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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@@ -864,6 +864,46 @@ struct FFarMeshColumnIndex
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return Hits;
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}
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bool HasDownwardHit(double X,double Y,double Z,double Tolerance) const
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{
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const int32 CX=std::clamp(static_cast<int32>(std::floor((X-Origin.X)/Step)),0,Cells-1);
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const int32 CY=std::clamp(static_cast<int32>(std::floor((Y-Origin.Y)/Step)),0,Cells-1);
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const auto& Candidates=ByColumn[static_cast<size_t>(CY)*Cells+CX];
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for(const int32 Triangle:Candidates)
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{
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const int32 IA=Mesh.Triangles[Triangle*3],IB=Mesh.Triangles[Triangle*3+1],
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IC=Mesh.Triangles[Triangle*3+2];
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if(IA<0||IB<0||IC<0||IA>=Mesh.Normals.Num()||IB>=Mesh.Normals.Num()
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||IC>=Mesh.Normals.Num())continue;
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if(Mesh.Normals[IA].Z+Mesh.Normals[IB].Z+Mesh.Normals[IC].Z>=-1.5)continue;
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const double AX=PositionAxis(IA,0),AY=PositionAxis(IA,1),AZ=PositionAxis(IA,2);
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const double BX=PositionAxis(IB,0),BY=PositionAxis(IB,1),BZ=PositionAxis(IB,2);
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const double CXv=PositionAxis(IC,0),CYv=PositionAxis(IC,1),CZ=PositionAxis(IC,2);
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const double Den=(BX-AX)*(CYv-AY)-(BY-AY)*(CXv-AX);
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if(std::abs(Den)<1.0e-10)continue;
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const double U=((X-AX)*(CYv-AY)-(Y-AY)*(CXv-AX))/Den;
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const double V=((BX-AX)*(Y-AY)-(BY-AY)*(X-AX))/Den;
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const double W=1.0-U-V;
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if(U<-1.0e-7||V<-1.0e-7||W<-1.0e-7)continue;
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const double Hit=AZ+U*(BZ-AZ)+V*(CZ-AZ);
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if(std::abs(Hit-Z)<=Tolerance)return true;
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}
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return false;
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}
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bool HasDownwardCellCoverage(double X0,double Y0,double X1,double Y1,
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double Z,double Tolerance) const
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{
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constexpr double Samples[3]={0.125,0.5,0.875};
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for(const double V:Samples)for(const double U:Samples)
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{
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const double X=X0+(X1-X0)*U;
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const double Y=Y0+(Y1-Y0)*V;
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if(!HasDownwardHit(X,Y,Z,Tolerance))return false;
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}
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return true;
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}
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private:
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double PositionAxis(int32 Index,int32 Axis) const
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{
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@@ -974,11 +1014,11 @@ inline void AppendFarStratumShells(const FStandaloneOwnerWorld& World,const FSta
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std::vector<FBoundary> Boundaries;
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for(const FStrateSlot& Slot:Layout)
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{
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const FStrateGenerationParams Params=World.Manager->GetGenerationParams(
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FIntVector(0,0,(Slot.TopChunkZ+Slot.BottomChunkZ)/2));
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const double HalfWidth=std::max(8.0,static_cast<double>(Params.BoundarySealThickness)+8.0);
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Boundaries.push_back({static_cast<double>(Slot.BottomChunkZ)*CHUNK_SIZE,HalfWidth});
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Boundaries.push_back({static_cast<double>(Slot.TopChunkZ+1)*CHUNK_SIZE,HalfWidth});
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FStandaloneShapeWorld::FResolvedStratumBounds Resolved;
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if(!Shape.GetResolvedStratumBounds(Slot,Resolved))continue;
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const double HalfWidth=std::max(8.0,Resolved.SealThickness+8.0);
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Boundaries.push_back({Resolved.BottomZ,HalfWidth});
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Boundaries.push_back({Resolved.TopZ,HalfWidth});
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}
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std::sort(Boundaries.begin(),Boundaries.end(),[](const FBoundary& A,const FBoundary& B){return A.Z<B.Z;});
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Boundaries.erase(std::unique(Boundaries.begin(),Boundaries.end(),[](const FBoundary& A,const FBoundary& B)
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@@ -1132,3 +1172,129 @@ inline void AppendFarStratumShells(const FStandaloneOwnerWorld& World,const FSta
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Mesh.TriangleSkirtFaceMasks=std::move(CombinedFaceMasks);
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Mesh.NumSurfaceVertices=OldSurfaceVertices+AddedVertices;
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}
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inline void AppendStratumBoundaryCeilings(const FStandaloneOwnerWorld& World,
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const FStandaloneShapeWorld& Shape,const FVoxelTileKey& Key,int32 Step,FVoxelMeshData& Mesh)
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{
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if(Key.Level<0||Step<=0||!World.Manager)return;
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const FIntVector Origin=Key.OriginVoxels();
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const int32 Extent=Key.ExtentVoxels();
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const int32 GridStep=Step;
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if(Extent<=0||GridStep<=0||Extent%GridStep!=0)return;
