perf(generation): per-tile reach test skips landing and structural posts -- ~12% less worker CPU
The remove-one ablation put landing posts at ~10% and passage structural posts at ~6% of worker time, though landings exist only near passage ends and the origin. The parked exact-cull round's per-SAMPLE post bounds had been a net loss. This round decides reach once per TILE (Codex; reviewed by me). - VoxelTilePostReach.h: one per-tile reach mask (thread-local byte), set when the tile is set up. The origin landing, passage landing SDF/floors, native floors, tunnel air and passage structural posts return their input unchanged on tiles no instance can reach. Per sample this costs an inline flag read. - Reach proofs come from each post's geometry (origin rooms, landing SDF and floors, native floor band, structural support spheres), not from comments. - voxel.TilePostReachDebug=1 evaluates the skipped posts anyway and compares the FINAL field; voxel.TilePostReachScale=0.5 deliberately shrinks the reach and must fail. Default build: 694 tiles, landing reachable on 4 (skipped on 690), structural posts skipped on 169. Soundness: 123,958,673 comparisons, 0 differences; shrunk reach: 13,929 differences, FAIL as required. Final DEFAULT build vs the committed-tip DLL (same command line, two interleaved runs each): static worker 34.80 -> 30.52 s (-12%) LOD0 generation p50/p95 67.0/107.6 -> 55.8/95.8 ms moving worker 75.96 -> 66.66 s (-12%) LOD0 generation p50/p95 66.3/106.0 -> 56.0/95.8 ms Field exact: 841/841 keyed tiles vs a fresh committed-tip trace (669,902 triangles, which includes 9260775's gap floors), export b3e5f4c3..9b377, capability 20,830 / 10,909; strate-crossing and sealed-proof tests pass. Ledger: all launches passed or failed where designed to; early raw-SDF debug attempts failed until the comparator was corrected to compare the final field. No crash folders. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01TaFdXhTdYMkW1xrV6ApT6Y
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@@ -2511,6 +2511,12 @@ float UVoxelStrateManager::EvaluateModifierSDF(float WorldX, float WorldY, float
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return FLT_MAX;
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}
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// The landing terms are part of the passage modifier, so their reach proof is deliberately
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// wider than the direct post's four-voxel blend: SmoothMin can lower a finite term by K/6 at
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// each later combine. Outside that padded room domain, omitting the two landing evaluations
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// is an identity for VF_ApplyPassageCarving.
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const bool bEvaluateLandingSDF = VoxelGenLOD::IsPassageLandingReachable()
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|| VoxelGenLOD::IsTilePostReachBypassActive();
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const FIntVector ChunkCoord(
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FMath::FloorToInt(WorldX / (float)CHUNK_SIZE),
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FMath::FloorToInt(WorldY / (float)CHUNK_SIZE),
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@@ -2602,10 +2608,13 @@ float UVoxelStrateManager::EvaluateModifierSDF(float WorldX, float WorldY, float
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// A landing is a real room with a hard flat-floor half-space, not a sphere around the
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// tube endpoint. It is the same fixed SDF geometry selected during GeneratePassages; it
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// never performs a source query here and does not synthesize a radial root connector.
