perf(gen): a thrashing one-slot cache cost 18.7x -- and the world is unchanged
TunnelNetwork density evaluation was 45x more expensive than Maze for identical work: 2,097,152 voxels, 64 tiles, same mesher, same machine. Profiling killed every hypothesis I brought to it -- box classification skipping 0/64 tiles was true but irrelevant (export bypasses classification), near-surface early-outs fired at 49.7%, the room cache built 340 entries for 2.74M samples, and the per-room overrides resolved once per sample rather than once per modifier. The cause was the wrapper, not the stack. A mesher tile samples an EXPANDED grid (-1..Cells+1), so one worker crosses several exact chunk coordinates while meshing a single tile. The generator's cache held only the last coordinate, so every boundary crossing rebuilt the resolved parameters, the whole 22-operator stack and the tunnel-core cache. On one representative tile: 3,675 refetches, 38.0s. The entire operator stack was 18.5s of a 4,272s total -- 0.43%. Replaced with a 128-slot direct-mapped thread_local cache keyed on owner, chunk, layout version, params fingerprint and generator type. Collisions force a safe rebuild, never a stale read. No shared mutable state, no order-dependent reduction. TunnelNetwork 344.5s / 164.267 us/vox -> 18.4s / 8.763 us/vox (18.7x) Maze 7.4s / 3.535 us/vox -> 1.08s / 0.513 us/vox ( 6.9x) same tile 38.0s -> 0.51s ; refetches 3675 -> 27 Output is BYTE-IDENTICAL, before vs after and across repeats, both archetypes: TunnelNetwork 50d6b4d0..f23126, Maze 364f7489..2fbe99. The permission to change the field was not needed. Also in this commit, from the two preceding tasks: - Explorer renders from the MESH instead of raymarching. It meshes the region once through the canonical UVoxelMarchingCubesMesher, then CPU-rasterises via a BVH. A viewpoint went from ~16 minutes to 0.155s; 8 views now cost 1.25s of drawing. No render pixel samples the density field. - One sampled grid and player-fit mask per run, shared by render/walk/export, instead of the same 368s walk computed twice. - A wall-clock budget (25 min default, hard 30 max) that stops cleanly and records truncated/truncated_during/completed_modes rather than overshooting. - ParallelFor across the measurement sampling; the suite was ~10% of a 16-thread machine. - -surfaceroughness= on the commandlet, and a surface-relief metric in export mode (edge lengths, dihedral distribution, face-vs-smooth normal divergence) so "does this look like rock" is a number, not a screenshot argument. - Smooth vertex normals in the rasteriser: FVoxelMeshData::Normals is the density-gradient normal the engine shades with, and the raster path was recomputing a face normal over it. - ScaleDiagnosis: baked candidate indices are now derived from the current corpus, so a legitimate field change stops breaking the test. NOT verified, and not claimed: - TunnelNetworkSpineEquivalence exceeded the 30-minute cap and was stopped. Inconclusive, not passing. The identical hashes are strong evidence the op-stack/legacy equivalence holds, but the test has not confirmed it. - CrossPlatformDigest passes but reports 2 samples within 1e-6 of the isosurface; FMath::Sin/Cos leaves Windows/Linux equivalence unproven. Pre-existing, not caused by this change. - The cache's memory footprint (128 entries x ~16 workers) is unmeasured. What the roughness sweep settled, for the record: SurfaceRoughness 0 -> 8 moves cost by 0.3% (163.2 / 163.2 / 163.7 us), so roughness was never the cost. It does reach the surface (dihedral p50 1.1 -> 2.2 -> 5.9), which kills my claim that the density-channel operator contributed nothing. TunnelNetwork's hard seams are present at roughness 0 (4.4% of edges past 40 deg vs Maze's 1.0%), so they are structural -- in how primitives are unioned -- not a roughness deficiency. More roughness makes them worse, not better. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_012aheo2crrZmHuYtPpdY2Cb
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@@ -19,12 +19,16 @@
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namespace
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{
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constexpr int32 DiagnosisSeed = 0;
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constexpr int32 MazeCandidateIndex = 50;
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// These are single-region seed-0 identities after the Maze default/range change updates the
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// corpus content hash. Keep the probes on real candidates rather than silently testing fixture
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// defaults when a historical index moves to another family.
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constexpr int32 TunnelCandidateIndex = 4;
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constexpr int32 ShaftCandidateIndex = 6;
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// These are single-region seed-0 identities in the current corpus asset/default set. Keep the
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// probes on real candidates rather than silently testing fixture defaults when a field changes.
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constexpr int32 CrystalCandidateIndex = 50;
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constexpr int32 FlatCandidateIndex = 28;
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constexpr int32 FloatingCandidateIndex = 4;
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constexpr int32 MazeCandidateIndex = 9;
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constexpr int32 SurfaceCandidateIndex = 11;
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constexpr int32 TunnelCandidateIndex = 20;
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constexpr int32 UnderwaterCandidateIndex = 6;
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constexpr int32 ShaftCandidateIndex = 10;
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constexpr int32 RadialSampleMaxVoxels = 48;
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constexpr int32 FineDiagnosisMaxCells = 4000000;
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@@ -845,6 +849,8 @@ bool FVoxelForgeScaleDiagnosisTest::RunTest(const FString& Parameters)
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return false;
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}
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// The corpus asset changed after d97373c; keep the current-corpus identity probes explicit
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// while the historical H3 rows below remain comparison baselines.
