wip(assembler): round S1 -- one Core voxel-size source; per-tile feature lists (islands)

AVoxelWorld::CoreVoxelSizeCm (default 25, 32 voxels/tile) flows through plan, field,
mesher, content, water, atmosphere, edits and collision. Staged-owner BuildHost passes at
20 cm (SurfaceWorld + islands, W1/W8/W16, anchors, BP edits, collision) with a fixed-25cm
negative control; default-size hashes match round 4; Core off stays legacy 12.5 cm.
Reusable BuildWorldAssemblyFeatureTileListV1; wired into FloatingIslands only so far.
256-island stress: tile p95 112.5 -> 2.0 ms, 0 mismatches, dropped-feature control fails.
Content placement measured (no populated cells): island ground search 7.25 ms/cell vs
legacy 0.29 ms -- open. Outside-review evaluation in Round5/REPORT.md.

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 2026-10-18 18:48:38 +02:00
1 parent 111cf3d262
commit d6e69420e8
25 files changed
+2136 -250

No files matched your search

@@ -52,6 +52,8 @@ void UVoxelAtmosphereManager::UpdateForPlayer(const FVector& PlayerWorldPos)
const FTransform Xf = O->GetActorTransform();
const FVector LocalPos = Xf.InverseTransformPosition(PlayerWorldPos);
const AVoxelWorld* VoxelWorld = Cast<AVoxelWorld>(O);
const float VoxelSizeCm = VoxelWorld ? VoxelWorld->GetActiveVoxelSizeCm() : VOXEL_SIZE;
const float ActiveToOwnerVoxelScale = VoxelSizeCm / VOXEL_SIZE;
const float ManagerLocalZ = VoxelWorld
? VoxelWorld->ToStrateManagerLocalZ(LocalPos.Z) : LocalPos.Z;
@@ -65,8 +67,11 @@ void UVoxelAtmosphereManager::UpdateForPlayer(const FVector& PlayerWorldPos)
if (Generator && Def)
{
const int32 ChunkZ = FMath::FloorToInt((ManagerLocalZ / VOXEL_SIZE) / CHUNK_SIZE);
Biome = Generator->GetDominantBiomeAt(LocalPos.X / VOXEL_SIZE,
LocalPos.Y / VOXEL_SIZE, ChunkZ);
// The biome generator still consumes owner voxels; pass through the active Core metric first.
// Le generateur de biome consomme encore les voxels owner; convertir depuis la mesure Core active.
const float OwnerVoxelX = (LocalPos.X / VoxelSizeCm) * ActiveToOwnerVoxelScale;
const float OwnerVoxelY = (LocalPos.Y / VoxelSizeCm) * ActiveToOwnerVoxelScale;
Biome = Generator->GetDominantBiomeAt(OwnerVoxelX, OwnerVoxelY, ChunkZ);
}
// React on strate change (full apply) OR biome change within a strate (fog/sky only —
+330 -78
View File
@@ -21,10 +21,12 @@
#include "ProfilingDebugging/CpuProfilerTrace.h" // Unreal Insights scopes
#include <VoxelForgeCore/VoxelForgeCore.h>
#include <cmath>
#include <utility>
#include <string>
struct FCoreSurfaceSnapshot
{
double CoreVoxelSizeCm = 2.0 * VOXEL_SIZE;
VoxelForgeCore::WorldAssemblyRecipeV1 Recipe;
TMap<int32, VoxelForgeCore::WorldAssemblyStratumPlanV1> Plans;
@@ -33,21 +35,18 @@ struct FCoreSurfaceSnapshot
return Plans.Find(StrateIndex);
}
bool GetHeights(int32 StrateIndex, float LegacyVoxelX, float LegacyVoxelY,
float& OutGroundLegacyVoxels, float& OutCapLegacyVoxels) const
bool GetHeights(int32 StrateIndex, float CoreVoxelX, float CoreVoxelY,
float& OutGroundCoreVoxels, float& OutCapCoreVoxels) const
{
const auto* Plan = FindPlan(StrateIndex);
if (!Plan || !VoxelMath::IsFinite(LegacyVoxelX) || !VoxelMath::IsFinite(LegacyVoxelY))
if (!Plan || !VoxelMath::IsFinite(CoreVoxelX) || !VoxelMath::IsFinite(CoreVoxelY))
{
return false;
}
// One 12.5 cm legacy voxel equals 128 subvoxels, half a 25 cm Core voxel.
// Un voxel historique de 12,5 cm vaut 128 sous-voxels, soit la moitie d'un voxel Core de 25 cm.
constexpr double LegacyVoxelToSubvoxels = 128.0;
constexpr double SubvoxelsPerLegacyVoxel = LegacyVoxelToSubvoxels;
constexpr double MaxInput = static_cast<double>(MAX_int64) / LegacyVoxelToSubvoxels;
if (FMath::Abs(static_cast<double>(LegacyVoxelX)) > MaxInput
|| FMath::Abs(static_cast<double>(LegacyVoxelY)) > MaxInput)
constexpr double SubvoxelsPerCoreVoxel = VoxelForgeCore::WorldAssemblySubvoxelsPerVoxel;
const double MaxInput = static_cast<double>(MAX_int64) / SubvoxelsPerCoreVoxel;
if (FMath::Abs(static_cast<double>(CoreVoxelX)) > MaxInput
|| FMath::Abs(static_cast<double>(CoreVoxelY)) > MaxInput)
{
return false;
}
@@ -58,9 +57,9 @@ struct FCoreSurfaceSnapshot
return false;
}
const int64 XSubvoxels = static_cast<int64>(std::llround(
static_cast<double>(LegacyVoxelX) * LegacyVoxelToSubvoxels));
static_cast<double>(CoreVoxelX) * SubvoxelsPerCoreVoxel));
const int64 YSubvoxels = static_cast<int64>(std::llround(
static_cast<double>(LegacyVoxelY) * LegacyVoxelToSubvoxels));
static_cast<double>(CoreVoxelY) * SubvoxelsPerCoreVoxel));
const auto Sample = Heightfield.point(
XSubvoxels, YSubvoxels, 0);
int64 SurfaceHeightSubvoxels = Sample.groundHeightSubvoxels;
@@ -103,9 +102,9 @@ struct FCoreSurfaceSnapshot
PreviousDensity = Density;
}
}
OutGroundLegacyVoxels = static_cast<float>(SurfaceHeightSubvoxels / SubvoxelsPerLegacyVoxel);
OutCapLegacyVoxels = static_cast<float>(Sample.capHeightSubvoxels / SubvoxelsPerLegacyVoxel);
return VoxelMath::IsFinite(OutGroundLegacyVoxels) && VoxelMath::IsFinite(OutCapLegacyVoxels);
OutGroundCoreVoxels = static_cast<float>(SurfaceHeightSubvoxels / SubvoxelsPerCoreVoxel);
OutCapCoreVoxels = static_cast<float>(Sample.capHeightSubvoxels / SubvoxelsPerCoreVoxel);
return VoxelMath::IsFinite(OutGroundCoreVoxels) && VoxelMath::IsFinite(OutCapCoreVoxels);
}
bool GetWater(int32 StrateIndex, bool& OutHasPlan, bool& OutEnabled, float& OutLocalCm) const
@@ -122,7 +121,8 @@ struct FCoreSurfaceSnapshot
OutEnabled = Plan->waterEnabled;
if (OutEnabled)
{
OutLocalCm = static_cast<float>(Plan->waterSurfaceSubvoxels) * (25.0f / 256.0f);
OutLocalCm = static_cast<float>(Plan->waterSurfaceSubvoxels
* CoreVoxelSizeCm / VoxelForgeCore::WorldAssemblySubvoxelsPerVoxel);
}
return true;
}
@@ -137,6 +137,7 @@ struct FCoreFloatingIslandFieldSnapshot
struct FCoreFloatingIslandSnapshot
{
double CoreVoxelSizeCm = 2.0 * VOXEL_SIZE;
TMap<int32, TSharedPtr<const FCoreFloatingIslandFieldSnapshot, ESPMode::ThreadSafe>> Fields;
const FCoreFloatingIslandFieldSnapshot* FindField(int32 StrateIndex) const
@@ -145,32 +146,30 @@ struct FCoreFloatingIslandSnapshot
return Found != nullptr && Found->IsValid() ? Found->Get() : nullptr;
}
bool GetDensity(int32 StrateIndex, float LegacyVoxelX, float LegacyVoxelY,
float LegacyVoxelZ, float& OutDensity) const
bool GetDensity(int32 StrateIndex, float CoreVoxelX, float CoreVoxelY,
float CoreVoxelZ, float& OutDensity) const
{
OutDensity = 1.0f;
const FCoreFloatingIslandFieldSnapshot* Entry = FindField(StrateIndex);
if (Entry == nullptr || !Entry->Field.IsValid()
|| !FMath::IsFinite(LegacyVoxelX) || !FMath::IsFinite(LegacyVoxelY)
|| !FMath::IsFinite(LegacyVoxelZ))
|| !FMath::IsFinite(CoreVoxelX) || !FMath::IsFinite(CoreVoxelY)
|| !FMath::IsFinite(CoreVoxelZ))
{
return false;
}
// A legacy voxel is 128 subvoxels at 12.5 cm; Core field distances are converted back to legacy units.