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const float UpperLandingSDF = VF_EvaluatePassageLandingSDF(Pos, P.UpperLanding);
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const float LowerLandingSDF = VF_EvaluatePassageLandingSDF(Pos, P.LowerLanding);
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MinSDF = VoxelSDF::SmoothMin(MinSDF, UpperLandingSDF, BlendK);
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MinSDF = VoxelSDF::SmoothMin(MinSDF, LowerLandingSDF, BlendK);
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if (bEvaluateLandingSDF)
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{
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const float UpperLandingSDF = VF_EvaluatePassageLandingSDF(Pos, P.UpperLanding);
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const float LowerLandingSDF = VF_EvaluatePassageLandingSDF(Pos, P.LowerLanding);
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MinSDF = VoxelSDF::SmoothMin(MinSDF, UpperLandingSDF, BlendK);
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MinSDF = VoxelSDF::SmoothMin(MinSDF, LowerLandingSDF, BlendK);
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}
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}
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return MinSDF;
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@@ -2617,13 +2626,41 @@ void UVoxelStrateManager::ApplyPassageModifier(
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{
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VoxelDensityProfile::FScopedTimer ProfileTimer(
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VoxelDensityProfile::EBucket::PassageModifier);
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const bool bBypass = VoxelGenLOD::IsTilePostReachBypassActive();
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const bool bCompareLandingModifier = VoxelGenLOD::bTilePostReachDebug
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&& !VoxelGenLOD::IsPassageLandingReachable() && !bBypass;
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float CanonicalModifierDensity = Density;
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if (bCompareLandingModifier)
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{
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const bool PreviousBypass = VoxelGenLOD::bTilePostReachBypass;
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VoxelGenLOD::bTilePostReachBypass = true;
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const float CanonicalSDF = EvaluateModifierSDF(WorldX, WorldY, WorldZ);
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VF_ApplyPassageCarving(
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CanonicalModifierDensity, CanonicalSDF, BaseDensity, SealThickness);
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VoxelGenLOD::bTilePostReachBypass = PreviousBypass;
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}
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if (!VoxelDensityAblation::IsPassageCarvingOff())
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{
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const float ModSDF = EvaluateModifierSDF(WorldX, WorldY, WorldZ);
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VF_ApplyPassageCarving(Density, ModSDF, BaseDensity, SealThickness);
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}
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if (bCompareLandingModifier)
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{
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VoxelGenLOD::RecordSkippedPostComparison(
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VoxelGenLOD::ETilePostComparisonKind::PassageLandingSDF,
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!VoxelGenLOD::SameFloatBits(Density, CanonicalModifierDensity));
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}
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ApplyPassageLandingAir(Density, WorldX, WorldY, WorldZ, BaseDensity, SealThickness);
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const bool bLandingReachable = VoxelGenLOD::IsPassageLandingReachable()
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|| VoxelGenLOD::IsTilePostReachBypassActive();
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const bool bStructuralReachable = VoxelGenLOD::IsPassageStructuralReachable()
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|| VoxelGenLOD::IsTilePostReachBypassActive();
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if (!bLandingReachable && !bStructuralReachable)
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{
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return;
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}
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const FIntVector ChunkCoord(
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FMath::FloorToInt(WorldX / (float)CHUNK_SIZE),
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FMath::FloorToInt(WorldY / (float)CHUNK_SIZE),
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@@ -2634,10 +2671,12 @@ void UVoxelStrateManager::ApplyPassageModifier(
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for (const int32 PassageIndex : Nearby)
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{
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const FVoxelPassage& Passage = PassageData[PassageIndex];
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const bool bLandingFloor = !VoxelDensityAblation::IsLandingPostsOff()
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const bool bLandingFloor = bLandingReachable
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&& !VoxelDensityAblation::IsLandingPostsOff()
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&& (VF_IsPassageLandingFloor(Position, Passage.UpperLanding)
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|| VF_IsPassageLandingFloor(Position, Passage.LowerLanding));
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const bool bLegacySupportFloor = !VoxelDensityAblation::IsPassageStructuralPostsOff()
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const bool bLegacySupportFloor = bStructuralReachable
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&& !VoxelDensityAblation::IsPassageStructuralPostsOff()
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&& bPassageSupportFloorWritesEnabled
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&& !Passage.bNativeFloorEnabled
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&& VF_IsWalkableTunnelFloor(Passage, Position, this, PassageIndex);
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@@ -2656,7 +2695,10 @@ void UVoxelStrateManager::ApplyPassageModifier(
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// the current walkable tunnel. Reassert tunnel air after all floor posts so overlap cannot
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// turn a valid route into a solid plug. At the tunnel's own floor the air predicate is false,
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// so the support plane remains solid.
