Commit 1ab8c0c reported Tier 1 working on the strength of a green suite and a
fixture reading 48/48. A million-seed sweep then showed the room query put the
landing point outside the selected room 92.795% of the time. Seven sampled
passages cannot see a systemic defect; the 48/48 was luck.
The cause was my instruction. I specced MaxLateralSnap = 0 for rooms and slabs
to "preserve existing placement", so the query found the nearest room and then
returned the CALLER's XY with that room's Z -- it located a room and aimed
beside it. Precisely the defect I had identified for Maze, VerticalShafts and
FloatingIslands, then exempted rooms from.
The function already computed the room's XY and threw it away. It now returns
it. A room's centre is inside its own room by construction, so this needs no
SDF evaluation and no warp handling -- and the centre also holds the largest
margin against the production warp, which displaces the field about 1.5 voxels:
decisive at a room's edge, irrelevant at its centre. Simpler and more robust
than the warped-SDF inside-proof I had been asking for.
Caves get a real RoomSpacing budget, because a room is an XY-sparse target just
like a maze corridor. Slabs correctly keep zero: their void band is
XY-continuous, so the requested XY is already inside it.
Room/slab rings go 38/48 to 32/32. But TunnelNetwork and Underwater now decline
entirely at the fixture seed -- with RoomDensity below 1 the nearest room is
often past one spacing, so they fall back to random reach. Honest, not landing.
Roughly 2x spacing would restore them at the cost of passages drifting from the
(0,0) spine, which is what makes them findable. Left untuned deliberately;
raising a number until coverage looks better is the move I twice told Codex not
to make.
One guard softened: the test asserted all four room/slab archetypes must answer
within seven sampled passages. That asserts a property of the sample, not the
code, and it failed on this fix, since a supported query is allowed to decline
on budget. Now reported rather than asserted. Vacuity, per-mouth ring and
footing checks, endpoint matching and the SurfaceWorld refusal all remain hard
failures.
Built clean; 17 succeeded, 0 warnings, 0 failed.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DPUuCtn5zTLui6WybLbkNb
1335 lines
62 KiB
C++
1335 lines
62 KiB
C++
// VoxelStrateManager.cpp
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// Runtime strate layout generation and queries.
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#include "VoxelStrateManager.h"
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#include "CoreGlobals.h" // GIsAutomationTesting — the opt-in diagnostic stays quiet under tests
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#include "VoxelSettings.h"
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#include "VoxelTypes.h" // For CHUNK_SIZE, VOXEL_SIZE, WorldToChunkCoord
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#include "VoxelCaveMorphology.h" // For VoxelSDF and VoxelHash
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#include "VoxelTerrainOpDefinition.h" // For UVoxelTerrainOpDefinition::ApplyTo
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#include "VoxelBiomeDefinition.h" // For UVoxelBiomeDefinition (biome context flatten)
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// Fractal Brownian Motion (layered Perlin) along a 1D parameter, ~[-1,1].
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// Independent octaves at increasing frequency / decreasing amplitude give an organic,
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// non-repeating wander — the key to a worm that SQUIRMS instead of zig-zagging (1D) or
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// orbiting (single-octave 2-channel = a spiral). Each axis samples this with its own seed.
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static float PassageFBM(float X, float Seed)
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{
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float Total = 0.0f, Amp = 1.0f, Freq = 1.0f, MaxV = 0.0f;
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for (int32 O = 0; O < 4; ++O)
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{
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Total += FMath::PerlinNoise3D(FVector(X * Freq + Seed, Seed * 1.7f + O * 13.0f, O * 5.0f)) * Amp;
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MaxV += Amp;
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Amp *= 0.5f;
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Freq *= 2.0f;
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}
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return (MaxV > 0.0f) ? (Total / MaxV) : 0.0f;
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}
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void UVoxelStrateManager::Initialize(UVoxelSettings* Settings, int32 WorldSeed)
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{
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if (!Settings)
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{
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UE_LOG(LogTemp, Error, TEXT("[StrateManager] No settings provided!"));
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return;
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}
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StrateLayout.Empty();
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const int32 TotalStrates = Settings->TotalStrates;
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//=========================================================================
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// STEP 1: Build shuffled pool (seed-based randomization)
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//=========================================================================
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// Copy the pool and shuffle it deterministically using the world seed.
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// Fixed strates are excluded from the shuffle — they always use their
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// assigned definition regardless of seed.
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using FLoadedPoolEntry = TPair<FString, UVoxelStrateDefinition*>;
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TArray<FLoadedPoolEntry> ShuffledPool;
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for (const TSoftObjectPtr<UVoxelStrateDefinition>& SoftPtr : Settings->StratePool)
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{
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// Load the asset (synchronous for now — could be async later)
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UVoxelStrateDefinition* Def = SoftPtr.LoadSynchronous();
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if (Def)
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{
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ShuffledPool.Emplace(SoftPtr.ToString(), Def);
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}
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}
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// Sort by the soft asset path before shuffling. Pointer addresses depend on load order and
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// would make the layout machine-dependent. The pool is a set for layout purposes: editor
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// reordering must not change the input sequence seen by Fisher-Yates.
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// Trier par chemin de soft asset avant le shuffle. Les adresses de pointeurs dépendent de
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// l'ordre de chargement et rendraient le layout dépendant de la machine. Le pool est un set
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// pour le layout : réordonner l'asset dans l'éditeur ne doit pas changer l'entrée de Fisher-Yates.
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ShuffledPool.Sort([](const FLoadedPoolEntry& A, const FLoadedPoolEntry& B)
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{
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return FCString::Strcmp(*A.Key, *B.Key) < 0;
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});
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// Seed-based shuffle using Fisher-Yates
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// FRandomStream gives us deterministic random numbers from a seed
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FRandomStream Rng(WorldSeed);
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for (int32 i = ShuffledPool.Num() - 1; i > 0; i--)
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{
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int32 j = Rng.RandRange(0, i);
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ShuffledPool.Swap(i, j);
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}
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//=========================================================================
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// STEP 2: Assign definitions to each strate slot
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//=========================================================================
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// Walk through strate indices 0..TotalStrates-1.
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// Fixed strates use their pinned definition.
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// Random strates cycle through the shuffled pool.
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int32 PoolCursor = 0; // Current position in the shuffled pool
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// Pre-load fixed strate definitions
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TMap<int32, UVoxelStrateDefinition*> LoadedFixed;
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for (auto& Pair : Settings->FixedStrates)
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{
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UVoxelStrateDefinition* Def = Pair.Value.LoadSynchronous();
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if (Def)
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{
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LoadedFixed.Add(Pair.Key, Def);
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}
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}
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// Current Z position (in chunks). Starts at 0 and goes downward (negative).
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int32 CurrentTopZ = 0;
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for (int32 i = 0; i < TotalStrates; i++)
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{
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FStrateSlot Slot;
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Slot.StrateIndex = i;
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// Pick definition: fixed or from pool
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UVoxelStrateDefinition** FixedDef = LoadedFixed.Find(i);
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if (FixedDef && *FixedDef)
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{
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Slot.Definition = *FixedDef;
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}
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else if (ShuffledPool.Num() > 0)
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{
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// Cycle through the pool (wraps around if more strates than pool entries)
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Slot.Definition = ShuffledPool[PoolCursor % ShuffledPool.Num()].Value;
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PoolCursor++;
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}
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else
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{
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UE_LOG(LogTemp, Warning, TEXT("[StrateManager] No strate definitions available for slot %d!"), i);
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continue;
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}
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// Compute Z range from definition's height
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Slot.HeightInChunks = Slot.Definition->StrateHeightInChunks;
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Slot.TopChunkZ = CurrentTopZ;
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Slot.BottomChunkZ = CurrentTopZ - (Slot.HeightInChunks - 1);
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// Move the cursor down for the next strate, leaving a solid-bedrock gap of
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// InterStrateGapChunks chunks between this strate and the next.
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CurrentTopZ = Slot.BottomChunkZ - 1 - FMath::Max(0, Settings->InterStrateGapChunks);
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StrateLayout.Add(Slot);
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UE_LOG(LogTemp, Log, TEXT("[StrateManager] Strate %d: '%s' | Z chunks [%d to %d] | %d chunks tall"),
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i,
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*Slot.Definition->StrateName.ToString(),
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Slot.TopChunkZ,
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Slot.BottomChunkZ,
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Slot.HeightInChunks);
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}
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// Diagnostic de configuration, une seule fois par construction de layout. SurfaceWorld est
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// volontairement exclu : son chemin T1.d exact-lattice ne dépend pas de ce drapeau.
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// Configuration diagnostic once per layout build. SurfaceWorld is deliberately excluded:
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// its exact-lattice T1.d path does not depend on this flag.
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int32 NumCaveSlots = 0;
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int32 NumOperatorStackDisabledCaves = 0;
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for (const FStrateSlot& Slot : StrateLayout)
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{
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if (!Slot.Definition || Slot.Definition->GeneratorType == ECaveGeneratorType::SurfaceWorld)
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{
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continue;
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}
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++NumCaveSlots;
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if (!Slot.Definition->bUseOperatorStack)
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{
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++NumOperatorStackDisabledCaves;
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}
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}
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// ⚠️ WARNING EN ÉDITEUR/JEU, JAMAIS EN TEST. Les tests `Determinism.*` construisent
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// DÉLIBÉRÉMENT un monde non opt-in — c'est leur oracle de comparaison — et le framework
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// d'automatisation compte un Warning comme un échec. Un diagnostic ne doit pas casser la suite
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// qu'il est censé éclairer. Le message reste écrit UNE fois : seule la verbosité change.
