#pragma once // Standalone-only port of the research field's round, winding tunnel profile. // The cubic centerline, variable radius and elliptical vertical section follow // GeneratedTunnelEdgeFromColumnProfile in VoxelRedefinedDensityField.cpp. namespace FStandaloneResearchTunnels { inline constexpr float WorldCenterZVoxels=-80.0f; inline uint32 Mix(uint32 X) { X ^= X >> 16; X *= 0x7FEB352Du; X ^= X >> 15; X *= 0x846CA68Bu; X ^= X >> 16; return X; } inline uint32 EdgeHash(int32 X, int32 Y, int32 Axis, uint32 Seed) { uint32 H = Seed ^ 0x9E3779B9u; H = Mix(H ^ static_cast(X) * 0x85EBCA6Bu); H = Mix(H ^ static_cast(Y) * 0xC2B2AE35u); return Mix(H ^ static_cast(Axis) * 0x27D4EB2Fu); } inline float Unit(uint32 X) { return static_cast(Mix(X) >> 8) * (1.0f / 16777216.0f); } inline uint32 NoiseHash(int32 X,int32 Y,int32 Z,uint32 Seed) { uint32 H=Mix(Seed^0xB5297A4Du); H=Mix(H^static_cast(X)*0x68E31DA4u); H=Mix(H^static_cast(Y)*0x1B56C4E9u); return Mix(H^static_cast(Z)*0x9E3779B9u); } inline float NoiseValue(int32 X,int32 Y,int32 Z,uint32 Seed) { return static_cast(NoiseHash(X,Y,Z,Seed)>>8)*(2.0f/16777215.0f)-1.0f; } inline float Fade(float T) { return T*T*(3.0f-2.0f*T); } inline float ValueNoise(float X,float Y,float Z,int32 Wavelength,uint32 Seed) { const float Inv=1.0f/static_cast(Wavelength); const float FX=X*Inv,FY=Y*Inv,FZ=Z*Inv; const int32 X0=FMath::FloorToInt(FX),Y0=FMath::FloorToInt(FY),Z0=FMath::FloorToInt(FZ); const float TX=Fade(FX-static_cast(X0)); const float TY=Fade(FY-static_cast(Y0)); const float TZ=Fade(FZ-static_cast(Z0)); const float Z00=FMath::Lerp(NoiseValue(X0,Y0,Z0,Seed),NoiseValue(X0+1,Y0,Z0,Seed),TX); const float Z10=FMath::Lerp(NoiseValue(X0,Y0+1,Z0,Seed),NoiseValue(X0+1,Y0+1,Z0,Seed),TX); const float Z01=FMath::Lerp(NoiseValue(X0,Y0,Z0+1,Seed),NoiseValue(X0+1,Y0,Z0+1,Seed),TX); const float Z11=FMath::Lerp(NoiseValue(X0,Y0+1,Z0+1,Seed),NoiseValue(X0+1,Y0+1,Z0+1,Seed),TX); return FMath::Lerp(FMath::Lerp(Z00,Z10,TY),FMath::Lerp(Z01,Z11,TY),TZ); } inline float WallRelief(float X,float Y,float Z,uint32 Seed) { return 0.70f*ValueNoise(X,Y,Z,8,Seed^0xA511E9B3u) +1.05f*ValueNoise(X,Y,Z,16,Seed^0x63D83595u) +1.45f*ValueNoise(X,Y,Z,32,Seed^0xB5297A4Du); } inline float SmoothMax(float A,float B,float Width) { const float H=FMath::Max(Width-FMath::Abs(A-B),0.0f)/Width; return FMath::Max(A,B)+(H*H)*(Width*0.25f); } inline float Apply(float BaseDensity, float X, float Y, float Z, uint32 Seed, bool bEnabled, bool bEnhancedWalls) { if (!bEnabled) return BaseDensity; constexpr float CenterZ = WorldCenterZVoxels; if (FMath::Abs(Z-CenterZ) > 36.0f) return BaseDensity; constexpr float Pitch = 144.0f; constexpr float RadiusBase = 28.0f; constexpr float HalfHeight = 26.0f; const int32 BaseCellX = FMath::FloorToInt(X/Pitch); const int32 BaseCellY = FMath::FloorToInt(Y/Pitch); float Best = -FLT_MAX; bool bHasEdge = false; const auto CellCenter = [&](int32 CX, int32 CY, float& OutX, float& OutY) { const uint32 H = EdgeHash(CX,CY,3,Seed); OutX = (static_cast(CX)+0.5f)*Pitch + (Unit(H^0xA511E9B3u)-0.5f)*Pitch*0.18f; OutY = (static_cast(CY)+0.5f)*Pitch + (Unit(H^0x63D83595u)-0.5f)*Pitch*0.18f; }; const auto EvaluateEdge = [&](int32 CX, int32 CY, int32 Axis) { const uint32 H = EdgeHash(CX,CY,Axis,Seed); if (Unit(H^0x68E31DA4u) > 0.56f) return; bHasEdge = true; const int32 NX = CX + (Axis == 0 ? 