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ApplyPassageTunnelAir(Density, WorldX, WorldY, WorldZ, BaseDensity, SealThickness);
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if (bStructuralReachable)
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{
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ApplyPassageTunnelAir(Density, WorldX, WorldY, WorldZ, BaseDensity, SealThickness);
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}
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}
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void UVoxelStrateManager::ApplyPassageCarvingOnly(
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@@ -2669,8 +2711,27 @@ void UVoxelStrateManager::ApplyPassageCarvingOnly(
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}
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VoxelDensityProfile::FScopedTimer ProfileTimer(
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VoxelDensityProfile::EBucket::PassageModifier);
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const bool bBypass = VoxelGenLOD::IsTilePostReachBypassActive();
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const bool bCompareLandingModifier = VoxelGenLOD::bTilePostReachDebug
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&& !VoxelGenLOD::IsPassageLandingReachable() && !bBypass;
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float CanonicalModifierDensity = Density;
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if (bCompareLandingModifier)
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{
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const bool PreviousBypass = VoxelGenLOD::bTilePostReachBypass;
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VoxelGenLOD::bTilePostReachBypass = true;
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const float CanonicalSDF = EvaluateModifierSDF(WorldX, WorldY, WorldZ);
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VF_ApplyPassageCarving(
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CanonicalModifierDensity, CanonicalSDF, BaseDensity, SealThickness);
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VoxelGenLOD::bTilePostReachBypass = PreviousBypass;
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}
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const float ModSDF = EvaluateModifierSDF(WorldX, WorldY, WorldZ);
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VF_ApplyPassageCarving(Density, ModSDF, BaseDensity, SealThickness);
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if (bCompareLandingModifier)
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{
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VoxelGenLOD::RecordSkippedPostComparison(
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VoxelGenLOD::ETilePostComparisonKind::PassageLandingSDF,
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!VoxelGenLOD::SameFloatBits(Density, CanonicalModifierDensity));
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}
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}
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void UVoxelStrateManager::ApplyPassageLandingAir(
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@@ -2681,6 +2742,16 @@ void UVoxelStrateManager::ApplyPassageLandingAir(
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{
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return;
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}
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if (!VoxelGenLOD::IsPassageLandingReachable()
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&& !VoxelGenLOD::IsTilePostReachBypassActive())
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{
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VoxelGenLOD::CompareSkippedPost(Density, [&]()
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{
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ApplyPassageLandingAir(
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Density, WorldX, WorldY, WorldZ, BaseDensity, SealThickness);
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}, VoxelGenLOD::ETilePostComparisonKind::PassageLandingAir);
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return;
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}
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VoxelDensityProfile::FScopedTimer ProfileTimer(
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VoxelDensityProfile::EBucket::PassageLandingAir);
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const FIntVector ChunkCoord(
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@@ -2749,6 +2820,16 @@ void UVoxelStrateManager::ApplyPassageTunnelAir(
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{
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return;
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}
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if (!VoxelGenLOD::IsPassageStructuralReachable()
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&& !VoxelGenLOD::IsTilePostReachBypassActive())
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{