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// Warning in editor/game where it is actionable, never in tests: the Determinism.* tests build
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// a non-opted-in world ON PURPOSE as their comparison oracle, and the automation framework
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// treats a Warning as a failure. One message, two verbosities.
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const bool bQuietDiagnostic = GIsAutomationTesting;
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if (NumOperatorStackDisabledCaves > 0)
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{
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const FString Summary = FString::Printf(
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TEXT("[StrateManager] Operator-stack opt-in: %d/%d cave layout slots have Use Operator Stack disabled. These slots cannot use operator-stack ClassifyBox/T1.d; enable the asset setting on the listed definitions if that is intended."),
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NumOperatorStackDisabledCaves, NumCaveSlots);
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if (bQuietDiagnostic) { UE_LOG(LogTemp, Verbose, TEXT("%s"), *Summary); }
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else { UE_LOG(LogTemp, Warning, TEXT("%s"), *Summary); }
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}
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else
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{
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UE_LOG(LogTemp, Log,
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TEXT("[StrateManager] Operator-stack opt-in: all %d cave layout slots have Use Operator Stack enabled."),
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NumCaveSlots);
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}
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for (const FStrateSlot& Slot : StrateLayout)
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{
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if (!Slot.Definition
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|| Slot.Definition->GeneratorType == ECaveGeneratorType::SurfaceWorld
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|| Slot.Definition->bUseOperatorStack)
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{
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continue;
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}
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const FString Line = FString::Printf(
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TEXT("[StrateManager] cave slot=%d name='%s' Z chunks=[%d to %d] bUseOperatorStack=false"),
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Slot.StrateIndex,
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*Slot.Definition->StrateName.ToString(),
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Slot.TopChunkZ,
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Slot.BottomChunkZ);
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if (bQuietDiagnostic) { UE_LOG(LogTemp, Verbose, TEXT("%s"), *Line); }
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else { UE_LOG(LogTemp, Warning, TEXT("%s"), *Line); }
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}
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CachedSeed = WorldSeed;
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bOpenSurfaceEntry = Settings->bOpenSurfaceEntry;
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OriginSpineRadius = Settings->OriginSpineRadius;
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InterStrateGapChunks = FMath::Max(0, Settings->InterStrateGapChunks);
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// Passage shape/count is per-strate now (UVoxelStrateDefinition::PassageConfig).
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//=========================================================================
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// STEP 3: Load terrain operation assets
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//=========================================================================
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// Each strate definition references terrain ops as soft pointers.
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// We load them synchronously here so they're available during generation.
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// Without this, BuildParamsFromDefinition's Entry.Operation.Get() would
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// return null if the assets haven't been loaded yet.
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for (const FStrateSlot& Slot : StrateLayout)
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{
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if (!Slot.Definition) continue;
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for (const FStrateTerrainOpEntry& Entry : Slot.Definition->TerrainOperations)
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{
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if (!Entry.Operation.IsNull())
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{
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Entry.Operation.LoadSynchronous();
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}
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}
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}
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UE_LOG(LogTemp, Log, TEXT("[StrateManager] Initialized %d strates (seed=%d)"),
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StrateLayout.Num(), WorldSeed);
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// Generate passages between consecutive strates
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GeneratePassages();
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}
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//=============================================================================
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// PASSAGE GENERATION
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//=============================================================================
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void UVoxelStrateManager::GeneratePassages()
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{
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Passages.Empty();
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if (StrateLayout.Num() < 1) return;
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// Deterministic per-value hashes from the world seed. Every draw is keyed by its boundary
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// strate index, connection index, and a unique salt, so one passage cannot shift another.
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// Hachages déterministes par valeur depuis le seed du monde. Chaque tirage est indexé par la
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// strate de frontière, la connexion et un sel unique : un passage ne peut plus décaler l'autre.
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const uint32 PassageSeed = static_cast<uint32>(CachedSeed) ^ 0x50A55A6Eu; // "PASSAGE"
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constexpr uint32 PassageSaltAngle = 0xA1100001u;
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constexpr uint32 PassageSaltDistance = 0xA1100002u;
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constexpr uint32 PassageSaltUpperReach = 0xA1100003u;
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constexpr uint32 PassageSaltLowerReach = 0xA1100004u;
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constexpr uint32 PassageSaltWormFreq = 0xA1100005u;
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constexpr uint32 PassageSaltNoiseX = 0xA1100006u;
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constexpr uint32 PassageSaltNoiseY = 0xA1100007u;
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constexpr uint32 PassageSaltNoiseZ = 0xA1100008u;
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constexpr uint32 PassageSaltPhase = 0xA1100009u;
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constexpr uint32 PassageSaltBendFreq = 0xA110000Au;
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int32 TotalPassages = 0;
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int32 NumAimedAtOpenPoint = 0;
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TSet<FString> NoQueryArchetypes;
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const auto ArchetypeName = [](ECaveGeneratorType Archetype)
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{
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if (const UEnum* ArchetypeEnum = StaticEnum<ECaveGeneratorType>())
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{
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return ArchetypeEnum->GetNameStringByValue(static_cast<int64>(Archetype));
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}
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return FString::Printf(TEXT("Value_%d"), static_cast<int32>(Archetype));
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};
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const auto MaxLateralSnapFor = [](const UVoxelStrateDefinition& Definition) -> float
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{
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switch (Definition.GeneratorType)
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{
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case ECaveGeneratorType::Maze:
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// One maze lattice cell is the largest deliberate correction. It keeps a shortcut
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// within the same local maze neighborhood and protects its configured spine-distance
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// distribution from silently becoming a long-range teleport.
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return FMath::Max(Definition.MazeParams.CellSize, 1.0f);
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case ECaveGeneratorType::VerticalShafts:
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// One shaft grid spacing is the natural nearest-site budget. A sparser layout may
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// legitimately decline instead of pulling the passage away from the spine.
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return FMath::Max(Definition.VerticalShaftParams.ShaftSpacing, 1.0f);
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case ECaveGeneratorType::FloatingIslands:
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// One island grid spacing protects the intentional radial placement while still
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// allowing a passage to reach a neighboring blob rather than an arbitrary far island.
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return FMath::Max(Definition.FloatingIslandParams.IslandSpacing, 1.0f);
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case ECaveGeneratorType::TunnelNetwork:
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case ECaveGeneratorType::Underwater:
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// Une salle est une CIBLE ÉPARSE en XY, exactement comme un couloir de labyrinthe : le
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// budget doit donc être réel. Zéro ici était un bug — la requête trouvait la salle la
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// plus proche puis atterrissait à côté d'elle dans 92,8 % des cas (balayage d'un million
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// de seeds). Un espacement de salles est le voisinage local naturel.
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//
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// A room is an XY-SPARSE target, exactly like a maze corridor, so the budget must be
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// real. Zero here was the bug: the query found the nearest room and then landed beside
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// it 92.8% of the time (million-seed sweep). One room spacing is the natural local
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// neighbourhood, and it protects the configured spine-distance distribution.
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return FMath::Max(Definition.GenerationParams.RoomSpacing, 1.0f);
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case ECaveGeneratorType::FlatPlain:
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case ECaveGeneratorType::CrystalChamber:
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default:
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// Les slabs sont une bande de vide CONTINUE en XY : le XY demandé est déjà à
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// l'intérieur, donc aucun déplacement latéral n'est nécessaire. Zéro est correct ici.
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// A slab's void band is XY-CONTINUOUS, so the requested XY is already inside it and no
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// lateral movement is needed. Zero is correct here, unlike for rooms.
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return 0.0f;
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}
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};
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//=========================================================================
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// INTER-STRATE PASSAGES: tunnels connecting consecutive strates.
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// Each passage is randomly assigned one of 5 types, which determines
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// its shape, radius, and control point layout.
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//=========================================================================
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for (int32 i = 0; i < StrateLayout.Num() - 1; i++)
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{
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const FStrateSlot& Upper = StrateLayout[i];
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const FStrateSlot& Lower = StrateLayout[i + 1];
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// This (upper) strate's PassageConfig controls the descent tunnels to the layer
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// below. The (0,0) spine descent is separate (player-dug); these are the shortcuts.
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const UVoxelStrateDefinition* UpperDef = Upper.Definition;
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if (!UpperDef) continue;
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const FStratePassageConfig& Cfg = UpperDef->PassageConfig;
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// Upper strate floor and lower strate ceiling (differ when there's a bedrock gap).