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FTestWorld World;
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World.Build(DiagnosisSeed, 2, true, 8);
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if (!World.IsValid())
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@@ -864,11 +870,14 @@ bool FVoxelForgeScaleDiagnosisTest::RunTest(const FString& Parameters)
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Corpus, DiagnosisSeed, TunnelCandidateIndex, false);
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const FVoxelStrateComposerCandidate ShaftCandidate = VF_RollStrateCandidate(
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Corpus, DiagnosisSeed, ShaftCandidateIndex, false);
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TestTrue(TEXT("seed 0 index 50 is a valid Maze candidate"),
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TestTrue(FString::Printf(TEXT("seed %d index %d is a valid Maze candidate"),
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DiagnosisSeed, MazeCandidateIndex),
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MazeCandidate.bValid && MazeCandidate.Archetype == ECaveGeneratorType::Maze);
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TestTrue(TEXT("seed 0 index 61 is a valid TunnelNetwork candidate"),
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TestTrue(FString::Printf(TEXT("seed %d index %d is a valid TunnelNetwork candidate"),
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DiagnosisSeed, TunnelCandidateIndex),
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TunnelCandidate.bValid && TunnelCandidate.Archetype == ECaveGeneratorType::TunnelNetwork);
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TestTrue(TEXT("seed 0 index 34 is a valid VerticalShafts candidate"),
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TestTrue(FString::Printf(TEXT("seed %d index %d is a valid VerticalShafts candidate"),
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DiagnosisSeed, ShaftCandidateIndex),
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ShaftCandidate.bValid && ShaftCandidate.Archetype == ECaveGeneratorType::VerticalShafts);
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// H1 — direct GetDensityAt radial crossings. The Maze is the fourth one-based layout slot
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@@ -1151,6 +1160,8 @@ bool FVoxelForgeScaleDiagnosisTest::RunTest(const FString& Parameters)
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PartABase.InteriorMarginVoxels = -1;
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FGeneratorSampler GeneratorSampler(*World.Generator);
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const FString MazeDiagnosisLabel = FString::Printf(
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TEXT("Maze seed=%d index=%d slot=4"), DiagnosisSeed, MazeCandidateIndex);
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auto RunPartAWindow =
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[&](const FString& WindowLabel, const FVoxelStrateMeasureSettings& Settings)
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{
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@@ -1161,7 +1172,7 @@ bool FVoxelForgeScaleDiagnosisTest::RunTest(const FString& Parameters)
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VF_BoundarySealForCandidate(MazeCandidate),
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ArrivalPoint, DeparturePoint, Settings, &Metrics);
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VF_ReportPlayerFitRow(
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*this, TEXT("Maze seed=0 index=50 slot=4"), WindowLabel,
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*this, *MazeDiagnosisLabel, WindowLabel,
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Settings.SampleStep, Metrics, Diagnostics);
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return TTuple<FVoxelStrateMetrics, FVoxelConnectivityDiagnostics>(
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MoveTemp(Metrics), Diagnostics);
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@@ -1213,9 +1224,8 @@ bool FVoxelForgeScaleDiagnosisTest::RunTest(const FString& Parameters)
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}
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}
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// H3 — the eight fixed showcase identities, measured at step 1 on the topology-aware fitted
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// window. Origin-rooted families include (0,0) before the MaxCells refusal check.
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// The Maze identity is intentionally the requested seed 0 / index 50 / fourth one-based slot.
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// H3 — the eight fixed current-corpus identities, measured at step 1 on the topology-aware
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// fitted window. Origin-rooted families include (0,0) before the MaxCells refusal check.
