Files
VoxelForge/Source/VoxelForge/Private/VoxelClipmapDesiredTiles.h
T
Claude b6529719dd refactor(sheets, settings): drop the last sheet-ring remnants and dead settings
The far sheet ring was already gone from the runtime; this removes what
was left of it:
- UVoxelSettings::bFarSheetRing / FarSheetSpanLevels, the
  voxel.TestFarSheetRing switch, and their log/trace/dump fields.
- The sheet branch of VoxelClipmapDesiredTiles (FParameters sheet fields,
  OuterShell sheet level, sheet ring emission). Output for the runtime
  configuration (sheet off) is unchanged: same rings, same alignment.
- Tests: VerticalStrateReach now asserts the sheet-free selector (its
  expected counts were stale since the aligned-ring change 85a803b:
  LOD0 343 -> 512); ClipmapNoOverlap drops the sheet sweep cases and the
  frozen 7486c29 oracle's sheet branch. New expected values were computed
  with a Python port of the selector that reproduces the test's existing
  635/594487 and 508/74295 measurements exactly; all 5,145 sweep cases
  pass (no overlap, full coverage).
- Tools/VoxelForgeTest.ps1 no longer passes voxel.TestFarSheetRing or
  reports far_sheet_ring. The sheet_tile dump field is kept (the parity
  compare reads it).

Also removes settings nothing reads: CeilingViewMultiplier,
CeilingBandChunks (pre-clipmap ceiling band) and DensityVolumeMaxTasks
(the volume fill runs on its own thread). Saved assets that still carry
these values load normally; the values are ignored.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01URDGLsu7c4nunqNFPJEFPU
2026-09-28 14:53:25 +00:00