// Un voxel historique vaut 128 sous-voxels a 12,5 cm ; la distance Core revient en unites historiques.
constexpr double LegacyVoxelSubvoxels = 128.0;
constexpr double MaximumInput = static_cast<double>(MAX_int64) / LegacyVoxelSubvoxels;
if (FMath::Abs(static_cast<double>(LegacyVoxelX)) > MaximumInput
|| FMath::Abs(static_cast<double>(LegacyVoxelY)) > MaximumInput
|| FMath::Abs(static_cast<double>(LegacyVoxelZ)) > MaximumInput)
constexpr double SubvoxelsPerCoreVoxel = VoxelForgeCore::WorldAssemblySubvoxelsPerVoxel;
const double MaximumInput = static_cast<double>(MAX_int64) / SubvoxelsPerCoreVoxel;
if (FMath::Abs(static_cast<double>(CoreVoxelX)) > MaximumInput
|| FMath::Abs(static_cast<double>(CoreVoxelY)) > MaximumInput
|| FMath::Abs(static_cast<double>(CoreVoxelZ)) > MaximumInput)
{
return false;
}
const int64 Density = Entry->Field->densitySubvoxels(
static_cast<int64>(std::llround(static_cast<double>(LegacyVoxelX) * LegacyVoxelSubvoxels)),
static_cast<int64>(std::llround(static_cast<double>(LegacyVoxelY) * LegacyVoxelSubvoxels)),
static_cast<int64>(std::llround(static_cast<double>(LegacyVoxelZ) * LegacyVoxelSubvoxels)));
OutDensity = static_cast<float>(static_cast<double>(Density) / LegacyVoxelSubvoxels);
static_cast<int64>(std::llround(static_cast<double>(CoreVoxelX) * SubvoxelsPerCoreVoxel)),
static_cast<int64>(std::llround(static_cast<double>(CoreVoxelY) * SubvoxelsPerCoreVoxel)),
static_cast<int64>(std::llround(static_cast<double>(CoreVoxelZ) * SubvoxelsPerCoreVoxel)));
OutDensity = static_cast<float>(static_cast<double>(Density) / SubvoxelsPerCoreVoxel);
return FMath::IsFinite(OutDensity);
}
@@ -185,8 +184,8 @@ struct FCoreFloatingIslandSnapshot
{
return false;
}
constexpr double SubvoxelsPerCoreVoxel = 256.0;
constexpr double CentimetersPerCoreVoxel = 25.0;
constexpr double SubvoxelsPerCoreVoxel = VoxelForgeCore::WorldAssemblySubvoxelsPerVoxel;
const double CentimetersPerCoreVoxel = CoreVoxelSizeCm;
const double XSubvoxels = static_cast<double>(LocalXYCm.X)
* SubvoxelsPerCoreVoxel / CentimetersPerCoreVoxel;
const double YSubvoxels = static_cast<double>(LocalXYCm.Y)
@@ -301,6 +300,8 @@ void UVoxelContentManager::Initialize(AActor* InOwner, UVoxelStrateManager* InSt
{
TSharedPtr<FCoreSurfaceSnapshot, ESPMode::ThreadSafe> Snapshot =
MakeShared<FCoreSurfaceSnapshot, ESPMode::ThreadSafe>();
Snapshot->CoreVoxelSizeCm = VoxelWorld != nullptr
? VoxelWorld->GetActiveVoxelSizeCm() : 2.0 * VOXEL_SIZE;
Snapshot->Recipe = Manifest->recipe;
for (const auto& Plan : Manifest->plan.strates)
{
@@ -312,6 +313,8 @@ void UVoxelContentManager::Initialize(AActor* InOwner, UVoxelStrateManager* InSt
{
TSharedPtr<FCoreFloatingIslandSnapshot, ESPMode::ThreadSafe> IslandSnapshot =
MakeShared<FCoreFloatingIslandSnapshot, ESPMode::ThreadSafe>();
IslandSnapshot->CoreVoxelSizeCm = VoxelWorld != nullptr
? VoxelWorld->GetActiveVoxelSizeCm() : 2.0 * VOXEL_SIZE;
for (const auto& IslandPlan : Manifest->floatingIslands)
{
TSharedPtr<FCoreFloatingIslandFieldSnapshot, ESPMode::ThreadSafe> Entry =
@@ -363,15 +366,16 @@ bool UVoxelContentManager::QueryNativeSurfaceAnchors(
return false;
}
float GroundLegacyVoxels = 0.0f;
float CapLegacyVoxels = 0.0f;
const float VoxelSizeCm = VoxelWorld->GetActiveVoxelSizeCm();
float GroundCoreVoxels = 0.0f;
float CapCoreVoxels = 0.0f;
if (!NativeSurfaceSnapshot->GetHeights(StrateIndex,
LocalXYCm.X / VOXEL_SIZE, LocalXYCm.Y / VOXEL_SIZE,
GroundLegacyVoxels, CapLegacyVoxels))
LocalXYCm.X / VoxelSizeCm, LocalXYCm.Y / VoxelSizeCm,
GroundCoreVoxels, CapCoreVoxels))
{
return false;
}
OutGroundLocalZCm = GroundLegacyVoxels * VOXEL_SIZE;
OutGroundLocalZCm = GroundCoreVoxels * VoxelSizeCm;
bool bHasPlan = false;
if (!NativeSurfaceSnapshot->GetWater(StrateIndex, bHasPlan,
bOutHasWater, OutWaterLocalZCm)
@@ -553,8 +557,8 @@ void UVoxelContentManager::UpdateDecorations(const FVector& PlayerWorldPos)
if (!OwnerActor) return;
const FTransform OwnerXf = OwnerActor->GetActorTransform();
// All strate/water/density queries are in actor-LOCAL space (StrateManager assumes actor origin;
// the mesher builds geometry from voxel*VOXEL_SIZE in local space). Bring the player local.
// All strate/water/density queries are in actor-LOCAL space; Core uses the actor's active voxel step.
// Les requetes de strate/eau/densite sont locales a l'acteur; Core utilise son pas de voxel actif.
const FVector LocalPlayer = OwnerXf.InverseTransformPosition(PlayerWorldPos);
const AVoxelWorld* VoxelWorld = Cast<AVoxelWorld>(OwnerActor);
const float ManagerLocalZ = VoxelWorld
@@ -573,7 +577,8 @@ void UVoxelContentManager::UpdateDecorations(const FVector& PlayerWorldPos)
return;
}
const float CellWorld = (float)DECO_CELL_VOXELS * VOXEL_SIZE;
const float VoxelSizeCm = VoxelWorld ? VoxelWorld->GetActiveVoxelSizeCm() : VOXEL_SIZE;
const float CellWorld = static_cast<float>(DECO_CELL_VOXELS) * VoxelSizeCm;
const FIntPoint PlayerCell(
FMath::FloorToInt(LocalPlayer.X / CellWorld),
FMath::FloorToInt(LocalPlayer.Y / CellWorld));
@@ -581,8 +586,10 @@ void UVoxelContentManager::UpdateDecorations(const FVector& PlayerWorldPos)
// Shared per-update strate context (a strate is a horizontal slab → same for every cell).
CurrentCtx = FDecoContext();
CurrentCtx.StrateIndex = StrateIndex;
CurrentCtx.TopVoxelZ = (VoxelWorld ? VoxelWorld->FromStrateManagerLocalZ(TopZ) : TopZ) / VOXEL_SIZE;
CurrentCtx.BottomVoxelZ = (VoxelWorld ? VoxelWorld->FromStrateManagerLocalZ(BotZ) : BotZ) / VOXEL_SIZE;
CurrentCtx.VoxelSizeCm = VoxelSizeCm;
CurrentCtx.ActiveToOwnerVoxelScale = VoxelSizeCm / VOXEL_SIZE;
CurrentCtx.TopVoxelZ = (VoxelWorld ? VoxelWorld->FromStrateManagerLocalZ(TopZ) : TopZ) / VoxelSizeCm;
CurrentCtx.BottomVoxelZ = (VoxelWorld ? VoxelWorld->FromStrateManagerLocalZ(BotZ) : BotZ) / VoxelSizeCm;
CurrentCtx.RepChunkZ = FMath::FloorToInt(((TopZ + BotZ) * 0.5f / VOXEL_SIZE) / (float)CHUNK_SIZE);
const FIntVector RepChunk(PlayerCell.X, PlayerCell.Y, CurrentCtx.RepChunkZ);
CurrentCtx.Def = StrateManager->GetStrateForChunk(RepChunk);
@@ -706,6 +713,208 @@ void UVoxelContentManager::UpdateDecorations(const FVector& PlayerWorldPos)
ProcessDecoResults(PlayerCell);
}
bool UVoxelContentManager::MeasurePlacementCostForValidation(
const FVector& PlayerWorldPos, int32 SampleCellCount, int32 FrameSampleCount,
FDecorationPlacementCostAudit& OutAudit, FString& OutError)
{
OutAudit = FDecorationPlacementCostAudit();
OutError.Reset();
if (!Settings || !Generator || !StrateManager || !Owner.IsValid()
|| SampleCellCount < 1 || SampleCellCount > 256
|| FrameSampleCount < 1 || FrameSampleCount > 256)
{
OutError = TEXT("Decoration cost audit requires an initialized manager and bounded sample counts.");
return false;
}
if (!WaitForDecorationTasks(FPlatformTime::Seconds() + 10.0))
{
OutError = TEXT("Decoration cost audit could not drain prior worker tasks.");
return false;
}
struct FRestoreDecorationConcurrency
{
UVoxelSettings* Settings = nullptr;
int32 Original = 0;
~FRestoreDecorationConcurrency()
{
if (Settings != nullptr) Settings->MaxConcurrentDecorationTasks = Original;
}
} Restore{Settings, Settings->MaxConcurrentDecorationTasks};
// Resolve the current route and palette once, while preventing test work from reaching HISMs.