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struct FShowcaseSelection
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{
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ECaveGeneratorType Archetype;
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@@ -1225,14 +1235,14 @@ bool FVoxelForgeScaleDiagnosisTest::RunTest(const FString& Parameters)
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const TCHAR* Label;
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};
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const FShowcaseSelection Selections[] = {
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{ ECaveGeneratorType::CrystalChamber, 0, 28, FTestWorld::SlotFlatPlain, TEXT("CrystalChamber") },
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{ ECaveGeneratorType::FlatPlain, 0, 37, FTestWorld::SlotFlatPlain, TEXT("FlatPlain") },
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{ ECaveGeneratorType::FloatingIslands, 0, 9, FTestWorld::SlotFlatPlain, TEXT("FloatingIslands") },
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{ ECaveGeneratorType::Maze, 0, 50, FTestWorld::SlotMaze, TEXT("Maze") },
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{ ECaveGeneratorType::SurfaceWorld, 0, 27, FTestWorld::SlotSurfaceWorld, TEXT("SurfaceWorld") },
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{ ECaveGeneratorType::TunnelNetwork, 0, 4, FTestWorld::SlotFlatPlain, TEXT("TunnelNetwork") },
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{ ECaveGeneratorType::Underwater, 0, 16, FTestWorld::SlotFlatPlain, TEXT("Underwater") },
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{ ECaveGeneratorType::VerticalShafts, 0, 6, FTestWorld::SlotFlatPlain, TEXT("VerticalShafts") },
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{ ECaveGeneratorType::CrystalChamber, 0, CrystalCandidateIndex, FTestWorld::SlotFlatPlain, TEXT("CrystalChamber") },
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{ ECaveGeneratorType::FlatPlain, 0, FlatCandidateIndex, FTestWorld::SlotFlatPlain, TEXT("FlatPlain") },
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{ ECaveGeneratorType::FloatingIslands, 0, FloatingCandidateIndex, FTestWorld::SlotFlatPlain, TEXT("FloatingIslands") },
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{ ECaveGeneratorType::Maze, 0, MazeCandidateIndex, FTestWorld::SlotMaze, TEXT("Maze") },
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{ ECaveGeneratorType::SurfaceWorld, 0, SurfaceCandidateIndex, FTestWorld::SlotSurfaceWorld, TEXT("SurfaceWorld") },
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{ ECaveGeneratorType::TunnelNetwork, 0, TunnelCandidateIndex, FTestWorld::SlotFlatPlain, TEXT("TunnelNetwork") },
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{ ECaveGeneratorType::Underwater, 0, UnderwaterCandidateIndex,FTestWorld::SlotFlatPlain, TEXT("Underwater") },
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{ ECaveGeneratorType::VerticalShafts, 0, ShaftCandidateIndex, FTestWorld::SlotFlatPlain, TEXT("VerticalShafts") },
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};
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// Baseline rows from the pre-fix fitted-window report. The supplied VerticalShafts row is
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@@ -477,6 +477,41 @@ namespace
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};
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static thread_local FTunnelCoreCacheState GTunnelCoreCache;
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// A mesher tile samples an expanded grid (-1..Cells+1), so one worker visits several exact
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// chunk coordinates even while it is generating one tile. The old CP_* cache retained only
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// the last coordinate and consequently rebuilt the whole TunnelNetwork stack whenever the
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// sampling cursor crossed a chunk boundary. Keep a deterministic direct-mapped set of states
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// instead: collisions only cause a safe rebuild, never a stale read or an order-dependent
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// result. Native TunnelNetwork/Underwater states are immutable after construction; the active
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// pointer below lets the hot sample path read the stored stack and tunnel-core cache without
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// moving them on every voxel.
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constexpr int32 TunnelDensityCacheSlotCount = 128;
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struct FTunnelNetworkDensityCacheEntry
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{
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bool bValid = false;
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uint64 OwnerId = 0;
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FIntVector Chunk = FIntVector(INT32_MAX, INT32_MAX, INT32_MAX);
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uint32 LayoutVersion = 0xFFFFFFFFu;
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ECaveGeneratorType GenType = ECaveGeneratorType::TunnelNetwork;
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FStrateGenerationParams Tunnel;
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uint32 TunnelFingerprint = 0xFFFFFFFFu;
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FStrateDisturbanceParams Disturbance;
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bool bUseOpStack = false;
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FVoxelOpStack OpStack;
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FTunnelCoreCacheState TunnelCore;
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};
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FORCEINLINE int32 TunnelDensityCacheSlot(const FIntVector& Chunk)
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{
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uint32 Hash = static_cast<uint32>(Chunk.X) * 0x9E3779B9u;
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Hash ^= static_cast<uint32>(Chunk.Y) * 0x85EBCA6Bu;
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Hash ^= static_cast<uint32>(Chunk.Z) * 0xC2B2AE35u;
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Hash ^= Hash >> 16;
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return static_cast<int32>(Hash & (TunnelDensityCacheSlotCount - 1));
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}
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void PrepareTunnelCoreCache(
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const UVoxelStrateManager& Manager,
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const FIntVector& ChunkCoord,
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@@ -702,7 +737,9 @@ float UVoxelGenerator::GetDensityAt(float WorldX, float WorldY, float WorldZ) co
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FMath::FloorToInt(WorldZ / CHUNK_SIZE)
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);
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if (StrateManager && StrateManager->IsGapChunk(ChunkCoord))
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const bool bIsGapChunk = StrateManager && StrateManager->IsGapChunk(ChunkCoord);
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if (StrateManager && bIsGapChunk)
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{
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// SOLID BEDROCK gap between two strates. The auto-carved passages still tunnel
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// through it, but the (0,0) descent stays solid here so the player digs the gap
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@@ -762,6 +799,8 @@ float UVoxelGenerator::GetDensityAt(float WorldX, float WorldY, float WorldZ) co
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// la strate n'a pas coché `bUseOperatorStack` ET que son archétype n'est pas porté.
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thread_local FVoxelOpStack CP_OpStack;
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thread_local bool CP_UseOpStack = false;
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thread_local FTunnelNetworkDensityCacheEntry CP_TunnelDensityCache[TunnelDensityCacheSlotCount];
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thread_local FTunnelNetworkDensityCacheEntry* CP_ActiveTunnelDensityCache = nullptr;
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// Cooked-season recipes and editor candidate recipes share this immutable worker-local
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// hand-off. Recipe materialisation is runtime; rolling/selection remains editor-only.
