# Codex task 004 — two box verdicts assume `MinRadius ≤ MaxRadius`; a third one already doesn't **Owner:** Codex (Model Luna, xHigh) · **Orchestrator:** Claude · **Branch:** `experimental` **Status:** specified, not started **Kind:** ⚠️ **correctness of a box verdict.** Same class as task 003. Small fix, closes a class. --- ## Why this exists Three operators roll a primitive radius from a hash between two designer-set params: ```cpp Out.R = FMath::Lerp(MinRadius, MaxRadius, hash01); // FGridColumnMod ~1129 Out.R = FMath::Lerp(P.ShaftMinRadius, P.ShaftMaxRadius, hash01); // FShaftFieldSource ~1560 Out.Rxy = FMath::Lerp(P.IslandMinRadius, P.IslandMaxRadius, hash01); // FIslandBlobSource ~1850 ``` `FMath::Lerp(A, B, t)` with `t ∈ [0,1]` lands anywhere in `[min(A,B), max(A,B)]` — it does **not** require `A ≤ B`. Each op's `EffectOverBox` then sweeps a **range of lattice cells** around the query box, padded by the largest radius a cell could hold, and tests each rolled primitive exactly. The pad decides which cells are *looked at at all*, so a pad smaller than the true maximum radius means **cells are never examined**, their primitives are never tested, and the op reports `Identity` for a box that its own `Eval` will carve or fill. | op | pad used for the cell sweep | correct? | |---|---|---| | `FGridColumnMod` ~1086 | `FMath::Max(MaxRadius, 0.0f) + ColBlend` | ⛔ **exposed** | | `FShaftFieldSource` ~1436 | `FMath::Max(P.ShaftMaxRadius, P.ConnectorRadius) + ExtraReach` | ⛔ **exposed** | | `FIslandBlobSource` ~1803 | `const float MaxR = FMath::Max(P.IslandMinRadius, P.IslandMaxRadius);` | ✅ **already correct** | **The third one is the point.** Someone hit this exact concern while writing the island source and guarded it. The other two shipped without the guard. This task makes the three consistent. ## How exploitable, stated honestly The shipped defaults are correctly ordered (`2/5`, `2/7`, `5/11`), so **nothing is broken out of the box.** It needs a mis-ordered asset value — `ColumnMinRadius = 8, ColumnMaxRadius = 4`. Nothing prevents that. The `UPROPERTY` metas carry `ClampMin = "1.0"`, which is a per-property floor; Unreal has no declarative way to say "must be ≤ that other property". And `ColumnMinRadius` is *also* settable per-room through `UVoxelTerrainOpDefinition`, so it is not only the strate asset. What makes it worth the five lines: when it does happen, the failure is **invisible and maddening**. `Eval` still draws the fat column perfectly, so every tile that gets meshed looks correct; only the tiles the classifier *skipped* are missing — no geometry, no collision, in a world that otherwise looks right. ## The fix — five lines, and one thing you must NOT do Make each pad use the true envelope: ```cpp // FGridColumnMod ~1086 const float Reach = FMath::Max3(MinRadius, MaxRadius, 0.0f) + ColBlend; // FShaftFieldSource ~1436 const float Pad = FMath::Max3(P.ShaftMinRadius, P.ShaftMaxRadius, P.ConnectorRadius) + ExtraReach; ``` (Use whatever spelling is idiomatic here — check that `FMath::Max3` is already used in this codebase before reaching for it; nested `FMath::Max` is fine and matches `FIslandBlobSource`'s existing line.) ### ⛔ DO NOT "fix it properly" by normalising the params The tempting larger fix — swap `Min`/`Max` at resolution time so `Min ≤ Max` always — is **wrong and will break the build's tests.** `Eval` computes `Lerp(Min, Max, t)`; swapping the endpoints maps the same hash `t` to a *different* radius for the same cell. That changes generated geometry and breaks the eight bit-for-bit equivalence tests against the `switch` path. **Only the BOUND may become conservative. `Eval` stays byte-identical.** This is the same rule as task 003 and the same reason. ## ⚠️ Invariants 1. **No `Eval`, `RollColumn`, `RollShaft`, `GetCells`, or `GetCellsAt` body may change.** If your diff touches one, you have the wrong site — stop and say so. 2. **Do not touch `FIslandBlobSource`.** It is already correct and is the reference for this fix. 3. The change direction is strictly conservative: a wider sweep examines *more* cells, so a verdict can only move from `Identity` toward `CarveOnly`/`FillOnly`, never the reverse. Do not add any compensating tightening. 4. Comments are French + English; match the surrounding file. Say **why** the envelope is `max(Min, Max)` and not `Max` — the next reader must not "simplify" it back. ## Acceptance - `git diff --stat` shows exactly one file: `Source/VoxelForge/Private/VoxelDensityOpStack.cpp`, and a handful of lines. - The three ops now agree on the pattern. - After the build: **every box-verdict line and every equivalence test is unchanged**, because the shipped defaults are correctly ordered and the envelope only differs when they are not. **A change in any of those numbers means the diff did something it should not have.** That is this task's whole acceptance signal — a *no-op at defaults* is the expected, correct result. ## Notes for the reviewer (Claude) - Confirm both pads changed and `FIslandBlobSource` did not. - Confirm no `Lerp` argument order was touched anywhere — that is the failure mode that would look like a tidy-up and silently change the world.