaxChunkZ = FMath::Max(Slot.TopChunkZ, Slot.BottomChunkZ);
const int32 MinZ = MinChunkZ * CHUNK_SIZE + SearchZMargin;
const int32 MaxZ = (MaxChunkZ + 1) * CHUNK_SIZE - SearchZMargin;
for (int32 Z = MinZ; Z <= MaxZ; Z += SearchZStep)
{
SearchZValues.Add(Z);
}
}
}
if (SearchZValues.IsEmpty())
{
constexpr int32 SearchRadiusZ = 256;
for (int32 Z = FMath::FloorToInt(RequestedCenter.Z) - SearchRadiusZ;
Z <= FMath::FloorToInt(RequestedCenter.Z) + SearchRadiusZ;
Z += SearchZStep)
{
SearchZValues.Add(Z);
}
}
constexpr int32 SearchRadiusXY = 256;
constexpr int32 SearchStepXY = 16;
for (const int32 Z : SearchZValues)
for (int32 DY = -SearchRadiusXY; DY <= SearchRadiusXY; DY += SearchStepXY)
for (int32 DX = -SearchRadiusXY; DX <= SearchRadiusXY; DX += SearchStepXY)
{
const FVector Candidate(RequestedCenter.X + DX,
RequestedCenter.Y + DY, static_cast<float>(Z));
const float Density = Generator->GetDensityAt(
Candidate.X, Candidate.Y, Candidate.Z);
if (Density > BestAirDensity)
{
BestAirDensity = Density;
BestAirPoint = Candidate;
}
}
if (BestAirDensity > 0.0f)
{
// Frame the capture from a plausible player-height point in the same chamber, rather
// than directly at its maximum-clearance center. This brings the floor into view while
// retaining a generous air margin and does not affect normal gameplay or generation.
constexpr float CaptureEyeDropVoxels = 32.0f;
const FVector LowerCapturePoint = BestAirPoint
+ FVector(0.0f, 0.0f, -CaptureEyeDropVoxels);
const float LowerCaptureDensity = Generator->GetDensityAt(
LowerCapturePoint.X, LowerCapturePoint.Y, LowerCapturePoint.Z);
if (LowerCaptureDensity > 12.0f)
{
BestAirPoint = LowerCapturePoint;
BestAirDensity = LowerCaptureDensity;
}
FVector BestViewDirection = FVector(1.0f, 0.0f, 0.0f);
float BestViewWallDistance = 0.0f;
float BestViewScore = -FLT_MAX;
for (int32 DZ = -1; DZ <= 1; ++DZ)
for (int32 DY = -1; DY <= 1; ++DY)
for (int32 DX = -1; DX <= 1; ++DX)
{
if (TestCeilingWallCloseup == 0 && DZ != 0)
{
continue;
}
const FVector Direction(static_cast<float>(DX),
static_cast<float>(DY), static_cast<float>(DZ));
if (Direction.IsNearlyZero())
{
continue;
}
const FVector NormalizedDirection = Direction.GetSafeNormal();
for (float Distance = 4.0f; Distance <= 256.0f; Distance += 4.0f)
{
const FVector Probe = BestAirPoint + NormalizedDirection * Distance;
if (Generator->GetDensityAt(Probe.X, Probe.Y, Probe.Z) <= 0.0f)
{
const float TargetDistance = TestCeilingWallCloseup != 0
? 24.0f : 64.0f;
const float Score = -FMath::Abs(Distance - TargetDistance);
if (Score > BestViewScore)
{
BestViewScore = Score;
BestViewDirection = NormalizedDirection;
BestViewWallDistance = Distance;
}
break;
}
}
}
if (BestViewWallDistance > 0.0f)
{
TestCeilingCameraRotation = BestViewDirection.Rotation();
if (TestCeilingWallCloseup != 0)
{
constexpr float WallInset = 8.0f;
BestAirPoint += BestViewDirection * FMath::Max(
0.0f, BestViewWallDistance - WallInset);
}
}
TestCeilingCameraWorldPosition = LocalVoxelToWorld(BestAirPoint);
HeadlessStreamingTestCenterVoxel = BestAirPoint;
const FVector WallProbe = BestAirPoint + BestViewDirection
* (TestCeilingWallCloseup != 0 ? 8.0f : BestViewWallDistance);
UE_LOG(LogTemp, Display,
TEXT("[VoxelForgeTestCeiling] view_ray=(%.3f,%.3f,%.3f) wall_distance_vox=%.1f "
"wall_probe_density=%.3f"),
BestViewDirection.X, BestViewDirection.Y, BestViewDirection.Z,
BestViewWallDistance,
Generator->GetDensityAt(WallProbe.X, WallProbe.Y, WallProbe.Z));
}
UE_LOG(LogTemp, Display,
TEXT("[VoxelForgeTestCeiling] research_air_search=1 requested_local=(%.1f,%.1f,%.1f) "
"selected_local=(%.1f,%.1f,%.1f) selected_density=%.3f wall_closeup=%d"),
RequestedCenter.X, RequestedCenter.Y, RequestedCenter.Z,
BestAirPoint.X, BestAirPoint.Y, BestAirPoint.Z, BestAirDensity,
TestCeilingWallCloseup != 0 ? 1 : 0);
}
// Content manager — distance-based decoration grid (no LOD pop) + level-0 water planes.