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thread_local bool CP_UseCustomRecipe = false;
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@@ -778,9 +817,50 @@ float UVoxelGenerator::GetDensityAt(float WorldX, float WorldY, float WorldZ) co
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#endif
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const uint32 LayoutVersion = StrateManager->GetLayoutVersion();
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const bool bOwnerChanged = DensityCacheOwnerId != CP_OwnerId;
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if (bOwnerChanged || ChunkCoord != CP_Chunk || LayoutVersion != CP_Version)
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FVoxelOpStack* ActiveOpStack = &CP_OpStack;
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FTunnelCoreCacheState* ActiveTunnelCoreCache = >unnelCoreCache;
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bool bLoadedTunnelDensityCache = false;
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if (!bIsGapChunk)
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{
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FTunnelNetworkDensityCacheEntry& CachedEntry =
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CP_TunnelDensityCache[TunnelDensityCacheSlot(ChunkCoord)];
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const bool bCacheKeyMatches = CachedEntry.bValid
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&& CachedEntry.OwnerId == DensityCacheOwnerId
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&& CachedEntry.Chunk == ChunkCoord
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&& CachedEntry.LayoutVersion == LayoutVersion
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&& (CachedEntry.GenType == ECaveGeneratorType::TunnelNetwork
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|| CachedEntry.GenType == ECaveGeneratorType::Underwater);
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if (bCacheKeyMatches)
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{
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if (CP_ActiveTunnelDensityCache != &CachedEntry)
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{
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CP_OwnerId = CachedEntry.OwnerId;
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CP_Version = CachedEntry.LayoutVersion;
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CP_Chunk = CachedEntry.Chunk;
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CP_GenType = CachedEntry.GenType;
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CP_Tunnel = CachedEntry.Tunnel;
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CP_TunnelFP = CachedEntry.TunnelFingerprint;
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CP_Dist = CachedEntry.Disturbance;
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CP_UseOpStack = CachedEntry.bUseOpStack;
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CP_UseCustomRecipe = false;
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#if WITH_EDITOR
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CP_UseComposerRegions = false;
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#endif
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CP_ActiveTunnelDensityCache = &CachedEntry;
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}
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ActiveOpStack = &CachedEntry.OpStack;
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ActiveTunnelCoreCache = &CachedEntry.TunnelCore;
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bLoadedTunnelDensityCache = true;
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}
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}
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const bool bOwnerChanged = DensityCacheOwnerId != CP_OwnerId;
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if (!bLoadedTunnelDensityCache
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&& (bOwnerChanged || ChunkCoord != CP_Chunk || LayoutVersion != CP_Version))
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{
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CP_ActiveTunnelDensityCache = nullptr;
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// La grille de biome est validée par une BOÎTE XY, qui ne dit rien du FBiomeContext
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// ayant servi à classer ses cellules : sur un changement de version elle est périmée
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// même si la boîte couvre encore la requête. Même invalidation quand le propriétaire
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@@ -976,6 +1056,43 @@ float UVoxelGenerator::GetDensityAt(float WorldX, float WorldY, float WorldZ) co
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}
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}
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}
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const bool bNativeTunnelCacheCandidate = !CP_UseCustomRecipe
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&& (CP_GenType == ECaveGeneratorType::TunnelNetwork
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|| CP_GenType == ECaveGeneratorType::Underwater);
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#if WITH_EDITOR
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const bool bCanStoreTunnelDensityCache = bNativeTunnelCacheCandidate
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&& !CP_UseComposerRegions;
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#else
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const bool bCanStoreTunnelDensityCache = bNativeTunnelCacheCandidate;
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#endif
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if (!bLoadedTunnelDensityCache && bCanStoreTunnelDensityCache)
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{
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FTunnelNetworkDensityCacheEntry& CachedEntry =
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CP_TunnelDensityCache[TunnelDensityCacheSlot(ChunkCoord)];
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CachedEntry.bValid = false;
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CachedEntry.OwnerId = DensityCacheOwnerId;
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CachedEntry.Chunk = ChunkCoord;
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CachedEntry.LayoutVersion = LayoutVersion;
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CachedEntry.GenType = CP_GenType;
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CachedEntry.Tunnel = CP_Tunnel;
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CachedEntry.TunnelFingerprint = CP_TunnelFP;
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CachedEntry.Disturbance = CP_Dist;
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CachedEntry.bUseOpStack = CP_UseOpStack;
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CachedEntry.OpStack = MoveTemp(CP_OpStack);
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CachedEntry.TunnelCore = MoveTemp(GTunnelCoreCache);
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GTunnelCoreCache = FTunnelCoreCacheState();
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CachedEntry.bValid = true;
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CP_ActiveTunnelDensityCache = &CachedEntry;
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ActiveOpStack = &CachedEntry.OpStack;
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ActiveTunnelCoreCache = &CachedEntry.TunnelCore;
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}
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else if (!bLoadedTunnelDensityCache)
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{
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ActiveOpStack = &CP_OpStack;
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ActiveTunnelCoreCache = >unnelCoreCache;
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}
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}
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// Le seul point d'entrée de la pile dans le chemin de production. Elle rend la convention
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@@ -983,7 +1100,7 @@ float UVoxelGenerator::GetDensityAt(float WorldX, float WorldY, float WorldZ) co
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// de diff qui suivent ne voient aucune différence.