Settings->MaxConcurrentDecorationTasks = 0;
UpdateDecorations(PlayerWorldPos);
if (CurrentCtx.Def == nullptr)
{
OutError = TEXT("Decoration cost audit position is outside the resolved strate layout.");
return false;
}
OutAudit.bNativeSurface = CurrentCtx.bNativeSurface;
OutAudit.bNativeFloatingIslands = CurrentCtx.bNativeFloatingIslands;
OutAudit.NearEntries = NearGrid.Entries.Num();
OutAudit.FarEntries = FarGrid.Entries.Num();
auto MakeAuditEntries = [&](const FDecoGrid& Grid, TArray<FStrateDecoration>& Entries,
TArray<int32>& EntryBiome) -> bool
{
if (!Grid.Entries.IsEmpty())
{
Entries = Grid.Entries;
EntryBiome = Grid.EntryBiome;
return false;
}
OutAudit.bSyntheticWorkload = true;
const int32 BiomeCount = CurrentCtx.BiomeCtx.IsValid()
? CurrentCtx.BiomeCtx.Biomes.Num() : 0;
const int32 EntryCount = FMath::Max(1, BiomeCount);
Entries.Reserve(EntryCount);
EntryBiome.Reserve(EntryCount);
for (int32 Index = 0; Index < EntryCount; ++Index)
{
FStrateDecoration Entry;
Entry.Profile.ActorClass = AActor::StaticClass();
Entry.Profile.SurfacePlacement = ESurfaceType::Floor;
Entry.SpawnDensity = 1.0f;
Entry.MaxPerChunk = 4;
Entries.Add(MoveTemp(Entry));
EntryBiome.Add(BiomeCount > 0 ? Index : -1);
}
return true;
};
TArray<FStrateDecoration> NearEntriesAudit, FarEntriesAudit;
TArray<int32> NearEntryBiomeAudit, FarEntryBiomeAudit;
const bool bNearSynthetic = MakeAuditEntries(NearGrid, NearEntriesAudit, NearEntryBiomeAudit);
const bool bFarSynthetic = MakeAuditEntries(FarGrid, FarEntriesAudit, FarEntryBiomeAudit);
AActor* OwnerActor = Owner.Get();
const FTransform OwnerXf = OwnerActor->GetActorTransform();
const FVector LocalPlayer = OwnerXf.InverseTransformPosition(PlayerWorldPos);
const float CellWorldCm = static_cast<float>(DECO_CELL_VOXELS) * CurrentCtx.VoxelSizeCm;
const FIntPoint PlayerCell(FMath::FloorToInt(LocalPlayer.X / CellWorldCm),
FMath::FloorToInt(LocalPlayer.Y / CellWorldCm));
const int32 GridSide = FMath::CeilToInt(FMath::Sqrt(static_cast<float>(SampleCellCount)));
const int32 Step = FMath::Max(1, Settings->DecorationMarchStepVoxels);
const int32 MaxCrossings = FMath::Max(1, Settings->DecorationMaxCrossingsPerColumn);
const float ColumnDepth = static_cast<float>(FMath::Max(8, Settings->DecorationColumnDepthVoxels));
TArray<double> CellMilliseconds;
CellMilliseconds.Reserve(SampleCellCount);
int64 TotalColumns = 0;
int64 TotalDensityQueries = 0;
int64 TotalSurfaceQueries = 0;
for (int32 Sample = 0; Sample < SampleCellCount; ++Sample)
{
const int32 X = Sample % GridSide - GridSide / 2;
const int32 Y = Sample / GridSide - GridSide / 2;
const FIntPoint Cell(PlayerCell.X + X, PlayerCell.Y + Y);
const double CellStart = FPlatformTime::Seconds();
for (const auto& GridAudit : {
std::make_pair(&NearGrid, &NearEntriesAudit),
std::make_pair(&FarGrid, &FarEntriesAudit)})
{
const FDecoGrid& Grid = *GridAudit.first;
const TArray<FStrateDecoration>& Entries = *GridAudit.second;
const TArray<int32>& EntryBiome = Grid.Tier == EDecoStreamTier::Near
? NearEntryBiomeAudit : FarEntryBiomeAudit;
if (Entries.IsEmpty()) continue;
TArray<FDecoSpawn> Spawns;
FPlacementBuildCounters Counters;
BuildCellSpawns(Generator, OwnerXf, Cell, CurrentCtx, Entries, EntryBiome,
static_cast<uint32>(Seed), Grid.Spacing, static_cast<float>(Step),
MaxCrossings, ColumnDepth, Spawns, &Counters);
TotalColumns += Counters.Columns;
TotalDensityQueries += Counters.DensityQueries;
TotalSurfaceQueries += Counters.SurfaceQueries;
OutAudit.Placements += Spawns.Num();
const bool bSyntheticGrid = Grid.Tier == EDecoStreamTier::Near
? bNearSynthetic : bFarSynthetic;
if (bSyntheticGrid)
{
for (const FDecoSpawn& Spawn : Spawns)
{
const FVector LocalSpawn = OwnerXf.InverseTransformPosition(Spawn.Xf.GetLocation());
if (CurrentCtx.bNativeSurface && CurrentCtx.NativeSurface.IsValid())
{
float GroundZ = 0.0f;
bool bHasWater = false;
float WaterZ = -FLT_MAX;
if (QueryNativeSurfaceAnchors(CurrentCtx.StrateIndex,
FVector2D(LocalSpawn.X, LocalSpawn.Y), GroundZ, bHasWater, WaterZ))
{
OutAudit.MaximumAnchorErrorCm = FMath::Max(
OutAudit.MaximumAnchorErrorCm,
FMath::Abs(static_cast<double>(LocalSpawn.Z - GroundZ)));
++OutAudit.AnchorChecks;
}
}
else
{
float Density = 1.0f;
const bool bSampled = CurrentCtx.bNativeFloatingIslands
&& CurrentCtx.NativeIslands.IsValid()
? CurrentCtx.NativeIslands->GetDensity(CurrentCtx.StrateIndex,
LocalSpawn.X / CurrentCtx.VoxelSizeCm,
LocalSpawn.Y / CurrentCtx.VoxelSizeCm,
LocalSpawn.Z / CurrentCtx.VoxelSizeCm, Density)
: (Density = Generator->GetDensityAt(
LocalSpawn.X / CurrentCtx.VoxelSizeCm * CurrentCtx.ActiveToOwnerVoxelScale,
LocalSpawn.Y / CurrentCtx.VoxelSizeCm * CurrentCtx.ActiveToOwnerVoxelScale,
LocalSpawn.Z / CurrentCtx.VoxelSizeCm * CurrentCtx.ActiveToOwnerVoxelScale), true);
if (bSampled)
{
OutAudit.MaximumDensityResidual = FMath::Max(
OutAudit.MaximumDensityResidual,
FMath::Abs(static_cast<double>(Density)));
++OutAudit.AnchorChecks;
}
}
}
}
}
CellMilliseconds.Add((FPlatformTime::Seconds() - CellStart) * 1000.0);
}
auto MedianAndP95 = [](TArray<double> Samples, double& OutMedian, double& OutP95)
{
Samples.Sort();
if (Samples.IsEmpty())
{
OutMedian = 0.0;
OutP95 = 0.0;
return;
}
OutMedian = Samples[Samples.Num() / 2];
const int32 P95Index = FMath::Clamp(FMath::CeilToInt(Samples.Num() * 0.95f) - 1,
0, Samples.Num() - 1);
OutP95 = Samples[P95Index];
};
OutAudit.SampledCells = SampleCellCount;
OutAudit.ColumnsPerCell = static_cast<int32>(TotalColumns / SampleCellCount);
OutAudit.DensityQueriesPerCell = static_cast<double>(TotalDensityQueries) / SampleCellCount;
OutAudit.SurfaceQueriesPerCell = static_cast<double>(TotalSurfaceQueries) / SampleCellCount;
MedianAndP95(MoveTemp(CellMilliseconds), OutAudit.CellMedianMilliseconds,
OutAudit.CellP95Milliseconds);
// The game-thread update cost is sampled with task dispatch disabled; worker-cell cost is reported
// separately above, so the frame figure is not polluted by waiting for asynchronous work.
UpdateDecorations(PlayerWorldPos);
TArray<double> UpdateMilliseconds;
UpdateMilliseconds.Reserve(FrameSampleCount);
for (int32 Frame = 0; Frame < FrameSampleCount; ++Frame)
{
const double UpdateStart = FPlatformTime::Seconds();
UpdateDecorations(PlayerWorldPos);
UpdateMilliseconds.Add((FPlatformTime::Seconds() - UpdateStart) * 1000.0);
}
MedianAndP95(MoveTemp(UpdateMilliseconds), OutAudit.UpdateMedianMilliseconds,
OutAudit.UpdateP95Milliseconds);
return true;
}
void UVoxelContentManager::RebuildDesiredCells(FDecoGrid& G, const FIntPoint& PlayerCell)
{
// REGION-granular streaming, per grid. Decoration cells are grouped into RxR regions; a region is the
@@ -882,8 +1091,10 @@ void UVoxelContentManager::BuildCellSpawns(const UVoxelGenerator* Gen, const FTr
const TArray<FStrateDecoration>& Entries,
const TArray<int32>& EntryBiome, uint32 InSeed,
int32 Spacing, float Step, int32 MaxCrossings, float ColumnDepth,
TArray<FDecoSpawn>& OutSpawns)
TArray<FDecoSpawn>& OutSpawns,
FPlacementBuildCounters* OutCounters)
{
if (OutCounters != nullptr) *OutCounters = FPlacementBuildCounters();
if (!Gen || Entries.Num() == 0) return;
const int32 PerAxis = FMath::Max(1, CHUNK_SIZE / Spacing);
@@ -912,9 +1123,9 @@ void UVoxelContentManager::BuildCellSpawns(const UVoxelGenerator* Gen, const FTr
// cheap. The cache is local to this worker task (determinism-safe — pure function of XY/seed/Ctx).
