From the owner's fly-through ("very impressive, in some cases slightly better than the original"):
- Streaming: Core compiles world-aligned fine-detail pages for tiles entering the view and releases
them when they leave; the viewer keeps resident tiles. One chunk crossing: 144 new tiles, 1,822
kept (was a full rebuild). A tile built as a late page hashes identically (density, mesh, payload,
topology) to the same tile from an initial build.
- LOD>=1 fins: off-surface planar connector panels are now checked against the source surface and
projected onto it; coarse audit 0 off-surface panels; far survival passes, bad-shell still fails.
- LOD0 stair patches: 2,630 sign-changing edges had one endpoint at the fixed +-4.125 fallback
(carve surfaces were excluded from distance storage); distances now completed analytically, 462
packed signs corrected; the audit now fails on any sign edge missing either endpoint (0 of 952,997).
- W1/W8 hashes equal; routes 5642/5642; look, passage and far audits pass.
Verified by me, interleaved (8 workers, cold): 1.014 s vs 1.008 s for aeeedaa, no regression.
Open: a chunk crossing still costs ~1.2 s of page compilation.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
6.9 KiB
VoxelForgeCore API reference
Public header: Core/include/VoxelForgeCore/VoxelForgeCore.h (C++20, standard library only).
Build the static library and viewer with Build.ps1 -Target All, or only the library with
Build.ps1 -Target Core.
The public header uses only standard C++ types and can be included after Unreal's CoreMinimal.h.
Core/verification/UnrealHeaderCoexistence.cpp is the compile smoke check against the installed
Unreal 5.7 headers. Copied generator and compatibility declarations stay in the private
vfcore::detail implementation and do not appear in this API.
Units and ownership
Vec3dquery positions andVec3ivoxel coordinates are in voxels.TileKey.coordinateis a tile coordinate; one coordinate step spans32 << lodvoxels.- Mesh vertex positions are centimetres. UVs, RGBA8 colors, normals and 32-bit indices are
returned per vertex / triangle in owned
std::vectors. MeshGroups::groundTriangleCountandceilingTriangleCountdescribe the contiguous index runs emitted by the mesher. Ceiling is the final run.skirtTriangleCountis a subset of the ground and ceiling runs.surfaceVertexCountends before skirt vertices.- A
Worldowns its compiled field and edit log. The snapshot can be shared as immutable input. Serialize compile/edit changes against query and tile-generation calls on that sameWorld.
Load and compile
ResolvedWorldSnapshot::FromJson accepts the normalized UTF-8 schema-v1 owner export used by the
standalone loader. It returns std::nullopt and fills error when parsing or asset resolution
fails. Read configuration() for the resolved scalar settings.
Implement JobScheduler::parallel_for in the host. It must run each index from zero to count - 1
exactly once and return only after all submitted work is complete. The library creates no threads.
ShapeBuildRequest supplies the detail and clip bounds in voxels, worker limit, detail variant,
far-world inclusion, and optional tunnel/detail profiles.
std::string error;
auto snapshot = VoxelForgeCore::ResolvedWorldSnapshot::FromJson(json, error);
if (!snapshot) { /* report error */ }
VoxelForgeCore::World world(std::move(*snapshot));
VoxelForgeCore::ShapeBuildRequest build;
build.minVoxel = {-256, -768, -384};
build.maxVoxel = { 256, -256, 128};
build.clipMinVoxel = {-57344, -57344, -8192};
build.clipMaxVoxel = { 49152, 49152, 8192};
build.workerLimit = 8;
build.includeFarWorld = true;
if (!world.compile(build, hostScheduler, error)) { /* report error */ }
For a streamed shape world, compile the initial camera region once, then add deterministic detail pages before generating any newly desired fine tile outside that region:
const auto entering = world.desiredTiles(newCameraVoxels);
VoxelForgeCore::TileGenerationOptions options;
std::size_t pageCoveredTiles = 0;
if (!world.compileTileRegion(entering, 8, hostScheduler, error, &pageCoveredTiles)) {
/* report error */
}
for (const auto& key : entering) {
if (auto mesh = world.generateTile(key, options, error)) { /* upload and retain */ }
}
world.retainTileRegions(entering);
The Core groups fine tiles into pages using absolute tile coordinates, so a page's contents do not
depend on the camera or the order in which the player reaches it. Pages cover a 128-voxel cube (or
one larger coarse tile), with an 8-voxel sampling apron. compileTileRegion skips LODs at or above
fullResolutionLodCount, keys covered by the initial ShapeBuildRequest, and pages already
resident. Its optional output counts requested fine tile keys that needed a newly compiled page;
it does not count the page's internal lattice samples. After all pages needed by the next desired
set compile, call retainTileRegions with that set to release pages no longer needed. The Core
owns page lifetime and mesh data; the host keeps still-visible meshes resident until replacement
tiles are generated and uploaded.
Queries and tiles
densityAt(position) returns signed density; negative is solid and nonnegative is air.
isSolidAt wraps that sign test. isSolidAlongSegment(start, end, spacing) samples evenly along
the segment with no interval wider than spacing voxels; it returns true if any sample is solid.
classifyBox(origin, step, cells) returns allSolid, allAir or mixed for mesher tile
classification.
desiredTiles(cameraVoxels) returns the snapshot's clipmap set. Pass it to
prioritizeTiles(tiles, centerChunk) when submitting work. Generate independent keys concurrently
on host workers:
VoxelForgeCore::TileGenerationOptions options;
auto mesh = world.generateTile(key, options, error);
if (!mesh) { /* report error */ }
// mesh->vertices, mesh->indices and mesh->groups are owned by this result.
The optional hashDensity flag fills deterministic density, viewer-mesh, payload and topology
hashes. captureDensitySamples is a diagnostic option and retains the sampled lattice values.
Deterministic edits
Build an EditTransaction with a monotonically increasing authority sequence and an ordered brush
array (sphere, capsule, roundedBox; carve, addRock, densityOffset). carve and
addRock apply hard signed-distance CSG. densityOffset applies strength inside a sphere or
inside/around a capsule or box with its falloff band; negative strength carves and positive
strength adds rock. This operation maps the plugin's soft FVoxelModification brushes into the
shared field. Apply the transaction against the currently desired keys:
VoxelForgeCore::EditTransaction edit;
edit.sequence = 12;
VoxelForgeCore::EditBrush brush;
brush.shape = VoxelForgeCore::EditBrush::Shape::capsule;
brush.operation = VoxelForgeCore::EditBrush::Operation::densityOffset;
brush.a = {0.0, 0.0, 0.0};
brush.b = {12.0, 0.0, 0.0};
brush.radius = 3.0;
brush.strength = -10.0f;
brush.falloff = 2.0f;
edit.brushes.push_back(brush);
const auto affected = world.applyEditTransaction(edit, currentTiles, error);
if (affected) {
for (const auto& lodTiles : affected->affectedByLod)
for (const auto& key : lodTiles)
submitHostJob([&, key] {
std::string tileError;
return world.generateTile(key, options, tileError);
});
}
The transaction digest covers the sequence and each brush field in order. Replaying the same
sequence and values returns the original result; reusing a sequence with different values or
applying an older sequence is rejected. Each client must deserialize identical brush values and
apply transactions in the same sequence. affectedByLod is limited to the desired keys passed to
the call.
Other outputs
farConnectorSegments() returns owned connector geometry, while farConnectorCandidates(min,max)
returns candidate indices overlapping a voxel-space box. The audit methods expose shape detail,
surface-family and camera-look checks for host diagnostics. All returned values are standard C++;
the host owns conversion to engine mesh, collision or renderer objects.