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VoxelGenLOD::CompareSkippedPost(Density, [&]()
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{
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ApplyPassageTunnelAir(
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Density, WorldX, WorldY, WorldZ, BaseDensity, SealThickness);
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}, VoxelGenLOD::ETilePostComparisonKind::PassageTunnelAir);
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return;
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}
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VoxelDensityProfile::FScopedTimer ProfileTimer(
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VoxelDensityProfile::EBucket::PassageTunnelAir);
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const FVector Position(WorldX, WorldY, WorldZ);
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@@ -2784,6 +2865,30 @@ void UVoxelStrateManager::ApplyPassageLandingFloorMC(
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{
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return;
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}
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const bool bBypass = VoxelGenLOD::IsTilePostReachBypassActive();
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const bool bLandingReachable = VoxelGenLOD::IsPassageLandingReachable() || bBypass;
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const bool bStructuralReachable = VoxelGenLOD::IsPassageStructuralReachable() || bBypass;
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const bool bCompareLanding = VoxelGenLOD::bTilePostReachDebug
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&& !bLandingReachable && !bBypass;
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float CanonicalDensity = Density;
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if (bCompareLanding)
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{
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const bool PreviousBypass = VoxelGenLOD::bTilePostReachBypass;
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VoxelGenLOD::bTilePostReachBypass = true;
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ApplyPassageLandingFloorMC(
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CanonicalDensity, WorldX, WorldY, WorldZ, BaseDensity);
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VoxelGenLOD::bTilePostReachBypass = PreviousBypass;
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}
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if (!bLandingReachable && !bStructuralReachable)
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{
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if (bCompareLanding)
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{
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VoxelGenLOD::RecordSkippedPostComparison(
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VoxelGenLOD::ETilePostComparisonKind::PassageLandingFloor,
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!VoxelGenLOD::SameFloatBits(Density, CanonicalDensity));
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}
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return;
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}
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VoxelDensityProfile::FScopedTimer ProfileTimer(
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VoxelDensityProfile::EBucket::PassageLandingFloor);
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const FIntVector ChunkCoord(
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@@ -2796,10 +2901,12 @@ void UVoxelStrateManager::ApplyPassageLandingFloorMC(
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for (const int32 PassageIndex : Nearby)
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{
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const FVoxelPassage& Passage = PassageData[PassageIndex];
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const bool bLandingFloor = !VoxelDensityAblation::IsLandingPostsOff()
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const bool bLandingFloor = bLandingReachable
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&& !VoxelDensityAblation::IsLandingPostsOff()
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&& (VF_IsPassageLandingFloor(Position, Passage.UpperLanding)
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|| VF_IsPassageLandingFloor(Position, Passage.LowerLanding));
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const bool bLegacySupportFloor = !VoxelDensityAblation::IsPassageStructuralPostsOff()
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const bool bLegacySupportFloor = bStructuralReachable
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&& !VoxelDensityAblation::IsPassageStructuralPostsOff()
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&& bPassageSupportFloorWritesEnabled
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&& !Passage.bNativeFloorEnabled