FChunkBiomeCache BiomeCache;
const bool bHasBiomes = Ctx.BiomeCtx.IsValid();
auto D = [&](float VX, float VY, float VZ)
{
if (OutCounters != nullptr) ++OutCounters->DensityQueries;
if (Ctx.bNativeFloatingIslands && Ctx.NativeIslands.IsValid())
{
float NativeDensity = 1.0f;
@@ -922,16 +1133,27 @@ void UVoxelContentManager::BuildCellSpawns(const UVoxelGenerator* Gen, const FTr
return NativeDensity;
return 1.0f;
}
return Gen->GetDensityAt(VX, VY, VZ);
return Gen->GetDensityAt(VX * Ctx.ActiveToOwnerVoxelScale,
VY * Ctx.ActiveToOwnerVoxelScale, VZ * Ctx.ActiveToOwnerVoxelScale);
};
auto GetSurface = [&](float VX, float VY, float& OutGround, float& OutCap)
{
if (OutCounters != nullptr) ++OutCounters->SurfaceQueries;
if (Ctx.bNativeSurface && Ctx.NativeSurface.IsValid())
{
return Ctx.NativeSurface->GetHeights(
Ctx.StrateIndex, VX, VY, OutGround, OutCap);
}
return Gen->GetSurfaceHeightAt(VX, VY, Ctx.RepChunkZ, OutGround, OutCap);
float OwnerGround = 0.0f;
float OwnerCap = 0.0f;
if (!Gen->GetSurfaceHeightAt(VX * Ctx.ActiveToOwnerVoxelScale,
VY * Ctx.ActiveToOwnerVoxelScale, Ctx.RepChunkZ, OwnerGround, OwnerCap))
{
return false;
}
OutGround = OwnerGround / Ctx.ActiveToOwnerVoxelScale;
OutCap = OwnerCap / Ctx.ActiveToOwnerVoxelScale;
return true;
};
// Build a companion satellite's transform from its profile + per-instance hash at a snapped surface point
@@ -939,7 +1161,7 @@ void UVoxelContentManager::BuildCellSpawns(const UVoxelGenerator* Gen, const FTr
auto MakeCompanionXf = [&](const FPlacementProfile& P, uint32 IHash,
float sVX, float sVY, float sZ, const FVector& sN) -> FTransform
{
const FVector Local(sVX * VOXEL_SIZE, sVY * VOXEL_SIZE, sZ * VOXEL_SIZE);
const FVector Local(sVX * Ctx.VoxelSizeCm, sVY * Ctx.VoxelSizeCm, sZ * Ctx.VoxelSizeCm);
const FVector Pos = OwnerXf.TransformPosition(Local) + sN * P.SurfaceOffset + P.LocationOffset;
FQuat Q = P.bAlignToSurface ? FRotationMatrix::MakeFromZ(sN).ToQuat() : FQuat::Identity;
Q = Q * P.RotationOffset.Quaternion();
@@ -965,7 +1187,7 @@ void UVoxelContentManager::BuildCellSpawns(const UVoxelGenerator* Gen, const FTr
const bool bCeiling = NormalWorld.Z < -0.5f;
const bool bWall = !bFloor && !bCeiling;
const FVector LocalPos(VX * VOXEL_SIZE, VY * VOXEL_SIZE, ZC * VOXEL_SIZE);
const FVector LocalPos(VX * Ctx.VoxelSizeCm, VY * Ctx.VoxelSizeCm, ZC * Ctx.VoxelSizeCm);
const FVector PosWorld = OwnerXf.TransformPosition(LocalPos);
const bool bBelowWater = Ctx.bHasWater && (LocalPos.Z < Ctx.WaterLocalZ);
@@ -1014,7 +1236,9 @@ void UVoxelContentManager::BuildCellSpawns(const UVoxelGenerator* Gen, const FTr
// F7 aware placement: relational conditions (relief/moisture/biome-border). Opt-in per entry —
// skipped entirely when the list is empty. Worker-safe pure query; uses the cell's biome context.
if (Deco.Profile.Conditions.Num() > 0 &&
!Gen->EvaluateTerrainConditions(Deco.Profile.Conditions, VX, VY, Ctx.BiomeCtx)) continue;
!Gen->EvaluateTerrainConditions(Deco.Profile.Conditions,
VX * Ctx.ActiveToOwnerVoxelScale, VY * Ctx.ActiveToOwnerVoxelScale,
Ctx.BiomeCtx)) continue;
const FVector SpawnPos = PosWorld + NormalWorld * Deco.Profile.SurfaceOffset + Deco.Profile.LocationOffset;
// Rotation: optional surface-align → fixed offset → per-axis hash random (same model as landmarks).
@@ -1074,7 +1298,9 @@ void UVoxelContentManager::BuildCellSpawns(const UVoxelGenerator* Gen, const FTr
// Optional per-satellite gating (relief/moisture/biome-border at ITS own XY).
if (Comp.Profile.Conditions.Num() > 0 &&
!Gen->EvaluateTerrainConditions(Comp.Profile.Conditions, SatVX, SatVY, Ctx.BiomeCtx)) continue;
!Gen->EvaluateTerrainConditions(Comp.Profile.Conditions,
SatVX * Ctx.ActiveToOwnerVoxelScale,
SatVY * Ctx.ActiveToOwnerVoxelScale, Ctx.BiomeCtx)) continue;
// Surface: SNAP to the real ground/ceiling at the satellite XY (kills floaters); or inherit.
float SatZ; FVector SatN;
@@ -1121,7 +1347,9 @@ void UVoxelContentManager::BuildCellSpawns(const UVoxelGenerator* Gen, const FTr
const float SubVY = SatVY + SinSAng * SRadVox;
if (Sub.Profile.Conditions.Num() > 0 &&
!Gen->EvaluateTerrainConditions(Sub.Profile.Conditions, SubVX, SubVY, Ctx.BiomeCtx)) continue;
!Gen->EvaluateTerrainConditions(Sub.Profile.Conditions,
SubVX * Ctx.ActiveToOwnerVoxelScale,
SubVY * Ctx.ActiveToOwnerVoxelScale, Ctx.BiomeCtx)) continue;
FDecoSpawn& SO = OutSpawns.AddDefaulted_GetRef();
SO.EntryIdx = EntryIdx;
@@ -1141,9 +1369,9 @@ void UVoxelContentManager::BuildCellSpawns(const UVoxelGenerator* Gen, const FTr
for (int32 gy = 0; gy < PerAxis; ++gy)
for (int32 gx = 0; gx < PerAxis; ++gx)
{
// INTEGER voxel jitter: columns land on integer XY so the generator's surface-column cache
// (T1.a, §8.10) applies — FRACTIONAL XY recomputes the noise-heavy heightfield+biome on EVERY
// sample. A 12.5 cm grid offset is imperceptible; random yaw/scale still breaks up the regularity.
if (OutCounters != nullptr) ++OutCounters->Columns;
// INTEGER active-voxel jitter: native Core and legacy routes both stay on their field's column grid.
// Gigue entière en voxels actifs : les routes Core et legacy restent sur la grille de colonnes du champ.
const uint32 HJ = DecoHash(Cell.X, Cell.Y, gx, gy, -1, 0, InSeed, 0x10C0u);
const int32 JX = FMath::Min(Spacing - 1, (int32)(VoxelHash::ToFloat01(HJ) * (float)Spacing));
const int32 JY = FMath::Min(Spacing - 1, (int32)(VoxelHash::ToFloat01(VoxelHash::Mix(HJ ^ 0x68BC21EBu)) * (float)Spacing));
@@ -1155,7 +1383,9 @@ void UVoxelContentManager::BuildCellSpawns(const UVoxelGenerator* Gen, const FTr
int32 ColBiome = -1;
if (bHasBiomes)
{
const FBiomeSample BS = Gen->ResolveBiomeSampleAt(VX, VY, Ctx.RepChunkZ, Ctx.BiomeCtx, BiomeCache);
const FBiomeSample BS = Gen->ResolveBiomeSampleAt(
VX * Ctx.ActiveToOwnerVoxelScale, VY * Ctx.ActiveToOwnerVoxelScale,
Ctx.RepChunkZ, Ctx.BiomeCtx, BiomeCache);
ColBiome = BS.DominantIndex; // index into Ctx.BiomeCtx.Biomes == the entry tag
// SOFTEN THE BORDER: a hard dominant pick still switches deco sets on a crisp line. In the
@@ -1563,7 +1793,8 @@ bool UVoxelContentManager::FindLandmarkColumn(const UVoxelGenerator* Gen, const
}
return 1.0f;
}
return Gen->GetDensityAt(SampleX, SampleY, SampleZ);
return Gen->GetDensityAt(SampleX * Ctx.ActiveToOwnerVoxelScale,
SampleY * Ctx.ActiveToOwnerVoxelScale, SampleZ * Ctx.ActiveToOwnerVoxelScale);
};
if (Ctx.bSurfaceWorld)
@@ -1576,8 +1807,17 @@ bool UVoxelContentManager::FindLandmarkColumn(const UVoxelGenerator* Gen, const
return Ctx.NativeSurface->GetHeights(
Ctx.StrateIndex, SampleX, SampleY, OutGround, OutCap);
}
return Gen->GetSurfaceHeightAt(
SampleX, SampleY, Ctx.RepChunkZ, OutGround, OutCap);
float OwnerGround = 0.0f;
float OwnerCap = 0.0f;
if (!Gen->GetSurfaceHeightAt(SampleX * Ctx.ActiveToOwnerVoxelScale,
SampleY * Ctx.ActiveToOwnerVoxelScale, Ctx.RepChunkZ,
OwnerGround, OwnerCap))
{
return false;
}
OutGround = OwnerGround / Ctx.ActiveToOwnerVoxelScale;
OutCap = OwnerCap / Ctx.ActiveToOwnerVoxelScale;
return true;
};
if (!GetSurface(VX, VY, hC, cC)) return false;
@@ -1665,13 +1905,14 @@ bool UVoxelContentManager::SpawnFromProfile(const FPlacementProfile& P, uint32 H
FTransform& OutXf, FLandmarkInstance& Out)
{
if (!Generator) return false;
const float VX = LocalX / VOXEL_SIZE;
const float VY = LocalY / VOXEL_SIZE;
const float VX = LocalX / Ctx.VoxelSizeCm;
const float VY = LocalY / Ctx.VoxelSizeCm;
// Biome filter (resolved at the candidate XY, same field the density/deco paths use).