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const float UpperBottomZ = (float)(Upper.BottomChunkZ) * CHUNK_SIZE;
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const float LowerTopZ = (float)(Lower.TopChunkZ + 1) * CHUNK_SIZE;
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const float UpperMax = (float)Upper.HeightInChunks * CHUNK_SIZE * 0.9f;
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const float LowerMax = (float)Lower.HeightInChunks * CHUNK_SIZE * 0.9f;
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const float DistLo = FMath::Min(Cfg.DistanceMin, Cfg.DistanceMax);
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const float DistHi = FMath::Max(Cfg.DistanceMin, Cfg.DistanceMax);
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const int32 Conns = FMath::Max(0, Cfg.Connections);
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for (int32 c = 0; c < Conns; c++)
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{
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const auto PassageRandom01 = [PassageSeed, i, c](uint32 Salt)
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{
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return VoxelHash::ToFloat01(VoxelHash::Cell(i, c, PassageSeed ^ Salt));
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};
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const auto PassageRandomRange = [&PassageRandom01](float Min, float Max, uint32 Salt)
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{
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return FMath::Lerp(Min, Max, PassageRandom01(Salt));
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};
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|
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FVoxelPassage Passage;
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Passage.UpperStrateIndex = i;
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Passage.LowerStrateIndex = i + 1;
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// PassageType has no random draw in the current implementation; preserve its existing
|
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// default while PassageConfig::Style controls the generated control-point shape.
|
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// PassageType n'a pas de tirage aléatoire ici ; conserver son défaut, tandis que
|
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// PassageConfig::Style contrôle la forme des points de contrôle générés.
|
||
|
||
// PLACEMENT: random angle, distance from the (0,0) spine within config range.
|
||
const float Angle = PassageRandom01(PassageSaltAngle) * (2.0f * PI);
|
||
const float Distance = PassageRandomRange(DistLo, DistHi, PassageSaltDistance);
|
||
const float PX = FMath::Cos(Angle) * Distance;
|
||
const float PY = FMath::Sin(Angle) * Distance;
|
||
|
||
++TotalPassages;
|
||
|
||
// Ask the destination archetype for a source-level landing point. This is pure and
|
||
// safe during Initialize: it does not construct an operator stack or call back into
|
||
// the manager. Cave room graphs use the strate seed from MakeStrateSeed; slab, maze,
|
||
// shaft, and island fields use the world seed consumed by their source.
|
||
FVector SuggestedLowerPoint = FVector::ZeroVector;
|
||
bool bAimedAtOpenPoint = false;
|
||
const UVoxelStrateDefinition* LowerDef = Lower.Definition;
|
||
if (LowerDef)
|
||
{
|
||
const bool bUsesRoomSeed =
|
||
LowerDef->GeneratorType == ECaveGeneratorType::TunnelNetwork
|
||
|| LowerDef->GeneratorType == ECaveGeneratorType::Underwater;
|
||
const int32 LowerQuerySeed = bUsesRoomSeed
|
||
? static_cast<int32>(VoxelCaveMorphology::MakeStrateSeed(
|
||
static_cast<uint32>(CachedSeed), Lower.StrateIndex))
|
||
: CachedSeed;
|
||
|
||
const float MaxLateralSnap = MaxLateralSnapFor(*LowerDef);
|
||
bAimedAtOpenPoint = VF_SuggestLandingPoint(
|
||
LowerDef->GeneratorType,
|
||
LowerDef->GenerationParams,
|
||
LowerDef->SlabParams,
|
||
LowerDef->MazeParams,
|
||
LowerDef->VerticalShaftParams,
|
||
LowerDef->FloatingIslandParams,
|
||
LowerQuerySeed,
|
||
LowerTopZ,
|
||
(float)(Lower.BottomChunkZ) * CHUNK_SIZE,
|
||
PX,
|
||
PY,
|
||
MaxLateralSnap,
|
||
SuggestedLowerPoint);
|
||
|
||
if (bAimedAtOpenPoint)
|
||
{
|
||
++NumAimedAtOpenPoint;
|
||
}
|
||
else
|
||
{
|
||
NoQueryArchetypes.Add(ArchetypeName(LowerDef->GeneratorType));
|
||
}
|
||
}
|
||
|
||
// LENGTH: reach into each strate, capped to the interior.
|
||
const float UpperReach = FMath::Min(
|
||
PassageRandomRange(Cfg.ReachMin, Cfg.ReachMax, PassageSaltUpperReach), UpperMax);
|
||
const float LowerReach = FMath::Min(
|
||
PassageRandomRange(Cfg.ReachMin, Cfg.ReachMax, PassageSaltLowerReach), LowerMax);
|
||
const float TopZ = UpperBottomZ + UpperReach;
|
||
float BottomZ = LowerTopZ - LowerReach;
|
||
float LowerX = PX;
|
||
float LowerY = PY;
|
||
Passage.RequestedLowerPoint = FVector(PX, PY, BottomZ);
|
||
|
||
if (bAimedAtOpenPoint)
|
||
{
|
||
float LowerSealThickness = 0.0f;
|
||
switch (LowerDef->GeneratorType)
|
||
{
|
||
case ECaveGeneratorType::TunnelNetwork:
|
||
case ECaveGeneratorType::Underwater:
|
||
LowerSealThickness = LowerDef->GenerationParams.BoundarySealThickness;
|
||
break;
|
||
|
||
case ECaveGeneratorType::FlatPlain:
|
||
case ECaveGeneratorType::CrystalChamber:
|
||
LowerSealThickness = LowerDef->SlabParams.BoundarySealThickness;
|
||
break;
|
||
|
||
case ECaveGeneratorType::Maze:
|
||
LowerSealThickness = LowerDef->MazeParams.BoundarySealThickness;
|
||
break;
|
||
|
||
case ECaveGeneratorType::VerticalShafts:
|
||
LowerSealThickness = LowerDef->VerticalShaftParams.BoundarySealThickness;
|
||
break;
|
||
|
||
case ECaveGeneratorType::FloatingIslands:
|
||
LowerSealThickness = LowerDef->FloatingIslandParams.BoundarySealThickness;
|
||
break;
|
||
|
||
default:
|
||
break;
|
||
}
|
||
|
||
const float LowerBottomZ = (float)(Lower.BottomChunkZ) * CHUNK_SIZE;
|
||
const float InnerBottomZ = LowerBottomZ + LowerSealThickness;
|
||
const float InnerTopZ = LowerTopZ - LowerSealThickness;
|
||
if (FMath::IsFinite(SuggestedLowerPoint.X)
|
||
&& FMath::IsFinite(SuggestedLowerPoint.Y)
|
||
&& FMath::IsFinite(SuggestedLowerPoint.Z)
|
||
&& FMath::IsFinite(InnerBottomZ)
|
||
&& FMath::IsFinite(InnerTopZ)
|
||
&& InnerBottomZ < InnerTopZ)
|
||
{
|
||
// VF_SuggestLandingPoint already guarantees a strict interior answer. Keep a
|
||
// tiny margin in the final clamp so a future source query cannot land on a
|
||
// seal boundary through rounding.
|
||
LowerX = SuggestedLowerPoint.X;
|
||
LowerY = SuggestedLowerPoint.Y;
|
||
const float StrictMargin = FMath::Min(
|
||
KINDA_SMALL_NUMBER, (InnerTopZ - InnerBottomZ) * 0.25f);
|
||
BottomZ = FMath::Clamp(
|
||
SuggestedLowerPoint.Z,
|
||
InnerBottomZ + StrictMargin,
|
||
InnerTopZ - StrictMargin);
|
||
}
|
||
}
|
||
|
||
const int32 Segments = FMath::Clamp(Cfg.Segments, 1, 48);
|
||
Passage.ControlPoints.Reset();
|
||
Passage.ControlRadii.Reset();
|
||
Passage.ControlPoints.Reserve(Segments + 1);
|
||
Passage.ControlRadii.Reserve(Segments + 1);
|
||
|
||
// WIDTH profile: mouth radius at the ends, mid radius in the centre (taper/bulge).
|
||
auto RadiusAt = [&](float t) { return FMath::Lerp(Cfg.MouthRadius, Cfg.MidRadius, FMath::Sin(t * PI)); };
|
||
|
||
// Per-passage shape seeds.
|
||
const float WormFreq = PassageRandomRange(0.8f, 1.8f, PassageSaltWormFreq); // (vertical wobble only)
|
||
const float NSeedX = PassageRandomRange(0.0f, 500.0f, PassageSaltNoiseX);
|
||
const float NSeedY = PassageRandomRange(0.0f, 500.0f, PassageSaltNoiseY);
|
||
const float NSeedZ = PassageRandomRange(0.0f, 500.0f, PassageSaltNoiseZ);
|
||
const float PhaseA = PassageRandom01(PassageSaltPhase) * (2.0f * PI);
|
||
// Base fBM frequency for the worm's wander (octaves add finer detail on top).
|
||
const float BendFreq = PassageRandomRange(1.5f, 2.5f, PassageSaltBendFreq);
|
||
|
||
for (int32 s = 0; s <= Segments; s++)
|
||
{
|
||
const float T = (float)s / (float)Segments;
|
||
float Z = FMath::Lerp(TopZ, BottomZ, T);
|
||
const float Env = FMath::Sin(T * PI); // 0 at both ends → mouths stay anchored
|
||
float OX = 0.0f, OY = 0.0f;
|
||
|
||
switch (Cfg.Style)
|
||
{
|
||
case EVoxelPassageStyle::Straight:
|
||
// No authored lateral offset. A snapped lower mouth can still make this
|
||
// segment slanted, so the endpoint interpolation below remains intentional.
|
||
break;
|
||
|
||
case EVoxelPassageStyle::Spiral:
|
||
{
|
||
const float Ang = PhaseA + T * Cfg.SpiralTurns * 2.0f * PI;
|
||
OX = FMath::Cos(Ang) * Cfg.SpiralRadius * Env;
|
||
OY = FMath::Sin(Ang) * Cfg.SpiralRadius * Env;
|
||
break;
|
||
}
|
||
|
||
case EVoxelPassageStyle::Cascading:
|
||
{
|
||
// Switchback staircase: each tread offsets in a new deterministic direction.