ContentManager = NewObject<UVoxelContentManager>(this);
ContentManager->Initialize(
@@ -2266,6 +2417,11 @@ void AVoxelWorld::BeginPlay()
AtmosphereManager = NewObject<UVoxelAtmosphereManager>(this);
AtmosphereManager->Initialize(this, StrateManager, Generator);
}
else if (bTestCeilingViewEnabled)
{
UE_LOG(LogTemp, Display,
TEXT("[VoxelForgeTestCeiling] atmosphere=disabled_by_world_setting"));
}
// Density volume — player-centred clipmap streamed to the GPU for mini-sun raymarched shadows.
if (Settings->bEnableDensityVolume)
@@ -6547,6 +6703,23 @@ void AVoxelWorld::Tick(float DeltaTime)
{
TestCeilingCamera = Camera;
PC->SetViewTarget(Camera);
UPointLightComponent* CaptureHeadlamp = NewObject<UPointLightComponent>(Camera);
if (IsValid(CaptureHeadlamp))
{
Camera->AddInstanceComponent(CaptureHeadlamp);
CaptureHeadlamp->SetupAttachment(Camera->GetRootComponent());
CaptureHeadlamp->SetMobility(EComponentMobility::Movable);
CaptureHeadlamp->SetIntensity(80000.0f);
CaptureHeadlamp->SetAttenuationRadius(10000.0f);
CaptureHeadlamp->SetUseInverseSquaredFalloff(false);
CaptureHeadlamp->SetLightFalloffExponent(0.0f);
CaptureHeadlamp->SetLightColor(FLinearColor(1.0f, 0.88f, 0.72f));
CaptureHeadlamp->SetCastShadows(false);
CaptureHeadlamp->RegisterComponent();
UE_LOG(LogTemp, Display,
TEXT("[VoxelForgeTestCeiling] camera_headlamp=1 intensity=80000 radius_cm=10000 "
"inverse_square=0 falloff_exponent=0"));
}
UE_LOG(LogTemp, Display,
TEXT("[VoxelForgeTestCeiling] camera_installed=1 applied_visible_tiles=%llu"),
static_cast<unsigned long long>(AppliedVisibleTileCount));
@@ -6559,6 +6732,27 @@ void AVoxelWorld::Tick(float DeltaTime)
>= static_cast<double>(TestCeilingCaptureDelaySeconds))
{
bTestCeilingCaptureRequested = true;
FVector ActiveViewWorldPosition = FVector::ZeroVector;
FRotator ActiveViewRotation = FRotator::ZeroRotator;
PC->GetPlayerViewPoint(ActiveViewWorldPosition, ActiveViewRotation);
const FVector ActiveViewVoxel = WorldToLocalVoxel(ActiveViewWorldPosition);
const float ActiveViewDensity = Generator != nullptr
? Generator->GetDensityAt(ActiveViewVoxel.X, ActiveViewVoxel.Y, ActiveViewVoxel.Z)
: 0.0f;
int32 ActiveResearchEnabled = 0;
int32 ActiveResearchProfile = -1;
#if WITH_EDITOR
ActiveResearchEnabled = VoxelForgeRedefinedDensityField::IsParameterizedEnabled() ? 1 : 0;
ActiveResearchProfile = VoxelForgeRedefinedDensityField::GetParameterSet();
#endif
UE_LOG(LogTemp, Display,
TEXT("[VoxelForgeTestCeiling] active_view_target=%s active_view_world_cm=(%.3f,%.3f,%.3f) "
"rotation=(%.3f,%.3f,%.3f) local_vox=(%.3f,%.3f,%.3f) density=%.3f research=%d profile=%d"),
*GetNameSafe(PC->GetViewTarget()),
ActiveViewWorldPosition.X, ActiveViewWorldPosition.Y, ActiveViewWorldPosition.Z,
ActiveViewRotation.Pitch, ActiveViewRotation.Yaw, ActiveViewRotation.Roll,
ActiveViewVoxel.X, ActiveViewVoxel.Y, ActiveViewVoxel.Z, ActiveViewDensity,
ActiveResearchEnabled, ActiveResearchProfile);
// UEngine::Exec is not routed through the game viewport in the command-line game
// target, so HighResShot returns false there even with a live render viewport. Call
// the viewport API directly; it schedules the same one-frame high-res capture.
@@ -117,6 +117,14 @@ namespace VoxelForgeRedefinedDensityField
const UVoxelGenerator& Generator, float WorldX, float WorldY, float WorldZ,
float* OutPreEditDensity = nullptr, float DetailScale = 1.0f);
/** Evaluate only the parameterized room/tunnel macro, before passage overlays and seals. */
VOXELFORGE_API float EvaluateParameterizedMacroOnly(
const UVoxelGenerator& Generator, float WorldX, float WorldY, float WorldZ);
/** Describe the candidate room SDF values at a point for step 2f proof diagnosis. */
VOXELFORGE_API FString DescribeParameterizedMacroAt(
const UVoxelGenerator& Generator, float WorldX, float WorldY, float WorldZ);
/** Return the active parameterized detail signal for the band-limit research gate. */
VOXELFORGE_API float EvaluateParameterizedDetail(
const UVoxelGenerator& Generator, float WorldX, float WorldY, float WorldZ);