if (P.RequiredBiome)
{
const UVoxelBiomeDefinition* Bio = Generator->GetDominantBiomeAt(VX, VY, Ctx.RepChunkZ);
const UVoxelBiomeDefinition* Bio = Generator->GetDominantBiomeAt(
VX * Ctx.ActiveToOwnerVoxelScale, VY * Ctx.ActiveToOwnerVoxelScale, Ctx.RepChunkZ);
if (Bio != P.RequiredBiome) return false; // leaves Out empty → evaluated, nothing placed
}
@@ -1685,7 +1926,7 @@ bool UVoxelContentManager::SpawnFromProfile(const FPlacementProfile& P, uint32 H
if (P.MinSlopeAngle > 0.01f &&
FMath::Abs(N.Z) > VoxelMath::DetCos(FMath::DegreesToRadians(P.MinSlopeAngle))) return false;
const FVector LocalPos(LocalX, LocalY, ZC * VOXEL_SIZE);
const FVector LocalPos(LocalX, LocalY, ZC * Ctx.VoxelSizeCm);
if (P.bRequireWaterRelative && Ctx.bHasWater)
{
const bool bBelowWater = (LocalPos.Z < Ctx.WaterLocalZ);
@@ -1695,7 +1936,9 @@ bool UVoxelContentManager::SpawnFromProfile(const FPlacementProfile& P, uint32 H
// F7 aware placement: relational conditions (relief/moisture/biome-border), evaluated at the candidate
// XY. Opt-in — empty list is free. "A monument only on high mesas / near a biome edge" lives here.
if (P.Conditions.Num() > 0 &&
!Generator->EvaluateTerrainConditions(P.Conditions, VX, VY, Ctx.BiomeCtx)) return false;
!Generator->EvaluateTerrainConditions(P.Conditions,
VX * Ctx.ActiveToOwnerVoxelScale, VY * Ctx.ActiveToOwnerVoxelScale,
Ctx.BiomeCtx)) return false;
// Rotation: optional surface-align → fixed offset → per-axis hash random.
FQuat Q = P.bAlignToSurface ? FRotationMatrix::MakeFromZ(N).ToQuat() : FQuat::Identity;
@@ -1752,7 +1995,7 @@ void UVoxelContentManager::SpawnLandmarkInstance(const FStrateLandmark& L, uint3
return; // Out stays empty → evaluated, nothing placed
// Mini-sun light orb (landmark-only): record world-space data for the terrain material's raymarched
// shadows. Distances convert voxels→cm (×VOXEL_SIZE); the emitter radius scales with the instance too.
// shadows. Distances convert active voxels→cm; the emitter radius scales with the instance too.
if (L.bIsLightOrb)
{
const float Scale = Xf.GetScale3D().X;
@@ -1760,9 +2003,11 @@ void UVoxelContentManager::SpawnLandmarkInstance(const FStrateLandmark& L, uint3
Out.Orb.WorldPos = Xf.GetLocation();
Out.Orb.Color = L.OrbColor;
Out.Orb.Intensity = L.OrbIntensity;
Out.Orb.RadiusWorld = L.OrbRadiusVoxels * VOXEL_SIZE * Scale;
Out.Orb.FalloffWorld = L.OrbFalloffVoxels * VOXEL_SIZE;
Out.Orb.MaxShadowDistWorld = L.OrbMaxShadowDistanceVoxels * VOXEL_SIZE;
const AVoxelWorld* VoxelWorld = Cast<AVoxelWorld>(Owner.Get());
const float VoxelSizeCm = VoxelWorld ? VoxelWorld->GetActiveVoxelSizeCm() : VOXEL_SIZE;
Out.Orb.RadiusWorld = L.OrbRadiusVoxels * VoxelSizeCm * Scale;
Out.Orb.FalloffWorld = L.OrbFalloffVoxels * VoxelSizeCm;
Out.Orb.MaxShadowDistWorld = L.OrbMaxShadowDistanceVoxels * VoxelSizeCm;
}
}
@@ -1849,13 +2094,16 @@ void UVoxelContentManager::UpdateLandmarks(const FVector& PlayerWorldPos)
LastLandmarkStrate = StrateIndex;
}
const float ChunkWorld = (float)CHUNK_SIZE * VOXEL_SIZE; // one chunk footprint in cm
const float VoxelSizeCm = VoxelWorld ? VoxelWorld->GetActiveVoxelSizeCm() : VOXEL_SIZE;
const float ChunkWorld = static_cast<float>(CHUNK_SIZE) * VoxelSizeCm;
// Shared strate context (a strate is a horizontal slab → same everywhere this update).
FDecoContext Ctx;
Ctx.StrateIndex = StrateIndex;
Ctx.TopVoxelZ = (VoxelWorld ? VoxelWorld->FromStrateManagerLocalZ(TopZ) : TopZ) / VOXEL_SIZE;
Ctx.BottomVoxelZ = (VoxelWorld ? VoxelWorld->FromStrateManagerLocalZ(BotZ) : BotZ) / VOXEL_SIZE;
Ctx.VoxelSizeCm = VoxelSizeCm;
Ctx.ActiveToOwnerVoxelScale = VoxelSizeCm / VOXEL_SIZE;
Ctx.TopVoxelZ = (VoxelWorld ? VoxelWorld->FromStrateManagerLocalZ(TopZ) : TopZ) / VoxelSizeCm;
Ctx.BottomVoxelZ = (VoxelWorld ? VoxelWorld->FromStrateManagerLocalZ(BotZ) : BotZ) / VoxelSizeCm;
Ctx.RepChunkZ = FMath::FloorToInt(((TopZ + BotZ) * 0.5f / VOXEL_SIZE) / (float)CHUNK_SIZE);
const FIntVector RepChunk(FMath::FloorToInt(LocalPlayer.X / ChunkWorld),
FMath::FloorToInt(LocalPlayer.Y / ChunkWorld), Ctx.RepChunkZ);
@@ -1971,8 +2219,8 @@ void UVoxelContentManager::UpdateLandmarks(const FVector& PlayerWorldPos)
// Passage endpoints are GLOBAL VOXEL coords (same space as the SDF path) → local cm.
const FVector MouthVox = bDescent ? Pg.UpperPoint : Pg.LowerPoint;
const float LocalX = MouthVox.X * VOXEL_SIZE;
const float LocalY = MouthVox.Y * VOXEL_SIZE;
const float LocalX = (MouthVox.X / Ctx.ActiveToOwnerVoxelScale) * Ctx.VoxelSizeCm;
const float LocalY = (MouthVox.Y / Ctx.ActiveToOwnerVoxelScale) * Ctx.VoxelSizeCm;
const float ddx = LocalX - LocalPlayer.X, ddy = LocalY - LocalPlayer.Y;
const float DistSq = ddx * ddx + ddy * ddy;
@@ -2066,11 +2314,13 @@ void UVoxelContentManager::UpdateWater(const FVector& PlayerWorldPos)
}
// Player chunk (voxel→chunk) for the strate / water-level lookup.
const float ChunkWorld = (float)CHUNK_SIZE * VOXEL_SIZE; // 1 chunk footprint in cm
const float ManagerChunkWorld = static_cast<float>(CHUNK_SIZE) * VOXEL_SIZE;
const float VoxelSizeCm = VoxelWorld ? VoxelWorld->GetActiveVoxelSizeCm() : VOXEL_SIZE;
const float ChunkWorld = static_cast<float>(CHUNK_SIZE) * VoxelSizeCm;
const FIntVector PlayerChunk(
FMath::FloorToInt(ManagerLocalPos.X / ChunkWorld),
FMath::FloorToInt(ManagerLocalPos.Y / ChunkWorld),
FMath::FloorToInt(ManagerLocalPos.Z / ChunkWorld));
FMath::FloorToInt(ManagerLocalPos.X / ManagerChunkWorld),
FMath::FloorToInt(ManagerLocalPos.Y / ManagerChunkWorld),
FMath::FloorToInt(ManagerLocalPos.Z / ManagerChunkWorld));
float WaterLocalZ = -FLT_MAX;
const int32 StrateIndex = StrateManager->GetStrateIndex(ManagerLocalPos.Z);
@@ -2185,7 +2435,9 @@ void UVoxelContentManager::QueryDecoDebugAt(const FVector& LocalPos, bool& bAppl
CellsTotal = R * R;
// World-LOCAL XY → deco cell → region (same math the scatter uses).