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&& VF_IsWalkableTunnelFloor(Passage, Position, this, PassageIndex);
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@@ -2812,6 +2919,12 @@ void UVoxelStrateManager::ApplyPassageLandingFloorMC(
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break;
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}
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}
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if (bCompareLanding)
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{
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VoxelGenLOD::RecordSkippedPostComparison(
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VoxelGenLOD::ETilePostComparisonKind::PassageLandingFloor,
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!VoxelGenLOD::SameFloatBits(Density, CanonicalDensity));
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}
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}
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static bool VF_IsPassageRoomFloor(
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@@ -2844,6 +2957,32 @@ void UVoxelStrateManager::ApplyPassageStructuralPostsMC(
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return;
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}
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const bool bBypass = VoxelGenLOD::IsTilePostReachBypassActive();
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const bool bLandingReachable = VoxelGenLOD::IsPassageLandingReachable() || bBypass;
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const bool bStructuralReachable = VoxelGenLOD::IsPassageStructuralReachable() || bBypass;
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const bool bCompareLanding = VoxelGenLOD::bTilePostReachDebug
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&& !bLandingReachable && !bBypass;
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float CanonicalDensity = Density;
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if (bCompareLanding)
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{
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const bool PreviousBypass = VoxelGenLOD::bTilePostReachBypass;
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VoxelGenLOD::bTilePostReachBypass = true;
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ApplyPassageStructuralPostsMC(
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CanonicalDensity, WorldX, WorldY, WorldZ,
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BaseDensity, SealThickness, bProtectAuthoredTunnelFloor);
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VoxelGenLOD::bTilePostReachBypass = PreviousBypass;
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}
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if (!bLandingReachable && !bStructuralReachable)
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{
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if (bCompareLanding)
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{
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VoxelGenLOD::RecordSkippedPostComparison(
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VoxelGenLOD::ETilePostComparisonKind::PassageStructuralPosts,
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!VoxelGenLOD::SameFloatBits(Density, CanonicalDensity));
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}
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return;
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}
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VoxelDensityProfile::FScopedTimer ProfileTimer(
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VoxelDensityProfile::EBucket::PassageStructuralPosts);
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@@ -2873,36 +3012,37 @@ void UVoxelStrateManager::ApplyPassageStructuralPostsMC(
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const FVoxelPassage& Passage = PassageData[PassageIndex];
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const bool bTunnelSupportFloor =
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!bDisableStructuralPosts
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bStructuralReachable && !bDisableStructuralPosts
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&& bPassageSupportFloorWritesEnabled
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&& !Passage.bNativeFloorEnabled
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&& VF_IsWalkableTunnelFloor(Passage, Position, this, PassageIndex);
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if (!bSuppressFloor && !bDisableLandingPosts
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if (!bSuppressFloor && bLandingReachable && !bDisableLandingPosts
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&& (VF_IsPassageLandingFloor(Position, Passage.UpperLanding)
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|| VF_IsPassageLandingFloor(Position, Passage.LowerLanding)))
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{
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bAnyLandingFloor = true;
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}