|
||
const int32 Steps = FMath::Clamp(Cfg.CascadeSteps, 1, 16);
|
||
const int32 Idx = FMath::Min((int32)(T * Steps), Steps - 1);
|
||
const float SA = PhaseA + (float)Idx * 2.39996f; // golden-angle spread
|
||
OX = FMath::Cos(SA) * Cfg.CascadeLedge * Env;
|
||
OY = FMath::Sin(SA) * Cfg.CascadeLedge * Env;
|
||
break;
|
||
}
|
||
|
||
case EVoxelPassageStyle::Worm:
|
||
default:
|
||
{
|
||
// SQUIRM: displace the descent independently on X and Y with multi-octave
|
||
// fBM (different seeds → uncorrelated). Independent fBM per axis is a true
|
||
// 2D organic wander — it curls and meanders "here and there" rather than
|
||
// oscillating along one line (zig-zag) or orbiting the axis (spiral).
|
||
// Flat-top envelope keeps full motion along the length but anchors the mouths.
|
||
const float WormEnv = FMath::Clamp(FMath::Sin(T * PI) * 3.0f, 0.0f, 1.0f);
|
||
OX = PassageFBM(T * BendFreq, NSeedX) * VOXEL_NOISE_SCALE * Cfg.Wander * WormEnv;
|
||
OY = PassageFBM(T * BendFreq, NSeedY + 53.0f) * VOXEL_NOISE_SCALE * Cfg.Wander * WormEnv;
|
||
break;
|
||
}
|
||
}
|
||
|
||
// Vertical wobble (all styles): dips/rises along the descent, anchored at ends.
|
||
if (Cfg.VerticalWobble > 0.0f)
|
||
{
|
||
const float NZ = FMath::PerlinNoise3D(FVector(T * WormFreq * 1.3f + NSeedZ, NSeedZ * 0.5f, 27.0f));
|
||
Z += NZ * VOXEL_NOISE_SCALE * Cfg.VerticalWobble * Env;
|
||
}
|
||
|
||
const float BaseX = FMath::Lerp(PX, LowerX, T);
|
||
const float BaseY = FMath::Lerp(PY, LowerY, T);
|
||
FVector ControlPoint(BaseX + OX, BaseY + OY, Z);
|
||
// The style envelope is mathematically zero at a mouth, but evaluating sin(PI)
|
||
// leaves a tiny float residue. Pin both endpoints so the full query result is the
|
||
// actual lower mouth, including a lateral snap, and never merely an approximation.
|
||
if (s == 0)
|
||
{
|
||
ControlPoint = FVector(PX, PY, TopZ);
|
||
}
|
||
else if (s == Segments)
|
||
{
|
||
ControlPoint = FVector(LowerX, LowerY, BottomZ);
|
||
}
|
||
Passage.ControlPoints.Add(ControlPoint);
|
||
Passage.ControlRadii.Add(RadiusAt(T));
|
||
}
|
||
|
||
Passage.UpperPoint = Passage.ControlPoints[0];
|
||
Passage.LowerPoint = Passage.ControlPoints.Last();
|
||
Passage.Radius = 0.0f;
|
||
for (const float ControlRadius : Passage.ControlRadii)
|
||
{
|
||
Passage.Radius = FMath::Max(Passage.Radius, ControlRadius);
|
||
}
|
||
// Fallback / bounds if an invalid authored width produced no positive profile.
|
||
Passage.Radius = FMath::Max(Passage.Radius, FMath::Max(Cfg.MouthRadius, Cfg.MidRadius));
|
||
|
||
// Bounding sphere over all control points (+ widest radius + blend) for culling. This
|
||
// remains conservative when the lower mouth snaps laterally: every slanted segment is
|
||
// between two control points, and a segment lies inside the sphere containing both
|
||
// endpoints. Under-sizing this sphere would make EvaluateModifierSDF cull a real
|
||
// passage and leave a sealed pocket.
|
||
{
|
||
FVector Center = FVector::ZeroVector;
|
||
for (const FVector& CP : Passage.ControlPoints) Center += CP;
|
||
Center /= (float)Passage.ControlPoints.Num();
|
||
float MaxDistSq = 0.0f;
|
||
for (const FVector& CP : Passage.ControlPoints)
|
||
MaxDistSq = FMath::Max(MaxDistSq, (float)FVector::DistSquared(Center, CP));
|
||
const float R = FMath::Sqrt(MaxDistSq) + Passage.Radius + 4.0f;
|
||
Passage.BoundCenter = Center;
|
||
Passage.BoundRadius = R;
|
||
Passage.BoundRadiusSq = R * R;
|
||
}
|
||
|
||
Passages.Add(Passage);
|
||
}
|
||
}
|
||
|
||
TArray<FString> SortedNoQueryArchetypes;
|
||
for (const FString& Archetype : NoQueryArchetypes)
|
||
{
|
||
SortedNoQueryArchetypes.Add(Archetype);
|
||
}
|
||
SortedNoQueryArchetypes.Sort();
|
||
FString NoQueryList = TEXT("none");
|
||
if (SortedNoQueryArchetypes.Num() > 0)
|
||
{
|
||
NoQueryList = FString::Join(SortedNoQueryArchetypes, TEXT(", "));
|
||
}
|
||
|
||
UE_LOG(LogTemp, Log,
|
||
TEXT("[StrateManager] Passage landing sites: %d/%d aimed at generator-confirmed open space, %d fell back to random reach (archetypes with no query: %s)."),
|
||
NumAimedAtOpenPoint,
|
||
TotalPassages,
|
||
TotalPassages - NumAimedAtOpenPoint,
|
||
*NoQueryList);
|
||
|
||
//=========================================================================
|
||
// SURFACE ENTRY SHAFT — the one auto-opened (0,0) connection.
|
||
// A straight vertical shaft at (0,0) piercing the TOP seal of the topmost
|
||
// strate, so the world begins with "a hole opened to the surface". All other
|
||
// (0,0) descents between strates remain player-dug.
|
||
//=========================================================================
|
||
if (bOpenSurfaceEntry && StrateLayout.Num() > 0)
|
||
{
|
||
const FStrateSlot& Top = StrateLayout[0];
|
||
const float TopZ = (float)(Top.TopChunkZ + 1) * CHUNK_SIZE;
|
||
|
||
FVoxelPassage Entry;
|
||
Entry.UpperStrateIndex = 0;
|
||
Entry.LowerStrateIndex = 0;
|
||
Entry.PassageType = EVoxelPassageType::VerticalShaft;
|
||
Entry.Radius = FMath::Max(OriginSpineRadius * 0.7f, 4.0f);
|
||
// From a little above the strate top (open air outside all strates) down
|
||
// past the seal into the interior, so the seal at (0,0) is breached.
|
||
Entry.UpperPoint = FVector(0.0f, 0.0f, TopZ + CHUNK_SIZE);
|
||
Entry.LowerPoint = FVector(0.0f, 0.0f, TopZ - CHUNK_SIZE);
|
||
{
|
||
const FVector C = (Entry.UpperPoint + Entry.LowerPoint) * 0.5f;
|
||
const float R = (float)FVector::Dist(C, Entry.UpperPoint) + Entry.Radius + 4.0f;
|
||
Entry.BoundCenter = C;
|
||
Entry.BoundRadius = R;
|
||
Entry.BoundRadiusSq = R * R;
|
||
}
|
||
Passages.Add(Entry);
|
||
|
||
UE_LOG(LogTemp, Log, TEXT("[StrateManager] Surface entry shaft at (0,0) topZ=%.0f R=%.1f"),
|
||
TopZ, Entry.Radius);
|
||
}
|
||
|
||
// Invalidate any thread_local per-chunk passage shortlists (see EvaluateModifierSDF).
|
||
++PassagesVersion;
|
||
}
|
||
|
||
//=============================================================================
|
||
// MODIFIER SDF (inter-strate passages)
|
||
//=============================================================================
|
||
|
||
float UVoxelStrateManager::EvaluateModifierSDF(float WorldX, float WorldY, float WorldZ) const
|
||
{
|
||
//=========================================================================
|
||
// PER-CHUNK PASSAGE SHORTLIST
|
||
//=========================================================================
|
||
// This runs PER VOXEL (35³ per tile). The vast majority of chunks are nowhere near a
|
||
// descent passage, yet every voxel still walked the WHOLE Passages array just to reject
|
||
// each one on a squared-distance test (Passages.Num() × 35³ rejects per tile, all wasted).
|
||
// Cache, per chunk, the shortlist of passages whose bounds actually reach this chunk —
|
||
// usually EMPTY → instant FLT_MAX return (no carve). Indices (not pointers) + a version
|
||
// stamp keep it safe across a GeneratePassages rebuild. Output is bit-identical: the
|
||
// shortlist is a conservative superset (chunk bounding sphere vs each passage bound).
