wip(assembler): round L18 -- FloatingIslands false floors removed; shared strate ceiling
FI geometry v3 drops the all-XY lower boundary seal that created false floors (3.5/8 m); the ceiling comes from the shared VF_ApplyUpperBoundarySeal and AppendStratumBoundaryCeilings path for every generator, at each strate's own configured upper boundary (owner: every strate has a ceiling). Far-LOD ceiling continuity: 0 gaps at LOD4-8. SurfaceWorld bit-identical to L14 (14 configs + 24 m crossing); FI deterministic (28-row matrix); route parity and proofs pass. Unreal: FI geometryVersion 2->3 and the shared upper-seal helper extracted (UBT compile needed on the owner PC). Open: small ceiling holes; lower-stratum LOD ring steps seen through the FI void. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01CSFYgsdW8ejZSyiMf4qRSX
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@@ -450,7 +450,7 @@ bool BuildFloatingIslandStratumPlan(const UVoxelStrateManager* StrateManager,
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IslandPlan.topChunkZ = Slot.TopChunkZ;
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IslandPlan.bottomChunkZ = Slot.BottomChunkZ;
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auto& Recipe = IslandPlan.manifest.recipe;
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Recipe.geometryVersion = 2;
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Recipe.geometryVersion = 3;
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Recipe.seed = static_cast<std::uint32_t>(StrateManager->GetWorldSeed());
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Recipe.ownerVoxelSizeMicrons = static_cast<std::uint32_t>(std::llround(OwnerVoxelSizeCm * 10000.0));
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Recipe.coreVoxelSizeMicrons = static_cast<std::uint32_t>(std::llround(CoreVoxelSizeCm * 10000.0));
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@@ -41,21 +41,27 @@
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// SealFactor > 0 et BaseDensity > 0, le résultat est solide GARANTI quelle qu'ait été l'entrée.
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// C'est exactement ce qu'encode `IVoxelDensityOp::ClassifyBox` (voir VoxelDensityOp.h), et la
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// raison pour laquelle cette méthode existe.
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FORCEINLINE void VF_ApplyBoundarySeal(float& Density, float WorldZ,
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float StrateTopZ, float StrateBottomZ,
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float Thickness, float BaseDensity)
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FORCEINLINE void VF_ApplyUpperBoundarySealValue(float& Density, float WorldZ,
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float StrateTopZ, float Thickness, float BaseDensity)
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{
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if (VoxelDensityAblation::IsBoundarySealOff() || Thickness <= 0.0f) return;
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const float DistTop = StrateTopZ - WorldZ; // + si on est sous le plafond
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const float DistBot = WorldZ - StrateBottomZ; // + si on est au-dessus du sol
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const float DistTop = StrateTopZ - WorldZ;
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if (DistTop >= 0.0f && DistTop < Thickness)
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{
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float SealFactor = 1.0f - (DistTop / Thickness);
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SealFactor = SmoothStep01(SealFactor);
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Density = FMath::Max(Density, SealFactor * BaseDensity);
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}
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}
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FORCEINLINE void VF_ApplyBoundarySeal(float& Density, float WorldZ,
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float StrateTopZ, float StrateBottomZ,
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float Thickness, float BaseDensity)
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{
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if (VoxelDensityAblation::IsBoundarySealOff() || Thickness <= 0.0f) return;
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const float DistBot = WorldZ - StrateBottomZ; // + si on est au-dessus du sol
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VF_ApplyUpperBoundarySealValue(Density, WorldZ, StrateTopZ, Thickness, BaseDensity);
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if (DistBot >= 0.0f && DistBot < Thickness)
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{
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float SealFactor = 1.0f - (DistBot / Thickness);
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@@ -64,6 +70,16 @@ FORCEINLINE void VF_ApplyBoundarySeal(float& Density, float WorldZ,
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}
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}
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// The same structural seal, limited to a strate's upper boundary. Native finite fields use this
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// when their lower boundary intentionally has no seal; keeping the math here makes that ceiling
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// use the same shared density primitive as every two-sided strate seal.
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FORCEINLINE void VF_ApplyUpperBoundarySeal(float& Density, float WorldZ,
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float StrateTopZ, float Thickness, float BaseDensity)
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{
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if (VoxelDensityAblation::IsBoundarySealOff() || Thickness <= 0.0f) return;
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VF_ApplyUpperBoundarySealValue(Density, WorldZ, StrateTopZ, Thickness, BaseDensity);
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}
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//=============================================================================
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// CARVE DE PASSAGE / PASSAGE CARVING
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//=============================================================================
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