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if (!bSuppressFloor && !bDisableStructuralPosts && bTunnelSupportFloor)
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if (!bSuppressFloor && bStructuralReachable
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&& !bDisableStructuralPosts && bTunnelSupportFloor)
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{
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bLegacyTunnelSupportFloor = true;
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}
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if (!bSuppressFloor && !bDisableLandingPosts
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if (!bSuppressFloor && bLandingReachable && !bDisableLandingPosts
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&& (VF_IsPassageRoomFloor(Position, Passage.UpperLanding)
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|| VF_IsPassageRoomFloor(Position, Passage.LowerLanding)))
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{
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bAnyRoomFloor = true;
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}
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if (!bDisableStructuralPosts && !bWalkableAir
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if (bStructuralReachable && !bDisableStructuralPosts && !bWalkableAir
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&& FVector::DistSquared(Position, Passage.BoundCenter) <= Passage.BoundRadiusSq
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&& VF_IsWalkableTunnelAir(Passage, Position, this, PassageIndex))
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{
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bWalkableAir = true;
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}
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if (!bDisableLandingPosts
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if (bLandingReachable && !bDisableLandingPosts
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&& FVector::DistSquared(Position, Passage.BoundCenter) <= Passage.BoundRadiusSq)
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{
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const FVoxelPassageLanding* Landings[] = {
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@@ -2950,6 +3090,12 @@ void UVoxelStrateManager::ApplyPassageStructuralPostsMC(
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VoxelDensityProfile::AddCounter(
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VoxelDensityProfile::ECounter::PassageSupportFloorBackstopFires);
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}
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if (bCompareLanding)
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{
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VoxelGenLOD::RecordSkippedPostComparison(
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VoxelGenLOD::ETilePostComparisonKind::PassageStructuralPosts,
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!VoxelGenLOD::SameFloatBits(Density, CanonicalDensity));
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}
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}
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void UVoxelStrateManager::ApplyPassageNativeFloorMC(
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@@ -2960,6 +3106,15 @@ void UVoxelStrateManager::ApplyPassageNativeFloorMC(
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{
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return;
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}
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if (!VoxelGenLOD::IsPassageStructuralReachable()
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&& !VoxelGenLOD::IsTilePostReachBypassActive())
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{
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VoxelGenLOD::CompareSkippedPost(Density, [&]()
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{
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ApplyPassageNativeFloorMC(Density, WorldX, WorldY, WorldZ, BaseDensity);
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}, VoxelGenLOD::ETilePostComparisonKind::PassageNativeFloor);
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return;
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}
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const FIntVector ChunkCoord(
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FMath::FloorToInt(WorldX / (float)CHUNK_SIZE),
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FMath::FloorToInt(WorldY / (float)CHUNK_SIZE),
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@@ -3018,6 +3173,16 @@ void UVoxelStrateManager::ApplyPassageLandingRoomFloorMC(
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{
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return;
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}
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if (!VoxelGenLOD::IsPassageLandingReachable()
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&& !VoxelGenLOD::IsTilePostReachBypassActive())