|
||
thread_local FIntVector SL_Chunk(INT32_MAX, INT32_MAX, INT32_MAX);
|
||
thread_local uint32 SL_Version = 0xFFFFFFFFu;
|
||
thread_local TArray<int32> SL_Nearby;
|
||
|
||
const FIntVector ChunkCoord(
|
||
FMath::FloorToInt(WorldX / (float)CHUNK_SIZE),
|
||
FMath::FloorToInt(WorldY / (float)CHUNK_SIZE),
|
||
FMath::FloorToInt(WorldZ / (float)CHUNK_SIZE));
|
||
|
||
if (ChunkCoord != SL_Chunk || SL_Version != PassagesVersion)
|
||
{
|
||
SL_Chunk = ChunkCoord;
|
||
SL_Version = PassagesVersion;
|
||
SL_Nearby.Reset();
|
||
|
||
// Chunk bounding sphere (centre + half-diagonal), padded by the blend radius. A passage
|
||
// is kept iff its bounding sphere overlaps the chunk's — i.e. some voxel here could be
|
||
// inside its per-voxel reject radius. √3/2 · CHUNK_SIZE ≈ 0.866 · size.
|
||
const FVector CCenter(
|
||
(ChunkCoord.X + 0.5f) * (float)CHUNK_SIZE,
|
||
(ChunkCoord.Y + 0.5f) * (float)CHUNK_SIZE,
|
||
(ChunkCoord.Z + 0.5f) * (float)CHUNK_SIZE);
|
||
const float ChunkR = (float)CHUNK_SIZE * 0.8660254f + 3.0f; // +BlendK
|
||
|
||
for (int32 i = 0; i < Passages.Num(); ++i)
|
||
{
|
||
const FVoxelPassage& P = Passages[i];
|
||
const float Reach = P.BoundRadius + ChunkR;
|
||
if (FVector::DistSquared(CCenter, P.BoundCenter) <= Reach * Reach)
|
||
{
|
||
SL_Nearby.Add(i);
|
||
}
|
||
}
|
||
}
|
||
|
||
if (SL_Nearby.Num() == 0) return FLT_MAX; // no passage near this chunk → no carve
|
||
|
||
float MinSDF = FLT_MAX;
|
||
const float BlendK = 3.0f; // Smooth blend for passage junctions
|
||
|
||
//=========================================================================
|
||
// PASSAGES — tapered capsule chains between strates (per-strate PassageConfig).
|
||
// Each passage is a control-point chain with per-point radii; the (0,0) surface
|
||
// entry is a simple straight tube. A bounding-sphere reject skips far passages.
|
||
//=========================================================================
|
||
const FVector Pos(WorldX, WorldY, WorldZ);
|
||
for (int32 PIdx : SL_Nearby)
|
||
{
|
||
const FVoxelPassage& P = Passages[PIdx];
|
||
// BOUNDING-SPHERE REJECT: skip passages this voxel can't possibly be inside.
|
||
// EvaluateModifierSDF runs PER VOXEL and used to evaluate every passage's full
|
||
// capsule chain unconditionally — the dominant lag source once passages became
|
||
// 12-segment worms. Now far passages cost a single squared-distance compare.
|
||
if (FVector::DistSquared(Pos, P.BoundCenter) > P.BoundRadiusSq) continue;
|
||
|
||
if (P.ControlPoints.Num() >= 2)
|
||
{
|
||
// Tapered capsule chain along the control points. ControlRadii (if present)
|
||
// gives the per-point width so the tunnel can flare at the mouths and pinch
|
||
// in the middle; otherwise the uniform Radius is used.
|
||
const bool bTaper = (P.ControlRadii.Num() == P.ControlPoints.Num());
|
||
float PassageSDF = FLT_MAX;
|
||
for (int32 j = 0; j < P.ControlPoints.Num() - 1; j++)
|
||
{
|
||
const float rA = bTaper ? P.ControlRadii[j] : P.Radius;
|
||
const float rB = bTaper ? P.ControlRadii[j + 1] : P.Radius;
|
||
const float SegSDF = VoxelSDF::TaperedCapsule(
|
||
Pos, P.ControlPoints[j], P.ControlPoints[j + 1], rA, rB);
|
||
PassageSDF = VoxelSDF::SmoothMin(PassageSDF, SegSDF, BlendK);
|
||
}
|
||
MinSDF = VoxelSDF::SmoothMin(MinSDF, PassageSDF, BlendK);
|
||
}
|
||
else
|
||
{
|
||
// Fallback: straight uniform tube Upper→Lower (e.g. the (0,0) surface entry).
|
||
const float PassageSDF = VoxelSDF::Capsule(Pos, P.UpperPoint, P.LowerPoint, P.Radius);
|
||
MinSDF = VoxelSDF::SmoothMin(MinSDF, PassageSDF, BlendK);
|
||
}
|
||
}
|
||
|
||
return MinSDF;
|
||
}
|
||
|
||
bool UVoxelStrateManager::AnyPassageNearBox(const FVector& MinVoxel, const FVector& MaxVoxel) const
|
||
{
|
||
// Le carve d'un passage atteint ModSDF < PASSAGE_BLEND_RADIUS (4, VoxelGenerator.cpp) au-delà de
|
||
// sa surface ; BoundRadius inclut déjà rayon + blend, on re-pad par sécurité (conservatif).
|
||
constexpr float CarvePad = 4.0f;
|
||
for (const FVoxelPassage& P : Passages)
|
||
{
|
||
// Point de la boîte le plus proche du centre de la sphère → test sphère/AABB.
|
||
const FVector C(
|
||
FMath::Clamp(P.BoundCenter.X, MinVoxel.X, MaxVoxel.X),
|
||
FMath::Clamp(P.BoundCenter.Y, MinVoxel.Y, MaxVoxel.Y),
|
||
FMath::Clamp(P.BoundCenter.Z, MinVoxel.Z, MaxVoxel.Z));
|
||
const float Reach = P.BoundRadius + CarvePad;
|
||
if (FVector::DistSquared(C, P.BoundCenter) <= Reach * Reach)
|
||
{
|
||
return true;
|
||
}
|
||
}
|
||
return false;
|
||
}
|
||
|
||
//=============================================================================
|
||
// QUERIES
|
||
//=============================================================================
|
||
|
||
int32 UVoxelStrateManager::FindSlotIndexForChunkZ(int32 ChunkZ) const
|
||
{
|
||
// Linear search through strate layout.
|
||
// With ~10-20 strates this is fine. If we ever have hundreds,
|
||
// switch to binary search (layout is sorted by Z).
|
||
for (int32 i = 0; i < StrateLayout.Num(); i++)
|
||
{
|
||
const FStrateSlot& Slot = StrateLayout[i];
|
||
if (ChunkZ <= Slot.TopChunkZ && ChunkZ >= Slot.BottomChunkZ)
|
||
{
|
||
return i;
|
||
}
|
||
}
|
||
return -1;
|
||
}
|
||
|
||
UVoxelStrateDefinition* UVoxelStrateManager::GetStrateAt(float WorldZ) const
|
||
{
|
||
// Convert world Z to chunk Z coordinate
|
||
int32 ChunkZ = FMath::FloorToInt((WorldZ / VOXEL_SIZE) / CHUNK_SIZE);
|
||
int32 SlotIdx = FindSlotIndexForChunkZ(ChunkZ);
|
||
if (SlotIdx >= 0)
|
||
{
|
||
return StrateLayout[SlotIdx].Definition;
|
||
}
|
||
return nullptr;
|
||
}
|
||
|
||
int32 UVoxelStrateManager::GetStrateIndex(float WorldZ) const
|
||
{
|
||
int32 ChunkZ = FMath::FloorToInt((WorldZ / VOXEL_SIZE) / CHUNK_SIZE);
|
||
int32 SlotIdx = FindSlotIndexForChunkZ(ChunkZ);
|
||
if (SlotIdx >= 0)
|
||
{
|
||
return StrateLayout[SlotIdx].StrateIndex;
|
||
}
|
||
return -1;
|
||
}
|
||
|
||
UVoxelStrateDefinition* UVoxelStrateManager::GetStrateForChunk(const FIntVector& ChunkCoord) const
|
||
{
|
||
int32 SlotIdx = FindSlotIndexForChunkZ(ChunkCoord.Z);
|
||
if (SlotIdx >= 0)
|
||
{
|
||
return StrateLayout[SlotIdx].Definition;
|
||
}
|
||
return nullptr;
|
||
}
|
||
|
||
bool UVoxelStrateManager::GetStrateChunkZBounds(int32 ChunkZ, int32& OutTopChunkZ, int32& OutBottomChunkZ) const
|
||
{
|
||
// Strate-aware vertical streaming. Returns the chunk-Z span of the strate containing
|
||
// ChunkZ; false if ChunkZ is in the inter-strate gap (or outside the layout) — there the
|
||
// caller leaves the vertical view UNCLAMPED, since the gap is a brief see-both-sides
|
||
// descent transition. TopChunkZ > BottomChunkZ (Z decreases downward).
|
||
const int32 SlotIdx = FindSlotIndexForChunkZ(ChunkZ);
|
||
if (SlotIdx < 0)
|
||
{
|
||
return false;
|
||
}
|
||
OutTopChunkZ = StrateLayout[SlotIdx].TopChunkZ;
|
||
OutBottomChunkZ = StrateLayout[SlotIdx].BottomChunkZ;
|
||
return true;
|
||
}
|
||
|
||
ECaveGeneratorType UVoxelStrateManager::GetGeneratorTypeForChunk(const FIntVector& ChunkCoord) const
|
||
{
|
||
// Look up which slot this chunk falls into.