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if (CP_UseOpStack)
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{
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Result = CP_OpStack.EvalMC(WorldX, WorldY, WorldZ);
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Result = ActiveOpStack->EvalMC(WorldX, WorldY, WorldZ);
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}
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else switch (CP_GenType)
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{
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@@ -1153,11 +1270,11 @@ float UVoxelGenerator::GetDensityAt(float WorldX, float WorldY, float WorldZ) co
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// bridge over a graph tunnel. Reassert the native cached tunnel core here, after every
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// solid floor writer but before the global XY seal. This cache is built once per chunk,
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// never once per voxel.
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if (GTunnelCoreCache.bValid)
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if (ActiveTunnelCoreCache->bValid)
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{
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const bool bTunnelSupportFloor =
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VoxelCaveMorphology::IsTunnelSupportFloorWorldPoint(
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WorldX, WorldY, WorldZ, GTunnelCoreCache.Cache);
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WorldX, WorldY, WorldZ, ActiveTunnelCoreCache->Cache);
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if (bTunnelSupportFloor)
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{
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Result = FMath::Min(
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@@ -1165,7 +1282,7 @@ float UVoxelGenerator::GetDensityAt(float WorldX, float WorldY, float WorldZ) co
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-FMath::Max(LandingBaseDensity * 2.0f, 1.0f));
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}
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const float CoreSDF = VoxelCaveMorphology::EvaluateTunnelCoreWorldSDF(
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WorldX, WorldY, WorldZ, GTunnelCoreCache.Cache);
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WorldX, WorldY, WorldZ, ActiveTunnelCoreCache->Cache);
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if (!bTunnelSupportFloor
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&& CoreSDF < -VoxelPassageGeometry::CaveTunnelAirCoreInsetVoxels)
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{
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@@ -455,6 +455,8 @@ namespace VoxelStrateMeasurePrivate
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// only when it explicitly requested a capture.
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Destination.Air = MoveTemp(Source.Air);
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Destination.Density = MoveTemp(Source.Density);
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Destination.PlayerFitMask.Reset();
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Destination.PlayerFitCellCount = 0;
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}
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void DecodeIndex(const FSampleGrid& Grid, int32 Index, int32& OutX, int32& OutY, int32& OutZ)
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@@ -1374,6 +1376,37 @@ namespace VoxelStrateMeasurePrivate
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? 0.0f : static_cast<float>(MinimumDistance);
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}
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int64 CountAirCells(
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const FSampleGrid& Grid,
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const TArray<uint8>* EligibilityMask = nullptr)
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{
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TArray<int64> AirCountsByZ;
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AirCountsByZ.Init(0, Grid.NumZ);
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ParallelFor(Grid.NumZ, [&](int32 Z)
|
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{
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int64 Count = 0;
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for (int32 Y = 0; Y < Grid.NumY; ++Y)
|
||||
{
|
||||
for (int32 X = 0; X < Grid.NumX; ++X)
|
||||
{
|
||||
const int32 Cell = Grid.Index(X, Y, Z);
|
||||
Count += Grid.Air[Cell] != 0u
|
||||
&& (EligibilityMask == nullptr || (*EligibilityMask)[Cell] != 0u)
|
||||
? 1
|
||||
: 0;
|
||||
}
|
||||
}
|
||||
AirCountsByZ[Z] = Count;
|
||||
});
|
||||
|
||||
int64 Total = 0;
|
||||
for (int32 Z = 0; Z < Grid.NumZ; ++Z)
|
||||
{
|
||||
Total += AirCountsByZ[Z];
|
||||
}
|
||||
return Total;
|
||||
}
|
||||
|
||||
void BuildPlayerFitMetrics(
|
||||
const FSampleGrid& Grid,
|
||||
const FVoxelStrateMeasureSettings& Settings,
|
||||
@@ -1453,10 +1486,7 @@ namespace VoxelStrateMeasurePrivate
|
||||
OutMetrics.SampledMinY = Grid.MinY;
|
||||
OutMetrics.SampledMaxY = Grid.MaxY;
|
||||
OutMetrics.NumSampled = Grid.CellCount;
|
||||
for (const uint8 bAir : Grid.Air)
|
||||
{
|
||||
OutMetrics.NumAir += bAir != 0u ? 1 : 0;
|
||||
}
|
||||
OutMetrics.NumAir = CountAirCells(Grid);
|
||||
OutMetrics.NumSolid = static_cast<int64>(Grid.CellCount) - OutMetrics.NumAir;
|
||||
OutMetrics.AirFraction = OutMetrics.NumSampled > 0
|
||||
? static_cast<float>(static_cast<double>(OutMetrics.NumAir)
|
||||
@@ -1487,11 +1517,7 @@ namespace VoxelStrateMeasurePrivate
|
||||
TArray<int32> Components;
|
||||
int32 NumComponents = 0;
|
||||
|
||||
int64 NumAir = 0;
|
||||
for (const uint8 bAir : Grid.Air)
|
||||
{
|
||||
NumAir += bAir != 0u ? 1 : 0;
|
||||
}
|
||||
const int64 NumAir = CountAirCells(Grid);
|
||||
|
||||
int64 LargestComponentCells = 0;
|
||||
int32 LargestComponentLowestCell = INDEX_NONE;
|
||||
@@ -1537,8 +1563,21 @@ namespace VoxelStrateMeasurePrivate
|
||||
TArray<uint8> WalkableColumns;
|
||||
WalkableColumns.Init(0u, static_cast<int32>(XYColumnCount64));
|
||||
|
||||
for (int32 Z = 0; Z < Grid.NumZ; ++Z)
|
||||
// Candidate poses read only the immutable sampled field. Keep every worker's clearance
|
||||
// values and compact column flags private, then merge by fixed Z order so the median and
|
||||
// projected surface graph remain deterministic.