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const int32 GridSide=Extent/GridStep+1;
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struct FCandidate
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{
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FStandaloneShapeWorld::FResolvedStratumBounds Bounds;
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std::vector<uint8> Crossing;
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};
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std::vector<FCandidate> Candidates;
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for(const FStrateSlot& Slot:World.Manager->GetLayout())
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{
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FCandidate Candidate;
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if(!Shape.GetResolvedStratumBounds(Slot,Candidate.Bounds)
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||Candidate.Bounds.SealThickness<=0.0
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||Candidate.Bounds.TopZ<Origin.Z-1.0e-6
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||Candidate.Bounds.TopZ>Origin.Z+Extent+1.0e-6)continue;
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const double Epsilon=std::min(0.5,Candidate.Bounds.SealThickness*0.25);
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if(Epsilon<=0.0)continue;
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Candidate.Crossing.resize(static_cast<std::size_t>(GridSide)*GridSide,0);
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bool AnyCrossing=false;
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for(int32 Y=0;Y<GridSide;++Y)for(int32 X=0;X<GridSide;++X)
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{
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const double WorldX=Origin.X+X*GridStep;
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const double WorldY=Origin.Y+Y*GridStep;
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const float Below=Shape.DensityAt(static_cast<float>(WorldX),static_cast<float>(WorldY),
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static_cast<float>(Candidate.Bounds.TopZ-Epsilon));
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const float Above=Shape.DensityAt(static_cast<float>(WorldX),static_cast<float>(WorldY),
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static_cast<float>(Candidate.Bounds.TopZ+Epsilon));
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const bool bCrosses=std::isfinite(Below)&&std::isfinite(Above)&&Below<0.0f&&Above>0.0f;
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Candidate.Crossing[static_cast<std::size_t>(Y*GridSide+X)]=bCrosses?1:0;
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AnyCrossing=AnyCrossing||bCrosses;
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}
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if(AnyCrossing)Candidates.push_back(std::move(Candidate));
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}
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if(Candidates.empty())return;
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const int32 Cells=std::max(1,World.CoarseTileCells);
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FFarMeshColumnIndex MeshIndex(Mesh,Origin,Extent,Cells,Step);
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const int32 OldVertexCount=Mesh.Vertices.Num();
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const int32 OldSurfaceVertices=std::clamp(Mesh.NumSurfaceVertices,0,OldVertexCount);
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const bool bHasUVs=Mesh.UVs.Num()==OldVertexCount;
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const bool bHasColors=Mesh.Colors.Num()==OldVertexCount;
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const FColor Color=bHasColors&&OldVertexCount>0?Mesh.Colors[0]:FColor(160,160,160,255);
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const double VoxelSizeCm=static_cast<double>(World.CoreVoxelSizeMicrons)/10000.0;
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std::vector<FVector> NewVertices,NewNormals;
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std::vector<FVector2f> NewUVs;
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std::vector<FColor> NewColors;
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std::vector<int32> NewTriangles;
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for(const FCandidate& Candidate:Candidates)
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{
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std::vector<int32> VertexMap(static_cast<std::size_t>(GridSide)*GridSide,INDEX_NONE);
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const double CeilingZ=Candidate.Bounds.TopZ;
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const auto AddVertex=[&](int32 X,int32 Y)
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{
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const std::size_t GridIndex=static_cast<std::size_t>(Y*GridSide+X);
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int32& Mapped=VertexMap[GridIndex];
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if(Mapped!=INDEX_NONE)return Mapped;
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Mapped=static_cast<int32>(NewVertices.size());
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const double WorldX=Origin.X+X*GridStep,WorldY=Origin.Y+Y*GridStep;
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NewVertices.emplace_back(WorldX*VoxelSizeCm,WorldY*VoxelSizeCm,CeilingZ*VoxelSizeCm);
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NewNormals.emplace_back(0.0,0.0,-1.0);
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if(bHasUVs)NewUVs.emplace_back(static_cast<float>(WorldX),static_cast<float>(WorldY));
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if(bHasColors)NewColors.push_back(Color);
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return Mapped;
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};
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for(int32 Y=0;Y+1<GridSide;++Y)for(int32 X=0;X+1<GridSide;++X)
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{
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const std::size_t I00=static_cast<std::size_t>(Y*GridSide+X);
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const std::size_t I10=I00+1,I01=I00+GridSide,I11=I01+1;
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if(!Candidate.Crossing[I00]||!Candidate.Crossing[I10]
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||!Candidate.Crossing[I01]||!Candidate.Crossing[I11])continue;
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const double CellX0=Origin.X+X*GridStep,CellY0=Origin.Y+Y*GridStep;
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const double CellX1=CellX0+GridStep,CellY1=CellY0+GridStep;
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// Suppress a coincident plane only when it covers the full cell. A hit at just the
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// center of a curved shell triangle is not enough to leave the rest of this cap cell open.