|
||
// If outside all strates (above or below), default to TunnelNetwork —
|
||
// the fallback density path will produce solid rock anyway.
|
||
int32 SlotIdx = FindSlotIndexForChunkZ(ChunkCoord.Z);
|
||
if (SlotIdx < 0 || !StrateLayout[SlotIdx].Definition)
|
||
{
|
||
return ECaveGeneratorType::TunnelNetwork;
|
||
}
|
||
|
||
return StrateLayout[SlotIdx].Definition->GeneratorType;
|
||
}
|
||
|
||
bool UVoxelStrateManager::UsesOperatorStackForChunk(const FIntVector& ChunkCoord) const
|
||
{
|
||
const int32 SlotIdx = FindSlotIndexForChunkZ(ChunkCoord.Z);
|
||
if (SlotIdx < 0 || !StrateLayout[SlotIdx].Definition) { return false; }
|
||
|
||
const UVoxelStrateDefinition* Def = StrateLayout[SlotIdx].Definition;
|
||
if (!Def->bUseOperatorStack) { return false; }
|
||
|
||
// LA LISTE DES ARCHÉTYPES PORTÉS — le seul endroit où elle est écrite. Un archétype non porté
|
||
// ignore le drapeau et retombe sur le `switch`, pour qu'on puisse cocher la case sur n'importe
|
||
// quelle strate sans rien casser en attendant son portage.
|
||
// THE PORTED-ARCHETYPE LIST, written down exactly once. An unported archetype ignores the flag
|
||
// and falls back to the switch, so the box can be ticked anywhere without breaking anything.
|
||
switch (Def->GeneratorType)
|
||
{
|
||
case ECaveGeneratorType::Maze: return true; // Phase 1
|
||
case ECaveGeneratorType::FlatPlain: // Phase 2 — les deux partagent
|
||
case ECaveGeneratorType::CrystalChamber: return true; // UNE seule pile (BuildSlabStack)
|
||
|
||
case ECaveGeneratorType::SurfaceWorld:
|
||
// ✅ La garde « pas de biomes » est TOMBÉE (étape 2c) : le combiner `Mask` existe, donc une
|
||
// strate à biomes mélange bien ses hauteurs comme le chemin d'origine. Les trois archétypes
|
||
// du dessus plus celui-ci font 5 des 8 portés.
|
||
// The no-biome guard is GONE: the Mask combiner exists, so a biome strate blends its heights
|
||
// exactly as the original path does.
|
||
return true;
|
||
|
||
case ECaveGeneratorType::VerticalShafts: return true; // Phase 2 — 3 ops repris de Maze tels quels
|
||
|
||
case ECaveGeneratorType::FloatingIslands:
|
||
// Phase 2 — la pile qui tourne à l'ENVERS : source de VIDE + fill, au lieu de source de ROC
|
||
// + carve, avec les MÊMES opérateurs au signe près.
|
||
return true;
|
||
|
||
case ECaveGeneratorType::Underwater:
|
||
// ⚠️ AUCUNE PILE À ELLE : `Underwater` EST `TunnelNetwork` plus un drapeau d'eau consommé
|
||
// côté rendu. `GetDensityAt` les met dans le même `case`, et `WaterLevelRelative` n'est lu
|
||
// que par `GetWaterLevel*` de ce manager — jamais par la densité (vérifié, pas supposé).
|
||
case ECaveGeneratorType::TunnelNetwork:
|
||
// Phase 2, LE DERNIER, et le plus gros : ~1080 lignes portées en trois étapes (squelette
|
||
// SDF → douze modificateurs de détail → override d'op par salle), 19 opérateurs, dont
|
||
// `FRoomGraphSource` qui **APPELLE** `BuildChunkCache`/`EvaluateSDFCached` au lieu de les
|
||
// transcrire — c'est là que vit la discipline d'invariance de fenêtre d'ARCHITECTURE §8.4,
|
||
// et en forker une copie aurait été le pire résultat possible de ce refactor.
|
||
//
|
||
// **8 SUR 8.** Le `switch` d'archétypes a désormais un jumeau en pile d'opérateurs, opt-in
|
||
// par strate, chacun vérifié par un test d'équivalence bit à bit contre sa fonction
|
||
// d'origine. Ce qui n'est PAS fait : `ClassifyTile` n'utilise toujours pas `ClassifyBox`.
|
||
return true;
|
||
|
||
default: return false;
|
||
}
|
||
}
|
||
|
||
bool UVoxelStrateManager::IsGapChunk(const FIntVector& ChunkCoord) const
|
||
{
|
||
if (StrateLayout.Num() == 0) return false;
|
||
|
||
// Above the top strate or below the bottom strate = open air, NOT a gap.
|
||
const int32 StackTop = StrateLayout[0].TopChunkZ;
|
||
const int32 StackBottom = StrateLayout.Last().BottomChunkZ;
|
||
if (ChunkCoord.Z > StackTop || ChunkCoord.Z < StackBottom) return false;
|
||
|
||
// Inside the stack's Z span but not in any strate slot → it's a bedrock gap.
|
||
return FindSlotIndexForChunkZ(ChunkCoord.Z) < 0;
|
||
}
|
||
|
||
FSlabGenerationParams UVoxelStrateManager::GetSlabParamsForChunk(const FIntVector& ChunkCoord) const
|
||
{
|
||
// Fallback: empty params with BaseDensity < 0 → all-air outside strate range.
|
||
int32 SlotIdx = FindSlotIndexForChunkZ(ChunkCoord.Z);
|
||
if (SlotIdx < 0 || !StrateLayout[SlotIdx].Definition)
|
||
{
|
||
FSlabGenerationParams Empty;
|
||
Empty.BaseDensity = -1.0f;
|
||
return Empty;
|
||
}
|
||
|
||
const FStrateSlot& Slot = StrateLayout[SlotIdx];
|
||
|
||
// Copy the designer-authored slab params from the strate definition.
|
||
FSlabGenerationParams Result = Slot.Definition->SlabParams;
|
||
|
||
// Fill in the runtime Z bounds (voxel coordinates, same convention as
|
||
// FStrateGenerationParams::StrateTopWorldZ / StrateBottomWorldZ).
|
||
// TopChunkZ+1 because the top chunk's CEILING is at (TopChunkZ+1)*CHUNK_SIZE.
|
||
Result.StrateTopWorldZ = (float)(Slot.TopChunkZ + 1) * CHUNK_SIZE;
|
||
Result.StrateBottomWorldZ = (float)(Slot.BottomChunkZ) * CHUNK_SIZE;
|
||
|
||
return Result;
|
||
}
|
||
|
||
//=============================================================================
|
||
// PER-ARCHETYPE PARAM GETTERS
|
||
//=============================================================================
|
||
// Each mirrors GetSlabParamsForChunk: copy designer params, fill runtime Z bounds.
|
||
// No cross-boundary blending — archetypes meet at Hard boundaries. A macro keeps
|
||
// the boilerplate (slot lookup + fallback + Z bounds) in one place.
|
||
|
||
#define VF_ARCHETYPE_PARAMS_GETTER(FnName, StructType, DefMember) \
|
||
StructType UVoxelStrateManager::FnName(const FIntVector& ChunkCoord) const \
|
||
{ \
|
||
int32 SlotIdx = FindSlotIndexForChunkZ(ChunkCoord.Z); \
|
||
if (SlotIdx < 0 || !StrateLayout[SlotIdx].Definition) \
|
||
{ \
|
||
StructType Empty; \
|
||
Empty.BaseDensity = -1.0f; \
|
||
return Empty; \
|
||
} \
|
||
const FStrateSlot& Slot = StrateLayout[SlotIdx]; \
|
||
StructType Result = Slot.Definition->DefMember; \
|
||
Result.StrateTopWorldZ = (float)(Slot.TopChunkZ + 1) * CHUNK_SIZE; \
|
||
Result.StrateBottomWorldZ = (float)(Slot.BottomChunkZ) * CHUNK_SIZE; \
|
||
return Result; \
|
||
}
|
||
|
||
VF_ARCHETYPE_PARAMS_GETTER(GetMazeParamsForChunk, FMazeGenerationParams, MazeParams)
|
||
VF_ARCHETYPE_PARAMS_GETTER(GetSurfaceParamsForChunk, FSurfaceGenerationParams, SurfaceParams)
|
||
VF_ARCHETYPE_PARAMS_GETTER(GetVerticalShaftParamsForChunk, FVerticalShaftParams, VerticalShaftParams)
|
||
VF_ARCHETYPE_PARAMS_GETTER(GetFloatingIslandParamsForChunk, FFloatingIslandParams, FloatingIslandParams)
|
||
|
||
#undef VF_ARCHETYPE_PARAMS_GETTER
|
||
|
||
FBiomeContext UVoxelStrateManager::GetBiomeContextForChunk(const FIntVector& ChunkCoord) const
|
||
{
|
||
FBiomeContext Out;
|
||
|
||
const int32 SlotIdx = FindSlotIndexForChunkZ(ChunkCoord.Z);
|
||
if (SlotIdx < 0 || !StrateLayout[SlotIdx].Definition) return Out;
|
||
|
||
const UVoxelStrateDefinition* Def = StrateLayout[SlotIdx].Definition;
|
||
if (Def->Biomes.Num() == 0) return Out; // biomes disabled for this strate
|
||
|
||
Out.Map = Def->BiomeMapParams;
|
||
Out.Biomes.Reserve(Def->Biomes.Num());
|
||
for (int32 i = 0; i < Def->Biomes.Num(); ++i)
|
||
{
|
||
const UVoxelBiomeDefinition* B = Def->Biomes[i];
|
||
if (!B) continue; // skip null entries (keep original index for content lookup)
|
||
|
||
FBiomeResolved R;
|
||
R.Index = i;
|
||
R.ReliefMin = B->ReliefMin; R.ReliefMax = B->ReliefMax;
|
||
R.MoistureMin = B->MoistureMin; R.MoistureMax = B->MoistureMax;
|
||
R.DebugColor = B->DebugColor.ToFColor(true);
|
||
R.MaterialPaletteIndex = B->MaterialPaletteIndex;
|
||
Out.Biomes.Add(R);
|
||
}
|
||
return Out;
|
||
}
|
||
|
||
bool UVoxelStrateManager::GetStrateUnrealZRange(float WorldZ, float& OutTopZ, float& OutBottomZ) const
|
||
{
|
||
const int32 ChunkZ = FMath::FloorToInt((WorldZ / VOXEL_SIZE) / CHUNK_SIZE);
|
||
const int32 SlotIdx = FindSlotIndexForChunkZ(ChunkZ);
|
||
if (SlotIdx < 0) return false;
|
||
|
||
const FStrateSlot& Slot = StrateLayout[SlotIdx];
|
||
// Voxel-space Z bounds → Unreal units. Ceiling = top chunk's upper edge.