const float CellWorld = (float)DECO_CELL_VOXELS * VOXEL_SIZE;
const AVoxelWorld* VoxelWorld = Cast<AVoxelWorld>(Owner.Get());
const float VoxelSizeCm = VoxelWorld ? VoxelWorld->GetActiveVoxelSizeCm() : VOXEL_SIZE;
const float CellWorld = static_cast<float>(DECO_CELL_VOXELS) * VoxelSizeCm;
const FIntPoint Cell(FMath::FloorToInt(LocalPos.X / CellWorld),
FMath::FloorToInt(LocalPos.Y / CellWorld));
const FIntPoint Region = CellToRegion(Cell, R);
@@ -15,12 +15,14 @@
#include "VoxelStrateDefinition.h"
#include "VoxelStrateManager.h"
#include "VoxelTerrainOpDefinition.h"
#include "VoxelTypes.h"
#include <algorithm>
#include <array>
#include <cmath>
#include <cstdint>
#include <limits>
#include <numeric>
#include <string>
#include <utility>
#include <vector>
@@ -28,9 +30,7 @@
namespace
{
using FCoreJsonWriter = TJsonWriter<TCHAR, TCondensedJsonPrintPolicy<TCHAR>>;
constexpr double CoreVoxelSizeCm = 25.0;
constexpr double OwnerVoxelSizeCm = 12.5;
constexpr double OwnerToCoreScale = OwnerVoxelSizeCm / CoreVoxelSizeCm;
constexpr double OwnerVoxelSizeCm = VOXEL_SIZE;
std::int64_t WorldAssemblyFixed(double Voxels)
{
@@ -440,7 +440,7 @@ bool BuildSurfaceStratumPlan(const UVoxelStrateManager* StrateManager,
bool BuildFloatingIslandStratumPlan(const UVoxelStrateManager* StrateManager,
const FStrateSlot& Slot, VoxelForgeCore::WorldAssemblyManifest& Manifest,
FString& OutError)
double CoreVoxelSizeCm, FString& OutError)
{
using namespace VoxelForgeCore;
const FIntVector Chunk(0, 0, Slot.TopChunkZ);
@@ -452,13 +452,28 @@ bool BuildFloatingIslandStratumPlan(const UVoxelStrateManager* StrateManager,
auto& Recipe = IslandPlan.manifest.recipe;
Recipe.geometryVersion = 2;
Recipe.seed = static_cast<std::uint32_t>(StrateManager->GetWorldSeed());
const std::int64_t BottomCoreVoxels = static_cast<std::int64_t>(Slot.BottomChunkZ) * 16;
const std::int64_t TopCoreVoxels = static_cast<std::int64_t>(Slot.TopChunkZ + 1) * 16;
Recipe.layoutMinimumZSubvoxels = BottomCoreVoxels * WorldAssemblySubvoxelsPerVoxel;
Recipe.layoutMaximumZSubvoxels = TopCoreVoxels * WorldAssemblySubvoxelsPerVoxel;
Recipe.layoutCenterTopZSubvoxels = (BottomCoreVoxels + TopCoreVoxels)
* WorldAssemblySubvoxelsPerVoxel / 2;
Recipe.ownerVoxelSizeMicrons = static_cast<std::uint32_t>(std::llround(OwnerVoxelSizeCm * 10000.0));
Recipe.coreVoxelSizeMicrons = static_cast<std::uint32_t>(std::llround(CoreVoxelSizeCm * 10000.0));
const std::uint32_t ScaleGcd = std::gcd(
Recipe.ownerVoxelSizeMicrons, Recipe.coreVoxelSizeMicrons);
if (ScaleGcd == 0)
{
OutError = TEXT("Core voxel size cannot be represented in the floating-island scale.");
return false;
}
Recipe.ownerToCoreScaleNumerator = Recipe.ownerVoxelSizeMicrons / ScaleGcd;
Recipe.ownerToCoreScaleDenominator = Recipe.coreVoxelSizeMicrons / ScaleGcd;
const double CoreVoxelsPerOwnerChunk = static_cast<double>(CHUNK_SIZE)
* Recipe.ownerToCoreScaleNumerator / Recipe.ownerToCoreScaleDenominator;
Recipe.layoutMinimumZSubvoxels = WorldAssemblyFixed(
static_cast<double>(Slot.BottomChunkZ) * CoreVoxelsPerOwnerChunk);
Recipe.layoutMaximumZSubvoxels = WorldAssemblyFixed(
static_cast<double>(Slot.TopChunkZ + 1) * CoreVoxelsPerOwnerChunk);
Recipe.layoutCenterTopZSubvoxels = (Recipe.layoutMinimumZSubvoxels
+ Recipe.layoutMaximumZSubvoxels) / 2;
Recipe.islandDensityQ16 = WorldAssemblyQ16(FMath::Clamp(Params.IslandDensity, 0.0f, 1.0f));
const double OwnerToCoreScale = static_cast<double>(Recipe.ownerToCoreScaleNumerator)
/ Recipe.ownerToCoreScaleDenominator;
Recipe.spacingSubvoxels = WorldAssemblyFixed(Params.IslandSpacing * OwnerToCoreScale);
Recipe.minimumRadiusSubvoxels = WorldAssemblyFixed(Params.IslandMinRadius * OwnerToCoreScale);
Recipe.maximumRadiusSubvoxels = WorldAssemblyFixed(Params.IslandMaxRadius * OwnerToCoreScale);
@@ -739,6 +754,7 @@ void WriteCoreJsonValue(FCoreJsonWriter& Writer, const TCHAR* Identifier,
bool AttachValidatedWorldAssembly(const UVoxelSettings* Settings,
const UVoxelStrateManager* StrateManager,
double CoreVoxelSizeCm,
const TSharedRef<FJsonObject>& Root,
FString& OutError)
{
@@ -812,7 +828,8 @@ bool AttachValidatedWorldAssembly(const UVoxelSettings* Settings,
}
else if (Type == ECaveGeneratorType::FloatingIslands)
{
if (!BuildFloatingIslandStratumPlan(StrateManager, Slot, Generated, OutError))
if (!BuildFloatingIslandStratumPlan(StrateManager, Slot, Generated,
CoreVoxelSizeCm, OutError))
{
return false;
}
@@ -847,6 +864,17 @@ bool AttachValidatedWorldAssembly(const UVoxelSettings* Settings,
return false;
}
const std::uint32_t ExpectedCoreVoxelMicrons = static_cast<std::uint32_t>(
std::llround(CoreVoxelSizeCm * 10000.0));
for (const auto& Island : Manifest->floatingIslands)
{
if (Island.manifest.recipe.coreVoxelSizeMicrons != ExpectedCoreVoxelMicrons)
{
OutError = TEXT("floating-island override uses a different Core voxel size; regenerate the plan.");
return false;
}
}
int32 SurfaceSlotCount = 0;
int32 FloatingIslandSlotCount = 0;
for (const FStrateSlot& Slot : StrateManager->GetLayout())
@@ -947,11 +975,21 @@ bool VoxelForgeCoreAdapter::SerializeResolvedWorld(
const UVoxelStrateManager* StrateManager,
int32 ClipRadius,
int32 MaxClipLevel,
float CoreVoxelSizeCm,
FString& OutJson,
FString& OutError)
{
OutJson.Reset();
OutError.Reset();
if (!FMath::IsFinite(CoreVoxelSizeCm) || CoreVoxelSizeCm < VOXEL_SIZE
|| CoreVoxelSizeCm > 2.0f * VOXEL_SIZE)
{
OutError = TEXT("Core voxel size must be between one and two legacy voxel widths.");
return false;
}
const std::uint32_t CoreVoxelSizeMicrons = static_cast<std::uint32_t>(
std::llround(static_cast<double>(CoreVoxelSizeCm) * 10000.0));
const double ResolvedCoreVoxelSizeCm = static_cast<double>(CoreVoxelSizeMicrons) / 10000.0;
if (Settings == nullptr || StrateManager == nullptr || StrateManager->GetLayout().IsEmpty())
{
OutError = TEXT("Core snapshot export requires initialized settings and a resolved strate layout.");
@@ -979,10 +1017,14 @@ bool VoxelForgeCoreAdapter::SerializeResolvedWorld(
TSharedRef<FJsonObject> Root = MakeShared<FJsonObject>();
Root->SetNumberField(TEXT("schema_version"), 1);
Root->SetStringField(TEXT("source"), TEXT("VoxelForge Runtime Core snapshot"));
Root->SetNumberField(TEXT("voxel_size_cm"), CoreVoxelSizeCm);
Root->SetNumberField(TEXT("voxel_size_cm"), ResolvedCoreVoxelSizeCm);
Root->SetNumberField(TEXT("owner_voxel_size_cm"), OwnerVoxelSizeCm);
Root->SetNumberField(TEXT("core_voxel_size_cm"), CoreVoxelSizeCm);
Root->SetNumberField(TEXT("owner_to_core_length_scale"), OwnerVoxelSizeCm / CoreVoxelSizeCm);
Root->SetNumberField(TEXT("owner_voxel_size_microns"),
static_cast<std::uint32_t>(std::llround(OwnerVoxelSizeCm * 10000.0)));
Root->SetNumberField(TEXT("core_voxel_size_cm"), ResolvedCoreVoxelSizeCm);
Root->SetNumberField(TEXT("core_voxel_size_microns"), CoreVoxelSizeMicrons);
Root->SetNumberField(TEXT("owner_to_core_length_scale"),
OwnerVoxelSizeCm / ResolvedCoreVoxelSizeCm);
Root->SetNumberField(TEXT("seed"), Seed);
Root->SetBoolField(TEXT("open_surface_entry"), Settings->bOpenSurfaceEntry);
Root->SetNumberField(TEXT("origin_spine_radius"), OriginSpineRadius);
@@ -1052,7 +1094,7 @@ bool VoxelForgeCoreAdapter::SerializeResolvedWorld(
Passages.Add(MakeShared<FJsonValueObject>(CorePassageJson(Passage)));
}
Root->SetArrayField(TEXT("passages"), MoveTemp(Passages));
if (!AttachValidatedWorldAssembly(Settings, StrateManager, Root, OutError))
if (!AttachValidatedWorldAssembly(Settings, StrateManager, ResolvedCoreVoxelSizeCm, Root, OutError))
{
return false;
}
+50 -25
View File
@@ -7176,7 +7176,10 @@ FVector AVoxelWorld::WorldToLocalCm(FVector WorldPos) const
float AVoxelWorld::GetActiveVoxelSizeCm() const
{
return bUseVoxelForgeCore ? 25.0f : VOXEL_SIZE;
if (!bUseVoxelForgeCore) return VOXEL_SIZE;
const float Requested = FMath::IsFinite(CoreVoxelSizeCm) ? CoreVoxelSizeCm : 2.0f * VOXEL_SIZE;
const float Clamped = FMath::Clamp(Requested, VOXEL_SIZE, 2.0f * VOXEL_SIZE);
return static_cast<float>(FMath::RoundToInt(Clamped * 10000.0f)) / 10000.0f;
}
float AVoxelWorld::GetLegacyVoxelToActiveVoxelScale() const
@@ -7260,10 +7263,12 @@ bool AVoxelWorld::InitializeVoxelForgeCoreWorld(FString& OutFailureReason)
const int32 ActiveCoreClipRadius = FMath::Clamp(CoreClipRadius, 1, 64);
const int32 ActiveCoreMaxClipLevel = FMath::Clamp(CoreMaxClipLevel, 0, 8);