1 : 0); const int32 NY = CY + (Axis == 1 ? 1 : 0); float AX,AY,BX,BY; CellCenter(CX,CY,AX,AY); CellCenter(NX,NY,BX,BY); const float ABX = BX-AX, ABY = BY-AY; const float LengthSquared = ABX*ABX+ABY*ABY; float T = LengthSquared > 1.0e-8f ? FMath::Clamp(((X-AX)*ABX+(Y-AY)*ABY)/LengthSquared,0.0f,1.0f) : 0.0f; const float Length = FMath::Sqrt(LengthSquared); const float NXrm = Length > 1.0e-4f ? -ABY/Length : 0.0f; const float NYrm = Length > 1.0e-4f ? ABX/Length : 0.0f; const float BendA = (Unit(H^0xB5297A4Du)*2.0f-1.0f)*Pitch*0.16f; const float BendB = (Unit(H^0x1B56C4E9u)*2.0f-1.0f)*Pitch*0.16f; const float C1X=AX+ABX/3.0f+NXrm*BendA, C1Y=AY+ABY/3.0f+NYrm*BendA; const float C2X=AX+ABX*(2.0f/3.0f)+NXrm*BendB; const float C2Y=AY+ABY*(2.0f/3.0f)+NYrm*BendB; for (int32 Iteration=0;Iteration<4;++Iteration) { const float U=T, O=1.0f-U; const float PX=O*O*O*AX+3.0f*O*O*U*C1X+3.0f*O*U*U*C2X+U*U*U*BX; const float PY=O*O*O*AY+3.0f*O*O*U*C1Y+3.0f*O*U*U*C2Y+U*U*U*BY; const float DX=3.0f*O*O*(C1X-AX)+6.0f*O*U*(C2X-C1X)+3.0f*U*U*(BX-C2X); const float DY=3.0f*O*O*(C1Y-AY)+6.0f*O*U*(C2Y-C1Y)+3.0f*U*U*(BY-C2Y); const float DDX=6.0f*O*(C2X-2.0f*C1X+AX)+6.0f*U*(BX-2.0f*C2X+C1X); const float DDY=6.0f*O*(C2Y-2.0f*C1Y+AY)+6.0f*U*(BY-2.0f*C2Y+C1Y); const float Den=DX*DX+DY*DY+(PX-X)*DDX+(PY-Y)*DDY; if (FMath::Abs(Den)>1.0e-4f) T=FMath::Clamp(U-((PX-X)*DX+(PY-Y)*DY)/Den,0.0f,1.0f); } const float O=1.0f-T; const float PX=O*O*O*AX+3.0f*O*O*T*C1X+3.0f*O*T*T*C2X+T*T*T*BX; const float PY=O*O*O*AY+3.0f*O*O*T*C1Y+3.0f*O*T*T*C2Y+T*T*T*BY; const float DX=X-PX,DY=Y-PY; const float Distance=FMath::Sqrt(DX*DX+DY*DY); const float Phase=Unit(H^0xA511E9B3u)*6.2831853071795864769f; const float Radius=RadiusBase*(0.82f+0.36f*Unit(H^0x63D83595u)) *(1.0f+0.22f*VoxelMath::DetSin(6.2831853071795864769f*T+Phase)); const float VerticalWave=4.0f*VoxelMath::DetSin(3.14159265358979323846f*T) *VoxelMath::DetSin(6.2831853071795864769f*T+Phase); const float VerticalOffset=Z-(CenterZ+VerticalWave); const float HorizontalDistance=FMath::Max(0.0f,Distance); const float Normalized=FMath::Sqrt( FMath::Square(HorizontalDistance/FMath::Max(Radius,1.0f)) +FMath::Square(VerticalOffset/FMath::Max(HalfHeight,1.0f))); const float EdgeDensity=(1.0f-Normalized)*FMath::Min(Radius,HalfHeight); Best=bEnhancedWalls&&Best>-FLT_MAX ?SmoothMax(Best,EdgeDensity,4.0f):FMath::Max(Best,EdgeDensity); }; for (int32 CY=BaseCellY-1;CY<=BaseCellY+1;++CY) for (int32 CX=BaseCellX-1;CX<=BaseCellX+1;++CX) { EvaluateEdge(CX,CY,0); EvaluateEdge(CX,CY,1); } if(!bHasEdge)return BaseDensity; if(bEnhancedWalls)Best+=WallRelief(X,Y,Z,Seed); // The wider base/round-field blend removes tiny marching-cubes wedges where a round // branch meets an existing room or passage wall. Relief remains active on the tunnel // wall; this only rounds the structural union boundary. return bEnhancedWalls?SmoothMax(BaseDensity,Best,8.0f):FMath::Max(BaseDensity,Best); } }