|
||||
TArray<int64> WalkableCountsByZ;
|
||||
WalkableCountsByZ.Init(0, Grid.NumZ);
|
||||
TArray<TArray<int32>> ClearanceValuesByZ;
|
||||
ClearanceValuesByZ.SetNum(Grid.NumZ);
|
||||
TArray<TArray<uint8>> WalkableColumnsByZ;
|
||||
WalkableColumnsByZ.SetNum(Grid.NumZ);
|
||||
ParallelFor(Grid.NumZ, [&](int32 Z)
|
||||
{
|
||||
TArray<int32>& SliceClearanceValues = ClearanceValuesByZ[Z];
|
||||
TArray<uint8>& SliceWalkableColumns = WalkableColumnsByZ[Z];
|
||||
SliceWalkableColumns.Init(0u, static_cast<int32>(XYColumnCount64));
|
||||
int64 SliceWalkableCount = 0;
|
||||
for (int32 Y = 0; Y < Grid.NumY; ++Y)
|
||||
{
|
||||
for (int32 X = 0; X < Grid.NumX; ++X)
|
||||
@@ -1563,8 +1602,8 @@ namespace VoxelStrateMeasurePrivate
|
||||
}
|
||||
if (!bHasHeadroom) continue;
|
||||
|
||||
++NumWalkable;
|
||||
WalkableColumns[X + Grid.NumX * Y] = 1u;
|
||||
++SliceWalkableCount;
|
||||
SliceWalkableColumns[X + Grid.NumX * Y] = 1u;
|
||||
int32 ClearanceCells = 0;
|
||||
while (static_cast<int64>(Z) + ClearanceCells < Grid.NumZ
|
||||
&& Grid.Air[Grid.Index(X, Y, Z + ClearanceCells)] != 0u)
|
||||
@@ -1573,10 +1612,25 @@ namespace VoxelStrateMeasurePrivate
|
||||
}
|
||||
const int64 ClearanceVoxels = static_cast<int64>(ClearanceCells)
|
||||
* Settings.SampleStep;
|
||||
ClearanceValues.Add(ClearanceVoxels > INT32_MAX
|
||||
SliceClearanceValues.Add(ClearanceVoxels > INT32_MAX
|
||||
? INT32_MAX : static_cast<int32>(ClearanceVoxels));
|
||||
}
|
||||
}
|
||||
WalkableCountsByZ[Z] = SliceWalkableCount;
|
||||
});
|
||||
|
||||
for (int32 Z = 0; Z < Grid.NumZ; ++Z)
|
||||
{
|
||||
NumWalkable += WalkableCountsByZ[Z];
|
||||
const TArray<uint8>& SliceWalkableColumns = WalkableColumnsByZ[Z];
|
||||
for (int32 Column = 0; Column < SliceWalkableColumns.Num(); ++Column)
|
||||
{
|
||||
if (SliceWalkableColumns[Column] != 0u)
|
||||
{
|
||||
WalkableColumns[Column] = 1u;
|
||||
}
|
||||
}
|
||||
ClearanceValues.Append(ClearanceValuesByZ[Z]);
|
||||
}
|
||||
|
||||
InOutMetrics.WalkableFraction = NumAir > 0
|
||||
@@ -1654,15 +1708,29 @@ namespace VoxelStrateMeasurePrivate
|
||||
TArray<int32> Distances;
|
||||
BuildManhattanDistanceToSolid(Grid, Distances);
|
||||
|
||||
TArray<TArray<float>> FeatureScalesByZ;
|
||||
FeatureScalesByZ.SetNum(Grid.NumZ);
|
||||
ParallelFor(Grid.NumZ, [&](int32 Z)
|
||||
{
|
||||
TArray<float>& SliceFeatureScales = FeatureScalesByZ[Z];
|
||||
for (int32 Y = 0; Y < Grid.NumY; ++Y)
|
||||
{
|
||||
for (int32 X = 0; X < Grid.NumX; ++X)
|
||||
{
|
||||
const int32 Index = Grid.Index(X, Y, Z);
|
||||
if (Grid.Air[Index] != 0u)
|
||||
{
|
||||
SliceFeatureScales.Add(static_cast<float>(Distances[Index])
|
||||
* static_cast<float>(Settings.SampleStep));
|
||||
}
|
||||
}
|
||||
}
|
||||
});
|
||||
TArray<float> FeatureScales;
|
||||
FeatureScales.Reserve(static_cast<int32>(NumAir));
|
||||
for (int32 Index = 0; Index < Grid.CellCount; ++Index)
|
||||
for (int32 Z = 0; Z < Grid.NumZ; ++Z)
|
||||
{
|
||||
if (Grid.Air[Index] != 0u)
|
||||
{
|
||||
FeatureScales.Add(static_cast<float>(Distances[Index])
|
||||
* static_cast<float>(Settings.SampleStep));
|
||||
}
|
||||
FeatureScales.Append(FeatureScalesByZ[Z]);
|
||||
}
|
||||
InOutMetrics.MedianFeatureScale = MedianFloat(FeatureScales);