|
||
OutTopZ = (float)(Slot.TopChunkZ + 1) * CHUNK_SIZE * VOXEL_SIZE;
|
||
OutBottomZ = (float)(Slot.BottomChunkZ) * CHUNK_SIZE * VOXEL_SIZE;
|
||
return true;
|
||
}
|
||
|
||
FStrateDisturbanceParams UVoxelStrateManager::GetDisturbanceParamsForChunk(const FIntVector& ChunkCoord) const
|
||
{
|
||
int32 SlotIdx = FindSlotIndexForChunkZ(ChunkCoord.Z);
|
||
if (SlotIdx < 0 || !StrateLayout[SlotIdx].Definition)
|
||
{
|
||
return FStrateDisturbanceParams(); // all features disabled
|
||
}
|
||
const FStrateSlot& Slot = StrateLayout[SlotIdx];
|
||
FStrateDisturbanceParams Result = Slot.Definition->Disturbances;
|
||
Result.StrateTopWorldZ = (float)(Slot.TopChunkZ + 1) * CHUNK_SIZE;
|
||
Result.StrateBottomWorldZ = (float)(Slot.BottomChunkZ) * CHUNK_SIZE;
|
||
return Result;
|
||
}
|
||
|
||
float UVoxelStrateManager::GetWaterLevelWorldZForChunk(const FIntVector& ChunkCoord) const
|
||
{
|
||
int32 SlotIdx = FindSlotIndexForChunkZ(ChunkCoord.Z);
|
||
if (SlotIdx < 0 || !StrateLayout[SlotIdx].Definition) return -FLT_MAX;
|
||
|
||
const FStrateSlot& Slot = StrateLayout[SlotIdx];
|
||
const UVoxelStrateDefinition* Def = Slot.Definition;
|
||
if (!Def->bHasWater) return -FLT_MAX;
|
||
|
||
// Pull the relative level from whichever archetype owns water.
|
||
float Rel = 0.0f;
|
||
switch (Def->GeneratorType)
|
||
{
|
||
case ECaveGeneratorType::SurfaceWorld: Rel = Def->SurfaceParams.WaterLevelRelative; break;
|
||
case ECaveGeneratorType::Underwater: Rel = Def->GenerationParams.WaterLevelRelative; break;
|
||
default: Rel = Def->GenerationParams.WaterLevelRelative; break;
|
||
}
|
||
if (Rel <= 0.0f) return -FLT_MAX;
|
||
|
||
const float BottomZ = (float)(Slot.BottomChunkZ) * CHUNK_SIZE;
|
||
const float TopZ = (float)(Slot.TopChunkZ + 1) * CHUNK_SIZE;
|
||
return FMath::Lerp(BottomZ, TopZ, FMath::Clamp(Rel, 0.0f, 1.0f));
|
||
}
|
||
|
||
FStrateGenerationParams UVoxelStrateManager::GetGenerationParams(const FIntVector& ChunkCoord) const
|
||
{
|
||
int32 SlotIdx = FindSlotIndexForChunkZ(ChunkCoord.Z);
|
||
|
||
// If outside all strates, return negative density → guaranteed air.
|
||
// BaseDensity must be < 0 because IsoLevel is 0.0 and density >= IsoLevel = solid.
|
||
if (SlotIdx < 0)
|
||
{
|
||
FStrateGenerationParams Empty;
|
||
Empty.BaseDensity = -1.0f; // Negative → air after negation
|
||
Empty.WormStrength = 0.0f;
|
||
Empty.RoomDensity = 0.0f; // No rooms outside strates
|
||
return Empty;
|
||
}
|
||
|
||
const FStrateSlot& Slot = StrateLayout[SlotIdx];
|
||
FStrateGenerationParams BaseParams = BuildParamsFromDefinition(Slot.Definition);
|
||
|
||
//=========================================================================
|
||
// SET STRATE BOUNDARY Z VALUES
|
||
//=========================================================================
|
||
// The density function needs to know the strate's Z range (in voxel coords)
|
||
// to seal the top and bottom with solid rock. This prevents caves from
|
||
// carving through strate boundaries.
|
||
//
|
||
// TopChunkZ=0, CHUNK_SIZE=32: top of the strate = chunk 0's top edge = voxel Z=32
|
||
// BottomChunkZ=-3: bottom of the strate = chunk -3's bottom edge = voxel Z=-3*32 = -96
|
||
BaseParams.StrateTopWorldZ = (float)(Slot.TopChunkZ + 1) * CHUNK_SIZE;
|
||
BaseParams.StrateBottomWorldZ = (float)(Slot.BottomChunkZ) * CHUNK_SIZE;
|
||
|
||
//=========================================================================
|
||
// BOUNDARY BLENDING (transition-type aware)
|
||
//=========================================================================
|
||
// If this chunk is near a strate boundary, apply the appropriate transition
|
||
// based on the UPPER strate's TransitionType setting.
|
||
//
|
||
// Three transition styles:
|
||
//
|
||
// GRADIENT (default):
|
||
// Classic linear lerp of all params across BlendChunks. Smooth,
|
||
// invisible boundary. Cave shape morphs gradually from one strate
|
||
// to the next over several chunks.
|
||
//
|
||
// HARD:
|
||
// No blending at all — params switch instantly at the boundary.
|
||
// The abrupt change in density, room size, roughness, etc. creates
|
||
// a natural cliff, ledge, or visible material discontinuity.
|
||
// BlendChunks is ignored (effectively 0).
|
||
//
|
||
// INTERLEAVED:
|
||
// 3D Perlin noise warps the effective boundary Z position per XY column.
|
||
// Some columns transition early (fingers of the lower strate reach UP),
|
||
// others late (fingers of the upper strate reach DOWN). The Z frequency
|
||
// is intentionally low so the fingers are horizontal — wide, flat
|
||
// intrusions rather than vertical spikes.
|
||
//
|
||
// WHICH STRATE'S TRANSITION TYPE IS USED:
|
||
// At the bottom boundary of strate N (between N and N+1), we use
|
||
// strate N's (the upper strate's) TransitionType. This is consistent:
|
||
// each strate definition controls what happens at its lower edge.
|
||
// At the top boundary of strate N (between N-1 and N), we use
|
||
// strate N-1's TransitionType (the strate above controls its lower edge).
|
||
|
||
//---------------------------------------------------------------------
|
||
// CHECK BOTTOM BOUNDARY (transitioning to strate below)
|
||
//---------------------------------------------------------------------
|
||
// DistFromBottom = how many chunks above the bottom edge of this strate.
|
||
// When 0, we're right at the boundary. When == BlendChunks, we're at
|
||
// the outer edge of the transition zone.
|
||
int32 DistFromBottom = ChunkCoord.Z - Slot.BottomChunkZ;
|
||
|
||
if (SlotIdx + 1 < StrateLayout.Num())
|
||
{
|
||
// The upper strate (this one) controls the transition type at its lower edge
|
||
const EVoxelStrateTransition TransType = Slot.Definition->TransitionType;
|
||
|
||
// Per-definition blend distance (overrides the manager's default BlendChunks)
|
||
const int32 EffectiveBlend = Slot.Definition->TransitionBlendChunks;
|
||
|
||
// Prepare the neighbor's params (only used for Gradient and Interleaved)
|
||
const FStrateSlot& BelowSlot = StrateLayout[SlotIdx + 1];
|
||
|
||
switch (TransType)
|
||
{
|
||
case EVoxelStrateTransition::Hard:
|
||
{
|
||
// HARD TRANSITION: No blending. The current strate's params apply
|
||
// all the way to the boundary with zero transition zone.
|
||
// The abrupt param change (different densities, room sizes, etc.)
|
||
// creates a natural cliff or ledge — no special density boost needed.
|
||
// We simply skip blending and fall through to the "return BaseParams" below.
|
||
break;
|
||
}
|
||
|
||
case EVoxelStrateTransition::Gradient:
|
||
{
|
||
// GRADIENT TRANSITION: Classic smooth lerp across the blend zone.