const float ActiveCoreVoxelSizeCm = GetActiveVoxelSizeCm();
FString Json;
FString ExportError;
if (!VoxelForgeCoreAdapter::SerializeResolvedWorld(
Settings, StrateManager, ActiveCoreClipRadius, ActiveCoreMaxClipLevel, Json, ExportError))
Settings, StrateManager, ActiveCoreClipRadius, ActiveCoreMaxClipLevel,
ActiveCoreVoxelSizeCm, Json, ExportError))
{
OutFailureReason = FString::Printf(TEXT("snapshot export failed: %s"), *ExportError);
UE_LOG(LogTemp, Error, TEXT("[VoxelForgeCoreRuntime] %s"), *OutFailureReason);
@@ -7310,14 +7315,14 @@ bool AVoxelWorld::InitializeVoxelForgeCoreWorld(FString& OutFailureReason)
FVector InitialPlayerPosition = FVector::ZeroVector;
if (TryGetPlayerPosition(InitialPlayerPosition))
{
CameraVoxels = WorldToLocalCm(InitialPlayerPosition) / 25.0f;
CameraVoxels = WorldToLocalCm(InitialPlayerPosition) / GetActiveVoxelSizeCm();
}
else if (State->World->configuration().viewerStartFound)
{
const VoxelForgeCore::Vec3d Start = State->World->configuration().viewerStartVoxels;
CameraVoxels = FVector(Start.x, Start.y, Start.z);
}
CoreFallbackCenterLocalCm = CameraVoxels * 25.0f;
CoreFallbackCenterLocalCm = CameraVoxels * GetActiveVoxelSizeCm();
const std::vector<VoxelForgeCore::TileKey> InitialDesired = State->World->desiredTiles(
{CameraVoxels.X, CameraVoxels.Y, CameraVoxels.Z});
@@ -7372,7 +7377,8 @@ bool AVoxelWorld::InitializeVoxelForgeCoreWorld(FString& OutFailureReason)
VoxelForgeCoreState = State;
ActiveTaskCount.fetch_add(1, std::memory_order_relaxed);
UE::Tasks::Launch(TEXT("VoxelForgeCoreCompile"),
[this, State, Request, InitialDesired, ActiveCoreClipRadius, ActiveCoreMaxClipLevel]()
[this, State, Request, InitialDesired, ActiveCoreClipRadius, ActiveCoreMaxClipLevel,
ActiveCoreVoxelSizeCm]()
{
struct FTaskGuard
{
@@ -7413,9 +7419,9 @@ bool AVoxelWorld::InitializeVoxelForgeCoreWorld(FString& OutFailureReason)
State->bReady.store(true, std::memory_order_release);
State->bRebuildDesired.store(true, std::memory_order_release);
UE_LOG(LogTemp, Display,
TEXT("[VoxelForgeCoreRuntime] compiled=1 tiles=%d clip_radius=%d max_level=%d voxel_cm=25"),
TEXT("[VoxelForgeCoreRuntime] compiled=1 tiles=%d clip_radius=%d max_level=%d voxel_cm=%.4f"),
static_cast<int32>(InitialDesired.size()), ActiveCoreClipRadius,
ActiveCoreMaxClipLevel);
ActiveCoreMaxClipLevel, ActiveCoreVoxelSizeCm);
}, UE::Tasks::ETaskPriority::BackgroundNormal);
UE_LOG(LogTemp, Display,
@@ -9866,7 +9872,7 @@ void AVoxelWorld::BuildCoreDesiredTiles(const FIntVector& Center, const FVector&
const TSharedPtr<FVoxelForgeCoreRuntimeState, ESPMode::ThreadSafe> State = VoxelForgeCoreState;
if (!State.IsValid() || !State->bReady.load(std::memory_order_acquire)) return;
const FVector CameraVoxels = WorldToLocalCm(PlayerPosition) / 25.0f;
const FVector CameraVoxels = WorldToLocalCm(PlayerPosition) / GetActiveVoxelSizeCm();
std::vector<VoxelForgeCore::TileKey> CoreDesired;
{
FReadScopeLock Lock(State->WorldLock);
@@ -12291,16 +12297,27 @@ bool AVoxelWorld::ApplyMeshToTile(FChunkResult& Result)
// the cap is by definition the topmost surface in the tile (mid as a gap fallback).
// This was the "far cap renders with the ground material" residue: the min-corner lookup
// missed the surface strate entirely on tall far tiles.
// Core's 25 cm voxel is two legacy 12.5 cm voxels; map only the lookup into the existing
// strate material layout, while keeping tile keys and mesh coordinates in Core units.
// Le voxel Core de 25 cm vaut deux anciens voxels de 12,5 cm ; seule la recherche de
// matériau est convertie vers le layout existant, les clés et maillages restent en Core.
const int32 CoreToStrateChunkScale = bUseVoxelForgeCore
? FMath::RoundToInt(GetActiveVoxelSizeCm() / VOXEL_SIZE) : 1;
const FIntVector MinChunk = Tile.Coord * ((1 << Tile.Level) * CoreToStrateChunkScale);
const int32 TileChunks = (1 << Tile.Level) * CoreToStrateChunkScale;
const int32 ZLoC = FMath::Max(MinChunk.Z, Result.BandChunkLo);
const int32 ZHiC = FMath::Min(MinChunk.Z + TileChunks - 1, Result.BandChunkHi);
// Map the physical tile bounds into the existing owner stride layout. Fractional ratios
// are valid (for example, 20 cm Core voxels span 1.6 legacy voxels each).
// Convertir les bornes physiques de tuile vers les strates owner, y compris les rapports fractionnaires.
const double OwnerChunksPerCoreTile = static_cast<double>(GetActiveVoxelSizeCm())
/ VOXEL_SIZE;
const double TileExtentCoreVoxels = static_cast<double>(CHUNK_SIZE << Tile.Level);
const int32 MinOwnerChunkX = FMath::FloorToInt(
Tile.Coord.X * TileExtentCoreVoxels * OwnerChunksPerCoreTile / CHUNK_SIZE);
const int32 MinOwnerChunkY = FMath::FloorToInt(
Tile.Coord.Y * TileExtentCoreVoxels * OwnerChunksPerCoreTile / CHUNK_SIZE);
const int32 MinOwnerChunkZ = FMath::FloorToInt(
Tile.Coord.Z * TileExtentCoreVoxels * OwnerChunksPerCoreTile / CHUNK_SIZE);
const int32 MaxOwnerChunkX = FMath::CeilToInt(
(Tile.Coord.X + 1.0) * TileExtentCoreVoxels * OwnerChunksPerCoreTile / CHUNK_SIZE) - 1;
const int32 MaxOwnerChunkY = FMath::CeilToInt(
(Tile.Coord.Y + 1.0) * TileExtentCoreVoxels * OwnerChunksPerCoreTile / CHUNK_SIZE) - 1;
const int32 MaxOwnerChunkZ = FMath::CeilToInt(
(Tile.Coord.Z + 1.0) * TileExtentCoreVoxels * OwnerChunksPerCoreTile / CHUNK_SIZE) - 1;
const FIntVector MinChunk(MinOwnerChunkX, MinOwnerChunkY, MinOwnerChunkZ);
const int32 ZLoC = FMath::Max(MinOwnerChunkZ, Result.BandChunkLo);
const int32 ZHiC = FMath::Min(MaxOwnerChunkZ, Result.BandChunkHi);
if (UVoxelStrateDefinition* StrateDef =
StrateManager->GetStrateForChunk(FIntVector(MinChunk.X, MinChunk.Y, ZLoC)))
{
@@ -12631,9 +12648,10 @@ bool AVoxelWorld::GetVoxelSurfaceHeightAt(FVector WorldLocation, float& OutSurfa
if (!State.IsValid()) return false;
const FVector LocalCm = WorldToLocalCm(WorldLocation);
const double XVoxel = LocalCm.X / 25.0;
const double YVoxel = LocalCm.Y / 25.0;
const double ZVoxel = LocalCm.Z / 25.0;
const double CoreVoxelSize = GetActiveVoxelSizeCm();
const double XVoxel = LocalCm.X / CoreVoxelSize;
const double YVoxel = LocalCm.Y / CoreVoxelSize;
const double ZVoxel = LocalCm.Z / CoreVoxelSize;
FReadScopeLock Lock(State->WorldLock);
if (!State->World) return false;
@@ -12684,12 +12702,12 @@ bool AVoxelWorld::GetVoxelSurfaceHeightAt(FVector WorldLocation, float& OutSurfa
if (bFoundGround)
{
OutSurfaceWorldZ = GetActorTransform().TransformPosition(
FVector(LocalCm.X, LocalCm.Y, GroundVoxelZ * 25.0)).Z;
FVector(LocalCm.X, LocalCm.Y, GroundVoxelZ * CoreVoxelSize)).Z;
}
if (bFoundCeiling)
{
OutCeilingWorldZ = GetActorTransform().TransformPosition(
FVector(LocalCm.X, LocalCm.Y, CeilingVoxelZ * 25.0)).Z;
FVector(LocalCm.X, LocalCm.Y, CeilingVoxelZ * CoreVoxelSize)).Z;
}
return true;
}
@@ -13384,7 +13402,8 @@ FString AVoxelWorld::GetCurrentSeasonContentHash() const
FString SnapshotJson;
if (!VoxelForgeCoreAdapter::SerializeResolvedWorld(Settings, StrateManager,
FMath::Clamp(CoreClipRadius, 1, 64),
FMath::Clamp(CoreMaxClipLevel, 0, 8), SnapshotJson, AssemblyError))
FMath::Clamp(CoreMaxClipLevel, 0, 8), GetActiveVoxelSizeCm(),
SnapshotJson, AssemblyError))
{
return FString();
}
@@ -13406,7 +13425,9 @@ FString AVoxelWorld::GetCurrentSeasonContentHash() const
}
}
const bool bHybridMesher = CoreMesherRecipe != EVoxelForgeCoreMesherRecipe::MarchingCubesV1;
if (AssemblyHash.IsEmpty() && !bHybridMesher)
const uint32 CoreVoxelSizeMicrons = static_cast<uint32>(
FMath::RoundToInt(GetActiveVoxelSizeCm() * 10000.0f));
if (AssemblyHash.IsEmpty() && !bHybridMesher && CoreVoxelSizeMicrons == 250000)
{
return SeasonHash;
}
@@ -13431,6 +13452,10 @@ FString AVoxelWorld::GetCurrentSeasonContentHash() const
Payload += TEXT("|world_assembly=");
Payload += AssemblyHash;
}
if (CoreVoxelSizeMicrons != 250000)
{
Payload += FString::Printf(TEXT("|core_voxel_size_microns=%u"), CoreVoxelSizeMicrons);
}
if (CoreMesherRecipe == EVoxelForgeCoreMesherRecipe::WorldAssemblerHybridV1)
{
Payload += TEXT("|core_mesher=WorldAssemblerHybridV1");
+36 -1
View File
@@ -120,6 +120,32 @@ public:
* launch async march tasks (capped), and apply finished results budgeted. Call every Tick. */
void UpdateDecorations(const FVector& PlayerWorldPos);
/** Headless audit of worker-cell and steady UpdateDecorations cost using the active world route.