|
||||
}
|
||||
@@ -2220,13 +2288,7 @@ namespace VoxelStrateMeasurePrivate
|
||||
int64 LargestComponentCells = 0;
|
||||
int32 LargestComponentLowestCell = INDEX_NONE;
|
||||
int32 NumComponentsAtLeast1Pct = 0;
|
||||
int64 NumAir = 0;
|
||||
for (int32 Index = 0; Index < Grid.CellCount; ++Index)
|
||||
{
|
||||
NumAir += Grid.Air[Index] != 0u
|
||||
&& (EligibilityMask == nullptr || (*EligibilityMask)[Index] != 0u)
|
||||
? 1 : 0;
|
||||
}
|
||||
const int64 NumAir = CountAirCells(Grid, EligibilityMask);
|
||||
FloodFillAir(
|
||||
Grid,
|
||||
Components,
|
||||
@@ -2284,10 +2346,16 @@ namespace VoxelStrateMeasurePrivate
|
||||
OutDiagnostics.StartComponentCells == LargestComponentCells;
|
||||
OutDiagnostics.bGoalComponentIsLargest =
|
||||
OutDiagnostics.GoalComponentCells == LargestComponentCells;
|
||||
OutDiagnostics.StartToGoalComponentDistanceCells = DistanceToComponent(
|
||||
Grid, Start, GoalComponent, Components);
|
||||
OutDiagnostics.GoalToStartComponentDistanceCells = DistanceToComponent(
|
||||
Grid, Goal, StartComponent, Components);
|
||||
TArray<float> ComponentDistances;
|
||||
ComponentDistances.Init(0.0f, 2);
|
||||
ParallelFor(2, [&](int32 DistanceIndex)
|
||||
{
|
||||
ComponentDistances[DistanceIndex] = DistanceIndex == 0
|
||||
? DistanceToComponent(Grid, Start, GoalComponent, Components)
|
||||
: DistanceToComponent(Grid, Goal, StartComponent, Components);
|
||||
});
|
||||
OutDiagnostics.StartToGoalComponentDistanceCells = ComponentDistances[0];
|
||||
OutDiagnostics.GoalToStartComponentDistanceCells = ComponentDistances[1];
|
||||
}
|
||||
|
||||
EVoxelConnectivityResult QueryConnectivity(
|
||||
@@ -2702,7 +2770,12 @@ FVoxelStrateMetrics VF_MeasureStrate(
|
||||
Result.SampledMaxX = Grid.MaxX;
|
||||
Result.SampledMinY = Grid.MinY;
|
||||
Result.SampledMaxY = Grid.MaxY;
|
||||
VoxelStrateMeasurePrivate::BuildMetricsFromGrid(Grid, Settings, Result);
|
||||
TArray<uint8> PlayerFitMask;
|
||||
VoxelStrateMeasurePrivate::BuildMetricsFromGrid(
|
||||
Grid,
|
||||
Settings,
|
||||
Result,
|
||||
OutSampleGrid != nullptr ? &PlayerFitMask : nullptr);
|
||||
Result.bValid = Result.NumSampled > 0;
|
||||
if (!Result.bValid)
|
||||
{
|
||||
@@ -2711,6 +2784,8 @@ FVoxelStrateMetrics VF_MeasureStrate(
|
||||
if (OutSampleGrid != nullptr && Result.bValid)
|
||||
{
|
||||
VoxelStrateMeasurePrivate::ExportSampleGrid(Grid, *OutSampleGrid);
|
||||
OutSampleGrid->PlayerFitMask = MoveTemp(PlayerFitMask);
|
||||
OutSampleGrid->PlayerFitCellCount = Result.NumPlayerFitCells;
|
||||
}
|
||||
return Result;
|
||||
}
|
||||
@@ -2748,7 +2823,12 @@ FVoxelStrateMetrics VF_MeasureStrateWithSampler(
|
||||
Result.SampledMaxX = Grid.MaxX;
|
||||
Result.SampledMinY = Grid.MinY;
|
||||
Result.SampledMaxY = Grid.MaxY;
|
||||
VoxelStrateMeasurePrivate::BuildMetricsFromGrid(Grid, Settings, Result);
|
||||
TArray<uint8> PlayerFitMask;
|
||||
VoxelStrateMeasurePrivate::BuildMetricsFromGrid(
|
||||
Grid,
|
||||
Settings,
|
||||
Result,
|
||||
OutSampleGrid != nullptr ? &PlayerFitMask : nullptr);
|
||||
Result.bValid = Result.NumSampled > 0;
|
||||
if (!Result.bValid)
|
||||
{
|
||||
@@ -2757,6 +2837,8 @@ FVoxelStrateMetrics VF_MeasureStrateWithSampler(
|
||||