153 lines
5.8 KiB
C++

#pragma once
#include "VoxelTypes.h"
namespace VoxelClipmapDesiredTiles
{
struct FParameters
{
int32 ClipRadius = 3;
int32 MaxClipLevel = 4;
int32 RenderDistanceChunks = 0;
};
FORCEINLINE int32 FloorDiv(int32 Value, int32 Divisor)
{
return Value >= 0 ? (Value / Divisor) : -(((-Value) + Divisor - 1) / Divisor);
}
FORCEINLINE FIntVector FloorDiv(const FIntVector& Value, int32 Divisor)
{
return FIntVector(FloorDiv(Value.X, Divisor), FloorDiv(Value.Y, Divisor),
FloorDiv(Value.Z, Divisor));
}
FORCEINLINE int32 CeilDiv(int32 Value, int32 Divisor)
{
return -FloorDiv(-Value, Divisor);
}
FORCEINLINE void AlignedRingBounds(const FIntVector& Center, int32 Radius, int32 Alignment,
FIntVector& OutMin, FIntVector& OutMax)
{
const auto AlignAxis = [Radius, Alignment](int32 CenterAxis,
int32& OutAxisMin, int32& OutAxisMax)
{
const int32 BaseMin = CenterAxis - Radius;
const int32 BaseEnd = CenterAxis + Radius + 1;
OutAxisMin = FloorDiv(BaseMin, Alignment) * Alignment;
OutAxisMax = CeilDiv(BaseEnd, Alignment) * Alignment - 1;
};
AlignAxis(Center.X, OutMin.X, OutMax.X);
AlignAxis(Center.Y, OutMin.Y, OutMax.Y);
AlignAxis(Center.Z, OutMin.Z, OutMax.Z);
}
FORCEINLINE int32 OuterShellRadius(const FParameters& Parameters, int32 Radius, int32 MaxLevel)
{
if (Parameters.RenderDistanceChunks <= 0)
{
return Radius;
}
return FMath::Max(Radius,
(Parameters.RenderDistanceChunks + (1 << MaxLevel) - 1) >> MaxLevel);
}
FORCEINLINE void OuterShell(const FParameters& Parameters, int32 Radius, int32 MaxLevel,
int32& OutLevel, int32& OutRadius)
{
OutLevel = MaxLevel;
OutRadius = OuterShellRadius(Parameters, Radius, MaxLevel);
}
FORCEINLINE void ResolveVerticalBounds(
int32 CenterChunkZ, int32 ViewDistanceUp, int32 ViewDistanceDown,
int32 StrateViewMarginChunks, bool bClampToStrate, bool bHasStrate,
int32 StrateTopChunkZ, int32 StrateBottomChunkZ,
int32& OutMinChunkZ, int32& OutMaxChunkZ)
{
OutMinChunkZ = MIN_int32;
OutMaxChunkZ = MAX_int32;
if (!bClampToStrate)
{
return;
}
OutMinChunkZ = CenterChunkZ - ViewDistanceDown;
OutMaxChunkZ = CenterChunkZ + ViewDistanceUp;
if (bHasStrate)
{
OutMinChunkZ = StrateBottomChunkZ - StrateViewMarginChunks;
OutMaxChunkZ = StrateTopChunkZ + StrateViewMarginChunks;
}
}
FORCEINLINE void Build(const FIntVector& Center, int32 MinChunkZ, int32 MaxChunkZ,
const FParameters& Parameters, TArray<FVoxelTileKey>& OutTiles)
{
OutTiles.Reset();
const int32 Radius = FMath::Max(1, Parameters.ClipRadius);
const int32 MaxLevel = FMath::Clamp(Parameters.MaxClipLevel, 0, 8);
const int32 OuterRadius = OuterShellRadius(Parameters, Radius, MaxLevel);
FIntVector PreviousRingMin = FIntVector::ZeroValue;
FIntVector PreviousRingMax = FIntVector::ZeroValue;
for (int32 Level = 0; Level <= MaxLevel; ++Level)
{
const int32 Pow = 1 << Level;
const FIntVector CenterLevel = FloorDiv(Center, Pow);
const int32 LevelRadius = (Level == MaxLevel) ? OuterRadius : Radius;
// Every finer shell must end on a complete child-pair boundary so a coarser tile is
// either wholly inside it or wholly outside it. The outermost ring has no coarser
// neighbour and needs no alignment.
const int32 RingAlignment = Level < MaxLevel ? 2 : 1;
FIntVector RingMin, RingMax;
AlignedRingBounds(CenterLevel, LevelRadius, RingAlignment, RingMin, RingMax);
int32 DeltaZMin = RingMin.Z - CenterLevel.Z;
int32 DeltaZMax = RingMax.Z - CenterLevel.Z;
if (LevelRadius > Radius && MinChunkZ != MIN_int32)
{
DeltaZMin = FMath::Max(DeltaZMin, FloorDiv(MinChunkZ, Pow) - CenterLevel.Z);
DeltaZMax = FMath::Min(DeltaZMax, FloorDiv(MaxChunkZ, Pow) - CenterLevel.Z);
}
for (int32 DeltaZ = DeltaZMin; DeltaZ <= DeltaZMax; ++DeltaZ)
for (int32 DeltaY = RingMin.Y - CenterLevel.Y;
DeltaY <= RingMax.Y - CenterLevel.Y; ++DeltaY)
for (int32 DeltaX = RingMin.X - CenterLevel.X;
DeltaX <= RingMax.X - CenterLevel.X; ++DeltaX)
{
const FIntVector Tile = CenterLevel + FIntVector(DeltaX, DeltaY, DeltaZ);
const int32 TileMinZ = Tile.Z << Level;
const int32 TileMaxZ = ((Tile.Z + 1) << Level) - 1;
if (TileMaxZ < MinChunkZ || TileMinZ > MaxChunkZ)
{
continue;
}
if (Level > 0)
{
const bool bCovered =
(2 * Tile.X >= PreviousRingMin.X)
&& (2 * Tile.X + 1 <= PreviousRingMax.X)
&& (2 * Tile.Y >= PreviousRingMin.Y)
&& (2 * Tile.Y + 1 <= PreviousRingMax.Y)
&& (2 * Tile.Z >= PreviousRingMin.Z)
&& (2 * Tile.Z + 1 <= PreviousRingMax.Z);
if (bCovered)
{
continue;
}
}
OutTiles.Emplace(Tile, Level);
}
PreviousRingMin = RingMin;
PreviousRingMax = RingMax;
}
}
}