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{
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VoxelGenLOD::CompareSkippedPost(Density, [&]()
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{
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ApplyPassageLandingRoomFloorMC(
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Density, WorldX, WorldY, WorldZ, BaseDensity);
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}, VoxelGenLOD::ETilePostComparisonKind::PassageLandingRoomFloor);
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return;
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}
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VoxelDensityProfile::FScopedTimer ProfileTimer(
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VoxelDensityProfile::EBucket::PassageLandingRoomFloor);
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const FIntVector ChunkCoord(
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@@ -3912,6 +4077,22 @@ namespace
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FMath::Min((float)Box.Max.Z, MaxZ),
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(float)Origin.Z, Step);
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}
|
||||
|
||||
static bool VF_LatticeBoxTouchesSphere(
|
||||
const FBox& Box, const FVector& Center, float Radius)
|
||||
{
|
||||
if (!Box.IsValid || !VoxelMath::IsFinite(Center.X)
|
||||
|| !VoxelMath::IsFinite(Center.Y) || !VoxelMath::IsFinite(Center.Z)
|
||||
|| !VoxelMath::IsFinite(Radius) || Radius < 0.0f)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
const FVector Closest(
|
||||
FMath::Clamp(Center.X, (float)Box.Min.X, (float)Box.Max.X),
|
||||
FMath::Clamp(Center.Y, (float)Box.Min.Y, (float)Box.Max.Y),
|
||||
FMath::Clamp(Center.Z, (float)Box.Min.Z, (float)Box.Max.Z));
|
||||
return FVector::DistSquared(Closest, Center) <= Radius * Radius;
|
||||
}
|
||||
}
|
||||
|
||||
bool UVoxelStrateManager::AnyPassageNearLattice(
|
||||
@@ -4768,6 +4949,189 @@ bool UVoxelStrateManager::AnyPassageLandingFloorNearLattice(
|
||||
return false;
|
||||
}
|
||||
|
||||
bool UVoxelStrateManager::AnyPassageLandingNearLattice(
|
||||
const FBox& VoxelBox, const FIntVector& LatticeOrigin, int32 Step,
|
||||
float ReachScale) const
|
||||
{
|
||||
if (Step <= 0 || !VoxelBox.IsValid
|
||||
|| !VoxelMath::IsFinite(ReachScale) || ReachScale <= 0.0f)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
// VF_ApplyPassageCarving has a hard no-op band at ModSDF >= 4. A landing term outside the
|
||||
// rounded-room AABB by 4 + K (K=3) is either saturated out of SmoothMin when the tube is
|
||||
// inside the carve band, or leaves the folded result >= 4 when the tube is outside it. That
|
||||
// proves the landing term cannot change the field; the direct landing/floor posts use their
|
||||
// smaller, operation-specific pads below.
|
||||
for (const FVoxelPassage& Passage : Passages)
|
||||
{
|
||||
if (!VoxelMath::IsFinite(Passage.BoundCenter.X)
|
||||
|| !VoxelMath::IsFinite(Passage.BoundCenter.Y)
|
||||
|| !VoxelMath::IsFinite(Passage.BoundCenter.Z)
|
||||
|| !VoxelMath::IsFinite(Passage.BoundRadius)
|
||||
|| !VoxelMath::IsFinite(Passage.BoundRadiusSq)
|
||||
|| Passage.BoundRadius < 0.0f || Passage.BoundRadiusSq < 0.0f)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
if (Passage.ControlPoints.Num() >= 2)
|
||||
{
|
||||
if (Passage.ControlPoints.Num() > 4096)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
const bool bTaper = Passage.ControlRadii.Num() == Passage.ControlPoints.Num();
|
||||
if (!bTaper && !VoxelMath::IsFinite(Passage.Radius))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
for (int32 PointIndex = 0;
|
||||
PointIndex < Passage.ControlPoints.Num(); ++PointIndex)
|
||||
{
|
||||
const FVector& Point = Passage.ControlPoints[PointIndex];
|
||||
if (!VoxelMath::IsFinite(Point.X) || !VoxelMath::IsFinite(Point.Y)
|
||||
|| !VoxelMath::IsFinite(Point.Z)
|
||||
|| (bTaper && !VoxelMath::IsFinite(Passage.ControlRadii[PointIndex])))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!VoxelMath::IsFinite(Passage.UpperPoint.X)
|
||||
|| !VoxelMath::IsFinite(Passage.UpperPoint.Y)
|
||||
|| !VoxelMath::IsFinite(Passage.UpperPoint.Z)
|
||||
|| !VoxelMath::IsFinite(Passage.LowerPoint.X)
|
||||
|| !VoxelMath::IsFinite(Passage.LowerPoint.Y)
|
||||
|| !VoxelMath::IsFinite(Passage.LowerPoint.Z)
|
||||
|| !VoxelMath::IsFinite(Passage.Radius))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
const FVoxelPassageLanding* Landings[] = {
|
||||
&Passage.UpperLanding, &Passage.LowerLanding };
|
||||
for (const FVoxelPassageLanding* Landing : Landings)
|
||||
{
|
||||
if (!VoxelMath::IsFinite(Landing->StandingPoint.X)
|
||||
|| !VoxelMath::IsFinite(Landing->StandingPoint.Y)
|
||||
|| !VoxelMath::IsFinite(Landing->FloorZ)
|
||||
|| !VoxelMath::IsFinite(Landing->CeilingZ)
|
||||
|| !VoxelMath::IsFinite(Landing->HalfWidth)
|
||||
|| !VoxelMath::IsFinite(Landing->FloorThickness))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
if (Landing->HalfWidth > 0.0f
|
||||
&& Landing->FloorThickness > 0.0f
|
||||