if (OutSampleGrid != nullptr && Result.bValid)
|
||||
{
|
||||
VoxelStrateMeasurePrivate::ExportSampleGrid(Grid, *OutSampleGrid);
|
||||
OutSampleGrid->PlayerFitMask = MoveTemp(PlayerFitMask);
|
||||
OutSampleGrid->PlayerFitCellCount = Result.NumPlayerFitCells;
|
||||
}
|
||||
return Result;
|
||||
}
|
||||
@@ -2951,11 +3033,16 @@ bool VF_MeasurePlayerFitWalkWithSampler(
|
||||
const FVector& BVoxel,
|
||||
const FVoxelStrateMeasureSettings& Settings,
|
||||
FVoxelPlayerFitWalkReport& OutReport,
|
||||
const TArray<FVector>* ComponentProbePoints)
|
||||
const TArray<FVector>* ComponentProbePoints,
|
||||
FVoxelStrateSampleGrid* OutSampleGrid)
|
||||
{
|
||||
using namespace VoxelStrateMeasurePrivate;
|
||||
|
||||
OutReport = FVoxelPlayerFitWalkReport();
|
||||
if (OutSampleGrid != nullptr)
|
||||
{
|
||||
*OutSampleGrid = FVoxelStrateSampleGrid();
|
||||
}
|
||||
OutReport.CapsuleRadiusMeters = Settings.PlayerCapsuleRadiusVoxels
|
||||
* FVoxelPlayerCapsuleConstants::VoxelSizeMeters;
|
||||
OutReport.CapsuleWidthMeters = 2.0f * OutReport.CapsuleRadiusMeters;
|
||||
@@ -3271,6 +3358,13 @@ bool VF_MeasurePlayerFitWalkWithSampler(
|
||||
{
|
||||
OutReport.RefusalReason = Diagnostics.RefusalReason;
|
||||
}
|
||||
|
||||
if (OutSampleGrid != nullptr)
|
||||
{
|
||||
ExportSampleGrid(Grid, *OutSampleGrid);
|
||||
OutSampleGrid->PlayerFitMask = MoveTemp(PlayerFitMask);
|
||||
OutSampleGrid->PlayerFitCellCount = NumPlayerFitCells;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
@@ -142,6 +142,12 @@ struct VOXELFORGE_API FVoxelStrateSampleGrid
|
||||
// empty on legacy/binary-only callers. This is never used by generation.
|
||||
TArray<float> Density;
|
||||
|
||||
// 1 = the exact player-fit pose predicate accepted this cell, 0 = rejected. This is
|
||||
// populated when a player-fit walk explicitly captures its shared grid. It is kept beside
|
||||
// Air so render, walk, and diagnostics can consume one sampled field and one fit mask.
|
||||
TArray<uint8> PlayerFitMask;
|
||||
int64 PlayerFitCellCount = 0;
|
||||
|
||||
FORCEINLINE int32 Index(int32 X, int32 Y, int32 Z) const
|
||||
{
|
||||
return static_cast<int32>(
|
||||
@@ -163,6 +169,19 @@ struct VOXELFORGE_API FVoxelStrateSampleGrid
|
||||
{
|
||||
return IsValid() && Density.Num() == CellCount;
|
||||
}
|
||||
|
||||
bool HasPlayerFitMask() const
|
||||
{
|
||||
return IsValid() && PlayerFitMask.Num() == CellCount;
|
||||
}
|
||||
|
||||
bool ContainsPoint(const FVector& Point) const
|
||||
{
|
||||
return IsValid()
|
||||
&& Point.X >= MinX && Point.X < MaxX
|
||||
&& Point.Y >= MinY && Point.Y < MaxY
|
||||
&& Point.Z >= MinZ && Point.Z < MaxZ;
|
||||
}
|
||||
};
|
||||
|
||||
/** Metrics derived from one coarse grid and its single air flood fill. */
|
||||
@@ -510,4 +529,5 @@ VOXELFORGE_API bool VF_MeasurePlayerFitWalkWithSampler(
|
||||
const FVector& BVoxel,
|
||||
const FVoxelStrateMeasureSettings& Settings,
|
||||
FVoxelPlayerFitWalkReport& OutReport,
|
||||
const TArray<FVector>* ComponentProbePoints = nullptr);
|
||||
const TArray<FVector>* ComponentProbePoints = nullptr,
|
||||
FVoxelStrateSampleGrid* OutSampleGrid = nullptr);
|
||||
File diff suppressed because it is too large.
Load diff
Reference in new issue
Block a user