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if(MeshIndex.HasDownwardCellCoverage(CellX0,CellY0,CellX1,CellY1,CeilingZ,0.001))continue;
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const int32 A=AddVertex(X,Y),B=AddVertex(X+1,Y);
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const int32 C=AddVertex(X+1,Y+1),D=AddVertex(X,Y+1);
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NewTriangles.insert(NewTriangles.end(),{A,C,B,A,D,C});
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}
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}
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if(NewTriangles.empty())return;
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const int32 AddedVertices=static_cast<int32>(NewVertices.size());
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auto InsertVertices=[&](auto& Existing,const auto& Added)
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{
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using TArrayType=std::remove_reference_t<decltype(Existing)>;
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TArrayType Combined;Combined.Reserve(Existing.Num()+static_cast<int32>(Added.size()));
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for(int32 I=0;I<OldSurfaceVertices;++I)Combined.Add(Existing[I]);
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for(const auto& Value:Added)Combined.Add(Value);
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for(int32 I=OldSurfaceVertices;I<Existing.Num();++I)Combined.Add(Existing[I]);
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Existing=std::move(Combined);
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};
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InsertVertices(Mesh.Vertices,NewVertices);InsertVertices(Mesh.Normals,NewNormals);
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if(bHasUVs)InsertVertices(Mesh.UVs,NewUVs);
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if(bHasColors)InsertVertices(Mesh.Colors,NewColors);
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for(int32& Index:Mesh.Triangles)if(Index>=OldSurfaceVertices)Index+=AddedVertices;
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const int32 CeilingStart=std::max(0,Mesh.Triangles.Num()-Mesh.NumCeilingTriangles*3);
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TArray<int32> CombinedTriangles;CombinedTriangles.Reserve(
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Mesh.Triangles.Num()+static_cast<int32>(NewTriangles.size()));
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for(int32 I=0;I<CeilingStart;++I)CombinedTriangles.Add(Mesh.Triangles[I]);
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for(const int32 Index:NewTriangles)CombinedTriangles.Add(OldSurfaceVertices+Index);
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for(int32 I=CeilingStart;I<Mesh.Triangles.Num();++I)CombinedTriangles.Add(Mesh.Triangles[I]);
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const int32 OldTriangleCount=Mesh.Triangles.Num()/3;
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TArray<uint8> ExistingFaceMasks=Mesh.TriangleSkirtFaceMasks;
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ExistingFaceMasks.SetNum(OldTriangleCount);
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TArray<uint8> CombinedFaceMasks;CombinedFaceMasks.Reserve(
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OldTriangleCount+static_cast<int32>(NewTriangles.size()/3));
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for(int32 Triangle=0;Triangle<CeilingStart/3;++Triangle)
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CombinedFaceMasks.Add(ExistingFaceMasks[Triangle]);
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for(std::size_t Triangle=0;Triangle<NewTriangles.size()/3;++Triangle)
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CombinedFaceMasks.Add(0);
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for(int32 Triangle=CeilingStart/3;Triangle<OldTriangleCount;++Triangle)
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CombinedFaceMasks.Add(ExistingFaceMasks[Triangle]);
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Mesh.Triangles=std::move(CombinedTriangles);
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Mesh.TriangleSkirtFaceMasks=std::move(CombinedFaceMasks);
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Mesh.NumSurfaceVertices=OldSurfaceVertices+AddedVertices;
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Mesh.NumCeilingTriangles+=static_cast<int32>(NewTriangles.size()/3);
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}
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