&& VF_LatticeBoxTouchesAABB(
|
||||
VoxelBox, LatticeOrigin, Step,
|
||||
Landing->StandingPoint.X - FMath::Max(Landing->HalfWidth - 1.0f, 0.0f)
|
||||
- ReachScale,
|
||||
Landing->StandingPoint.X + FMath::Max(Landing->HalfWidth - 1.0f, 0.0f)
|
||||
+ ReachScale,
|
||||
Landing->StandingPoint.Y - FMath::Max(Landing->HalfWidth - 1.0f, 0.0f)
|
||||
- ReachScale,
|
||||
Landing->StandingPoint.Y + FMath::Max(Landing->HalfWidth - 1.0f, 0.0f)
|
||||
+ ReachScale,
|
||||
Landing->FloorZ - Landing->FloorThickness - ReachScale,
|
||||
Landing->FloorZ + ReachScale))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
if (Landing->HalfWidth <= 0.0f || Landing->CeilingZ <= Landing->FloorZ)
|
||||
{
|
||||
// VF_EvaluatePassageLandingSDF returns FLT_MAX for this descriptor. The floor
|
||||
// test above has already handled the only remaining possible writer.
|
||||
continue;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
constexpr float SmoothMinK = 3.0f;
|
||||
const float RoomPad = (VoxelPassageGeometry::LandingCarveBlendVoxels + SmoothMinK)
|
||||
* ReachScale;
|
||||
if (!VoxelMath::IsFinite(RoomPad) || RoomPad < 0.0f)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
for (const FVoxelPassage& Passage : Passages)
|
||||
{
|
||||
const FVoxelPassageLanding* Landings[] = {
|
||||
&Passage.UpperLanding, &Passage.LowerLanding };
|
||||
for (const FVoxelPassageLanding* Landing : Landings)
|
||||
{
|
||||
if (Landing->HalfWidth <= 0.0f || Landing->CeilingZ <= Landing->FloorZ)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
constexpr float RoomRounding = 1.5f;
|
||||
const float Height = Landing->CeilingZ - Landing->FloorZ;
|
||||
const float HalfX = FMath::Max(Landing->HalfWidth - RoomRounding, 0.25f);
|
||||
const float HalfZ = FMath::Max(Height * 0.5f - RoomRounding, 0.25f);
|
||||
const float CenterZ = (Landing->FloorZ + Landing->CeilingZ) * 0.5f;
|
||||
if (VF_LatticeBoxTouchesAABB(
|
||||
VoxelBox, LatticeOrigin, Step,
|
||||
Landing->StandingPoint.X - HalfX - RoomRounding - RoomPad,
|
||||
Landing->StandingPoint.X + HalfX + RoomRounding + RoomPad,
|
||||
Landing->StandingPoint.Y - HalfX - RoomRounding - RoomPad,
|
||||
Landing->StandingPoint.Y + HalfX + RoomRounding + RoomPad,
|
||||
FMath::Min(Landing->FloorZ,
|
||||
CenterZ - HalfZ - RoomRounding) - RoomPad,
|
||||
FMath::Max(Landing->CeilingZ,
|
||||
CenterZ + HalfZ + RoomRounding) + RoomPad))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool UVoxelStrateManager::AnyPassageStructuralPostNearLattice(
|
||||
const FBox& VoxelBox, const FIntVector& LatticeOrigin, int32 Step,
|
||||
float ReachScale) const
|
||||
{
|
||||
(void)LatticeOrigin;
|
||||
(void)Step;
|
||||
if (Step <= 0 || !VoxelBox.IsValid
|
||||
|| !VoxelMath::IsFinite(ReachScale) || ReachScale <= 0.0f)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
// The construction-time BoundRadius encloses every tube, landing room, floor band, and its
|
||||
// four-voxel carve margin. All structural writers below are subsets of that sphere, so a
|
||||
// sphere/AABB miss proves identity without doing a per-sample chunk-shortlist lookup.
|
||||
for (const FVoxelPassage& Passage : Passages)
|
||||
{
|
||||
if (!VoxelMath::IsFinite(Passage.BoundCenter.X)
|
||||
|| !VoxelMath::IsFinite(Passage.BoundCenter.Y)
|
||||
|| !VoxelMath::IsFinite(Passage.BoundCenter.Z)
|
||||
|| !VoxelMath::IsFinite(Passage.BoundRadius)
|
||||
|| !VoxelMath::IsFinite(Passage.BoundRadiusSq)
|
||||
|| Passage.BoundRadius < 0.0f || Passage.BoundRadiusSq < 0.0f)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
const float Reach = (Passage.BoundRadius + 1.0f) * ReachScale;
|
||||
if (!VoxelMath::IsFinite(Reach)
|
||||
|| VF_LatticeBoxTouchesSphere(VoxelBox, Passage.BoundCenter, Reach))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool UVoxelStrateManager::AnyLandingFloorAtLattice(
|
||||
const FBox& VoxelBox, const FIntVector& LatticeOrigin, int32 Step) const
|
||||
{
|
||||
@@ -5013,9 +5377,14 @@ bool UVoxelStrateManager::AnyOriginLandingFloorNearBox(
|
||||
}
|
||||
|
||||
bool UVoxelStrateManager::AnyOriginLandingNearLattice(
|
||||
const FBox& VoxelBox, const FIntVector& LatticeOrigin, int32 Step) const
|
||||
const FBox& VoxelBox, const FIntVector& LatticeOrigin, int32 Step,
|
||||
float ReachScale) const
|
||||
{
|
||||
if (OriginSpineRadius <= 0.0f) return false;
|
||||
if (!VoxelMath::IsFinite(ReachScale) || ReachScale <= 0.0f)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
for (const FStrateSlot& Slot : StrateLayout)
|
||||
{
|
||||
if (Slot.Definition == nullptr) continue;
|
||||
@@ -5023,7 +5392,8 @@ bool UVoxelStrateManager::AnyOriginLandingNearLattice(
|
||||
const float BottomZ = static_cast<float>(Slot.BottomChunkZ) * CHUNK_SIZE;
|
||||
const float Seal = VF_BoundarySealThicknessForDefinition(*Slot.Definition);
|
||||
if (VoxelPassageGeometry::OriginLandingRoomTouchesLattice(
|
||||
VoxelBox, LatticeOrigin, Step, TopZ, BottomZ, Seal, OriginSpineRadius))
|
||||
VoxelBox, LatticeOrigin, Step, TopZ, BottomZ, Seal, OriginSpineRadius,
|
||||
ReachScale))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
Reference in new issue
Block a user