* Audit sans rendu du coût par cellule worker et de UpdateDecorations avec la route active. */
struct FDecorationPlacementCostAudit
{
bool bNativeSurface = false;
bool bNativeFloatingIslands = false;
bool bSyntheticWorkload = false;
int32 NearEntries = 0;
int32 FarEntries = 0;
int32 SampledCells = 0;
int32 ColumnsPerCell = 0;
int32 Placements = 0;
int32 AnchorChecks = 0;
double MaximumAnchorErrorCm = 0.0;
double MaximumDensityResidual = 0.0;
double DensityQueriesPerCell = 0.0;
double SurfaceQueriesPerCell = 0.0;
double CellMedianMilliseconds = 0.0;
double CellP95Milliseconds = 0.0;
double UpdateMedianMilliseconds = 0.0;
double UpdateP95Milliseconds = 0.0;
};
bool MeasurePlacementCostForValidation(const FVector& PlayerWorldPos,
int32 SampleCellCount, int32 FrameSampleCount,
FDecorationPlacementCostAudit& OutAudit, FString& OutError);
//--- LANDMARKS (rare large objects on a coarse hash lattice — the "mini-suns") -----------
/** Stream rare landmark objects around the player. Unlike decorations, these sit on a COARSE hash
* lattice (cell = `FStrateLandmark::SpacingChunks` chunks), so cost scales with the number of
@@ -176,6 +202,12 @@ public:
bool bInstanced = false;
FTransform Xf = FTransform::Identity;
};
struct FPlacementBuildCounters
{
int32 Columns = 0;
int32 DensityQueries = 0;
int32 SurfaceQueries = 0;
};
/** A finished cell march: a snapshot of the resolved decoration list + the spawn commands. */
struct FDecoCellResult
{
@@ -259,6 +291,8 @@ private:
const UVoxelStrateDefinition* Def = nullptr; // game-thread only (biome/decoration resolve)
int32 StrateIndex = INDEX_NONE;
int32 RepChunkZ = 0; // representative chunk-Z for biome lookups
float VoxelSizeCm = VOXEL_SIZE; // active field voxel size: Core when enabled, legacy otherwise
float ActiveToOwnerVoxelScale = 1.0f; // map active Core units to the legacy generator's voxel units
float TopVoxelZ = 0.0f; // strate band, voxel coords (march range)
float BottomVoxelZ = 0.0f;
float WaterLocalZ = -FLT_MAX; // water surface, actor-local cm (-FLT_MAX = no water)
@@ -303,7 +337,8 @@ private:
const TArray<FStrateDecoration>& Entries,
const TArray<int32>& EntryBiome, uint32 InSeed,
int32 Spacing, float Step, int32 MaxCrossings, float ColumnDepth,
TArray<FDecoSpawn>& OutSpawns);
TArray<FDecoSpawn>& OutSpawns,
FPlacementBuildCounters* OutCounters = nullptr);
// Each step operates on ONE grid (G = NearGrid or FarGrid). LaunchDecoTasks throttles against the
// COMBINED in-flight count (OtherInFlight = the other grid's in-flight cells) so the two grids share
@@ -16,6 +16,7 @@ namespace VoxelForgeCoreAdapter
const UVoxelStrateManager* StrateManager,
int32 ClipRadius,
int32 MaxClipLevel,
float CoreVoxelSizeCm,
FString& OutJson,
FString& OutError);
}
+21 -15
View File
@@ -284,6 +284,12 @@ public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Voxel World|Core", meta = (DisplayName = "Core Mesher Recipe"))
EVoxelForgeCoreMesherRecipe CoreMesherRecipe = EVoxelForgeCoreMesherRecipe::MarchingCubesV1;
/** Physical Core voxel size in centimeters. Tile coordinates remain 32 voxels per tile.
* Taille physique d'un voxel Core en centimetres; chaque tuile contient 32 voxels. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Voxel World|Core",
meta = (DisplayName = "Core Voxel Size (cm)", ClampMin = "12.5", ClampMax = "25.0"))
float CoreVoxelSizeCm = 25.0f;
/** Core-only clipmap radius, in level-0 Core tiles. Does not read Settings->ClipRadius. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Voxel World|Core", meta = (ClampMin = "1", ClampMax = "64"))
int32 CoreClipRadius = 3;
@@ -440,10 +446,10 @@ public:
* Applies a spherical brush that subtracts density.
*
* @param Position - World-space center of the carve brush
* @param Radius - Brush radius in legacy Runtime voxels (12.5 cm); Core converts it to
* 25 cm voxels to preserve the physical brush size.
* @param Strength - Legacy Runtime density offset; Core scales it to 25 cm units.
* Offset de densite Runtime historique; Core le convertit en unite de 25 cm.
* @param Radius - Brush radius in legacy Runtime voxels; Core converts it using its configured
* voxel size to preserve the physical brush size.
* @param Strength - Legacy Runtime density offset; Core scales it to its configured size.
* Offset de densite Runtime historique; Core le convertit selon sa resolution.
*/
UFUNCTION(BlueprintCallable, Category = "Voxel World|Modification")
void CarveAtPosition(FVector Position, float Radius = 6.0f, float Strength = 10.0f);
@@ -453,19 +459,19 @@ public:
* Applies a spherical brush that adds density.
*
* @param Position - World-space center of the fill brush
* @param Radius - Brush radius in legacy Runtime voxels (12.5 cm); Core converts it to
* 25 cm voxels to preserve the physical brush size.
* @param Strength - Legacy Runtime density offset; Core scales it to 25 cm units.
* Offset de densite Runtime historique; Core le convertit en unite de 25 cm.
* @param Radius - Brush radius in legacy Runtime voxels; Core converts it using its configured
* voxel size to preserve the physical brush size.
* @param Strength - Legacy Runtime density offset; Core scales it to its configured size.
* Offset de densite Runtime historique; Core le convertit selon sa resolution.
*/
UFUNCTION(BlueprintCallable, Category = "Voxel World|Modification")
void FillAtPosition(FVector Position, float Radius = 6.0f, float Strength = 10.0f);
/**
* Box brush carve/fill. Position is world-space (Unreal units); ExtentVoxels is the
* box half-size in legacy Runtime voxels (12.5 cm). Core converts it to 25 cm voxels.
* Strength is a legacy-voxel density offset; Core scales it to 25 cm units and forces its sign.
* La force est un decalage de densite historique; Core la convertit en unite de 25 cm et impose le signe.
* box half-size in legacy Runtime voxels. Core converts it using its configured voxel size.
* Strength is a legacy-voxel density offset; Core scales it and forces its sign.
* La force est un decalage de densite historique; Core la convertit selon sa resolution et impose le signe.
*/
UFUNCTION(BlueprintCallable, Category = "Voxel World|Modification")
void CarveBox(FVector Position, FVector ExtentVoxels, float Strength = 12.0f);
@@ -475,8 +481,8 @@ public:
/**
* Capsule brush carve/fill between two world-space points (Unreal units). Tube radius and density offset
* use legacy Runtime voxels (12.5 cm); Core converts both to 25 cm units.
* Creuse/remplit une capsule entre deux points monde. Rayon et decalage Runtime historique sont convertis en unite Core de 25 cm.
* use legacy Runtime voxels; Core converts both using its configured voxel size.
* Creuse/remplit une capsule entre deux points monde; rayon et decalage historiques suivent la resolution Core.
* Great for boring tunnels or laying solid pillars/walls.
*/
UFUNCTION(BlueprintCallable, Category = "Voxel World|Modification")
@@ -487,7 +493,7 @@ public:
/**
* Apply a fully-specified modification (any shape). Centers/endpoints and brush dimensions
* are expected in active voxel coordinates here (12.5 cm legacy, 25 cm Core); high-level
* are expected in active voxel coordinates here (legacy or configured Core size); high-level
* helpers convert legacy brush sizes to preserve physical dimensions.
* Returns nothing; re-meshes affected chunks.
*/
@@ -593,7 +599,7 @@ public:
UFUNCTION(BlueprintPure, Category = "Voxel World|Strate")
int32 GetStrateAtPosition(FVector WorldPosition) const;
// Convert actor-local physical Z to/from UVoxelStrateManager's legacy 12.5 cm space.
// Convert actor-local physical Z to/from UVoxelStrateManager's legacy coordinate space.
// Convertit Z local physique vers/depuis l'espace historique de UVoxelStrateManager.
float ToStrateManagerLocalZ(float LocalZCm) const;
float FromStrateManagerLocalZ(float ManagerLocalZCm) const;