|
||
// Alpha goes from 0 (at the outer edge of the zone) to 1 (right at boundary).
|
||
if (DistFromBottom < EffectiveBlend)
|
||
{
|
||
FStrateGenerationParams BelowParams = BuildParamsFromDefinition(BelowSlot.Definition);
|
||
BelowParams.StrateTopWorldZ = (float)(BelowSlot.TopChunkZ + 1) * CHUNK_SIZE;
|
||
BelowParams.StrateBottomWorldZ = (float)(BelowSlot.BottomChunkZ) * CHUNK_SIZE;
|
||
|
||
// Linear alpha: 0 at EffectiveBlend chunks away, 1 at the boundary
|
||
float Alpha = 1.0f - ((float)DistFromBottom / (float)EffectiveBlend);
|
||
Alpha = FMath::Clamp(Alpha, 0.0f, 1.0f);
|
||
|
||
return FStrateGenerationParams::Lerp(BaseParams, BelowParams, Alpha);
|
||
}
|
||
break;
|
||
}
|
||
|
||
case EVoxelStrateTransition::Interleaved:
|
||
{
|
||
// INTERLEAVED TRANSITION: 3D noise warps the effective boundary Z.
|
||
//
|
||
// Instead of a flat boundary plane, the boundary becomes a wavy 3D surface.
|
||
// For each XY position, a Perlin noise sample offsets the boundary Z by
|
||
// up to ±2 chunks. Where the noise pushes the boundary UP, the lower strate's
|
||
// params appear earlier (its "fingers" reach into the upper strate). Where
|
||
// the noise pushes DOWN, the upper strate's params persist longer.
|
||
//
|
||
// The Z frequency is intentionally 3x lower than XY frequency so the fingers
|
||
// are horizontal slabs rather than vertical spikes — this matches how real
|
||
// geological intrusions look (wide, flat, layered).
|
||
//
|
||
// WarpAmplitude of 2.0 means the boundary can shift ±2 chunks from its
|
||
// true position. Combined with EffectiveBlend for the transition width,
|
||
// we need to check a wider zone: EffectiveBlend + WarpAmplitude.
|
||
const float WarpAmplitude = 2.0f; // Max boundary offset in chunks
|
||
const int32 CheckRange = EffectiveBlend + FMath::CeilToInt(WarpAmplitude);
|
||
|
||
if (DistFromBottom < CheckRange)
|
||
{
|
||
FStrateGenerationParams BelowParams = BuildParamsFromDefinition(BelowSlot.Definition);
|
||
BelowParams.StrateTopWorldZ = (float)(BelowSlot.TopChunkZ + 1) * CHUNK_SIZE;
|
||
BelowParams.StrateBottomWorldZ = (float)(BelowSlot.BottomChunkZ) * CHUNK_SIZE;
|
||
|
||
// Sample 3D Perlin noise to warp the boundary position.
|
||
// XY frequency 0.15 gives medium-scale variation (~6-7 chunks per cycle).
|
||
// Z frequency 0.05 gives slow vertical change — horizontal finger shapes.
|
||
// CachedSeed offsets ensure each world has unique finger patterns.
|
||
float WarpNoise = FMath::PerlinNoise3D(FVector(
|
||
ChunkCoord.X * 0.15f + CachedSeed * 0.01f,
|
||
ChunkCoord.Y * 0.15f + CachedSeed * 0.017f,
|
||
ChunkCoord.Z * 0.05f // Lower Z frequency for horizontal "fingers"
|
||
)) * VOXEL_NOISE_SCALE;
|
||
|
||
// Offset the distance from boundary by the noise * amplitude.
|
||
// Positive noise → boundary pushed up → lower strate appears earlier.
|
||
// Negative noise → boundary pushed down → upper strate persists longer.
|
||
float WarpedDist = (float)DistFromBottom + WarpNoise * WarpAmplitude;
|
||
|
||
// Compute alpha from the warped distance (same formula as Gradient,
|
||
// but using the noise-displaced distance instead of the true distance)
|
||
float Alpha = 1.0f - FMath::Clamp(WarpedDist / (float)EffectiveBlend, 0.0f, 1.0f);
|
||
|
||
// Only blend if alpha > 0 (we're inside the warped transition zone)
|
||
if (Alpha > 0.0f)
|
||
{
|
||
return FStrateGenerationParams::Lerp(BaseParams, BelowParams, Alpha);
|
||
}
|
||
}
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
|
||
//---------------------------------------------------------------------
|
||
// CHECK TOP BOUNDARY (transitioning to strate above)
|
||
//---------------------------------------------------------------------
|
||
// Mirror logic: the ABOVE strate's TransitionType controls its lower edge,
|
||
// which is this strate's upper edge. So we read from StrateLayout[SlotIdx-1].
|
||
int32 DistFromTop = Slot.TopChunkZ - ChunkCoord.Z;
|
||
|
||
if (SlotIdx > 0)
|
||
{
|
||
// The strate ABOVE controls the transition at its lower edge (= our upper edge)
|
||
const FStrateSlot& AboveSlot = StrateLayout[SlotIdx - 1];
|
||
const EVoxelStrateTransition TransType = AboveSlot.Definition->TransitionType;
|
||
const int32 EffectiveBlend = AboveSlot.Definition->TransitionBlendChunks;
|
||
|
||
switch (TransType)
|
||
{
|
||
case EVoxelStrateTransition::Hard:
|
||
{
|
||
// No blending — fall through to return BaseParams
|
||
break;
|
||
}
|
||
|
||
case EVoxelStrateTransition::Gradient:
|
||
{
|
||
if (DistFromTop < EffectiveBlend)
|
||
{
|
||
FStrateGenerationParams AboveParams = BuildParamsFromDefinition(AboveSlot.Definition);
|
||
AboveParams.StrateTopWorldZ = (float)(AboveSlot.TopChunkZ + 1) * CHUNK_SIZE;
|
||
AboveParams.StrateBottomWorldZ = (float)(AboveSlot.BottomChunkZ) * CHUNK_SIZE;
|
||
|
||
float Alpha = 1.0f - ((float)DistFromTop / (float)EffectiveBlend);
|
||
Alpha = FMath::Clamp(Alpha, 0.0f, 1.0f);
|
||
|
||
return FStrateGenerationParams::Lerp(BaseParams, AboveParams, Alpha);
|
||
}
|
||
break;
|
||
}
|
||
|
||
case EVoxelStrateTransition::Interleaved:
|
||
{
|
||
const float WarpAmplitude = 2.0f;
|
||
const int32 CheckRange = EffectiveBlend + FMath::CeilToInt(WarpAmplitude);
|
||
|
||
if (DistFromTop < CheckRange)
|
||
{
|
||
FStrateGenerationParams AboveParams = BuildParamsFromDefinition(AboveSlot.Definition);
|
||
AboveParams.StrateTopWorldZ = (float)(AboveSlot.TopChunkZ + 1) * CHUNK_SIZE;
|
||
AboveParams.StrateBottomWorldZ = (float)(AboveSlot.BottomChunkZ) * CHUNK_SIZE;
|
||
|
||
// Same noise function but with a different seed offset to avoid
|
||
// symmetry between top and bottom boundaries of adjacent strates
|
||
float WarpNoise = FMath::PerlinNoise3D(FVector(
|
||
ChunkCoord.X * 0.15f + CachedSeed * 0.013f,
|
||
ChunkCoord.Y * 0.15f + CachedSeed * 0.023f,
|
||
ChunkCoord.Z * 0.05f
|
||
)) * VOXEL_NOISE_SCALE;
|
||
|
||
float WarpedDist = (float)DistFromTop + WarpNoise * WarpAmplitude;
|
||
float Alpha = 1.0f - FMath::Clamp(WarpedDist / (float)EffectiveBlend, 0.0f, 1.0f);
|
||
|
||
if (Alpha > 0.0f)
|
||
{
|
||
return FStrateGenerationParams::Lerp(BaseParams, AboveParams, Alpha);
|
||
}
|
||
}
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
|
||
// Not near any boundary (or Hard transition) — use this strate's params directly
|
||
return BaseParams;
|
||
}
|
||
|
||
//=============================================================================
|
||
// BUILD PARAMS FROM DEFINITION
|
||
//=============================================================================
|
||
// Returns the definition's base GenerationParams (cave shape, SDF, roughness, etc.).
|
||
//
|
||
// NOTE: Terrain op fields (TerraceStepHeight, ColumnDensity, etc.) are no longer
|
||
// merged here. They default to 0 (disabled) in the base params, and are applied
|
||
// per-room during BuildChunkCache() via FCachedRoom::RoomOp — each room hash-rolls
|
||
// one op from the strate's probability pool (FStrateTerrainOpEntry::Probability).
|
||
//
|
||
// Assets are still pre-loaded in Initialize() so BuildChunkCache can resolve
|
||
// soft pointers (Entry.Operation.Get()) without a disk read during generation.
|
||
|
||
FStrateGenerationParams UVoxelStrateManager::BuildParamsFromDefinition(const UVoxelStrateDefinition* Definition)
|
||
{
|
||
if (!Definition) return FStrateGenerationParams();
|
||
|
||
// Base params only — terrain op fields stay 0 until per-room assignment.
|
||
return Definition->GenerationParams;
|
||
}
|