Files
VoxelForge/Source/VoxelForge/Public/VoxelGenerator.h
T
Fr0zkaandClaude Opus 5 cf0319d480 perf(streaming): item 3 bought nothing, item 5 removed dead weight -- both worth knowing
Two WORK-NEXT items, one null result and one confirmed removal. Item 4 untouched.

ITEM 3 -- CANCEL OBSOLETE WORK AND PRIORITISE THE FLOOR: NULL RESULT
Clean -nullrhi, diagnostics off, 800 cm/s, 200 m of travel:

                          before            after
  request->ready p95      0.369117 s        0.367612 s
  queue wait p95          0.066949 s        0.064483 s
  generation p95          0.287926 s        0.283642 s
  p95 travel distance     2.952938 m        2.940894 m
  obsolete aborts                 0                12

Flat. Aborting obsolete tiles, sorting from the true pawn position and prioritising the
occupied/next tile changed request-to-ready by 0.4%.

⭐ AND THE NULL RESULT IS ITSELF THE FINDING. Look at the split: queue wait is 65 ms of a
368 ms p95; generation is 284 ms. **The queue was never the problem, so reordering it
cannot help.** Only 12 tiles in a 200 m run were obsolete enough to abort. The floor is
late because generation is slow, not because work is badly ordered -- item 3 establishes
that by exclusion, which is worth more than the 0.4%.

The machinery is kept: it is correct, it costs nothing, and it will matter once
generation is fast enough for ordering to be the binding constraint.

ITEM 5 -- VERDICT CACHE REMOVED. It was pure overhead.
Clean moving-session audit:

  outer  calls/probes/hits    2,109 / 2,109 / 0
  nested calls/probes/hits   19,904 / 19,904 / 0
  enclosing hits                              0
  stores 15,877, evictions 15,365

⇒ It stored 15,877 proofs, evicted 15,365 of them, and hit ZERO times. A moving player
visits unique regions; the cache was filling and thrashing a 512-entry table under a
global lock for no benefit. Same-binary A/B: request p95 0.367645 vs 0.365978,
generation p95 0.285559 vs 0.285992 -- neutral within noise, so its cost was the lock and
the linear scans rather than time we can see.

Removed: the global cache, its lock, the entry table, the invalidation path, the
cache-only profiler fields and the synthetic probe. The proof classifier stays.

⚠️ I asked for this cache two days ago on the strength of a commandlet measurement that
re-visited the same region repeatedly. That access pattern is nothing like a moving
player, and I should have said so when specifying it.

VERIFIED BY ME: build 0 errors; export 0.563 / 0.565 / 0.566 s (35de59b was 0.545-0.563,
flat as expected); geometry SHA-256 b3e5f4c3..9b377 UNCHANGED; capability 20,830 /
10,909, connected.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_012aheo2crrZmHuYtPpdY2Cb
2026-09-12 06:49:20 +02:00

457 lines
25 KiB
C++

// VoxelGenerator.h
// Fournit le champ de densité du monde (positif = solide, négatif = air).
//
// Pipeline density-only: plus de grille de blocs, plus de surface heightfield.
// Le mesher appelle GetDensityAt() par voxel pour reconstruire la géométrie.
// Toute la logique de caves vit dans GetDensityWithParams / GetSlabDensity,
// pilotée par les params de strate récupérés auprès du StrateManager.
#pragma once
#include "CoreMinimal.h"
#include "VoxelTypes.h"
#include "VoxelStrateTypes.h"
#include "VoxelBiomeTypes.h"
#include "VoxelGenerator.generated.h"
// Forward decls (évite les includes transitifs)
class UVoxelSettings;
class UVoxelStrateManager;
class UVoxelDiffLayer;
class UVoxelBiomeDefinition;
struct FTunnelCoreWorldEvaluation;
//=============================================================================
// LOD-AWARE OCTAVE REDUCTION (T2.b)
//=============================================================================
// At Step=2/4, noise octaves whose wavelength is smaller than the sampling cell
// are pure aliasing cost — they can't shape the coarse isosurface, only shift it
// by sub-cell noise. Réduction d'octaves sur les tuiles lointaines (LOD).
//
// OctaveBias = octaves dropped from PER-VOXEL volumetric noise for the tile
// currently being meshed on THIS thread. Default 0 = full quality; set (via
// TGuardValue) by UVoxelMarchingCubesMesher::GenerateMesh from its Step and the
// opt-in UVoxelSettings::LODOctaveDrop, restored when the tile finishes — so
// game-thread queries, deco snapping and the density-volume fill thread always
// see 0. fBM/Ridged add octaves low→high frequency, so dropping the TAIL keeps
// the coarse shape identical; only sub-cell detail (already unrepresentable at
// that Step) disappears. LOD0 (Step=1) is byte-identical regardless.
//
// Deliberately NOT applied to XY-field noise (heightfield, ceiling, relief,
// moisture): those feed box-validated caches that can outlive a tile task on
// the same thread, and biome/climate must stay LOD-independent.
namespace VoxelGenLOD
{
// The TLS variables themselves stay module-local because MSVC forbids exporting thread_local
// data (C2492). These tiny accessors let the editor explorer build a shared LOD grid without
// linking directly to the storage in the game module.
extern thread_local int32 OctaveBias;
// Sampling step of the tile currently being meshed on this worker. GetDensityAt itself has
// no Step parameter because callers outside the mesher are point queries; this TLS is only a
// read-only hint for caches that may safely widen their spatial window for coarse tiles.
extern thread_local int32 SampleStep;
VOXELFORGE_API int32 GetThreadOctaveBias();
VOXELFORGE_API void SetThreadOctaveBias(int32 Value);
VOXELFORGE_API int32 GetThreadSampleStep();
VOXELFORGE_API void SetThreadSampleStep(int32 Value);
// Effective octave count for a per-voxel noise call site.
// At least 1 octave always survives (the coarse base shape).
FORCEINLINE int32 Eff(int32 Octaves) { return FMath::Max(1, Octaves - OctaveBias); }
}
// NOTE: EVoxelTileClass (le verdict T1.d) a déménagé dans VoxelTypes.h — inclus ci-dessus —
// pour que VoxelDensityOp.h puisse le partager sans dépendre d'un header UCLASS.
// EVoxelTileClass (the T1.d verdict) moved to VoxelTypes.h, included above.
/**
* UVoxelGenerator
*
* Objet UObject léger — ne stocke pas de données lourdes.
* Tient les paramètres globaux copiés depuis les settings (seed, spine, bord XY) et les services
* dont il a besoin (StrateManager pour les params par chunk, DiffLayer pour
* les carves du joueur).
*/
UCLASS(BlueprintType)
class VOXELFORGE_API UVoxelGenerator : public UObject
{
GENERATED_BODY()
public:
UVoxelGenerator();
//=========================================================================
// SEED (source unique: Settings->Seed)
//=========================================================================
// Les paramètres globaux sont copiés au démarrage pour éviter un déréférencement par voxel.
// Les formes créatives viennent ensuite des params de strate.
int32 Seed = 0;
// Authored radius (voxels) of the guaranteed flat-floored landing room at world XY (0,0) in
// every strate — the old “spine” setting now sizes a room and never creates a vertical bore.
// 0 disables the origin landing rooms. Copied from VoxelSettings.
float OriginSpineRadius = 14.0f;
// Radius (voxels) of the bounded world in actor-space XY, measured from (0,0).
// 0 keeps the legacy unbounded behavior and is a true no-op for the edge seal.
float WorldRadiusVoxels = 8192.0f;
// Width (voxels) of the smooth solid ramp at the XY world edge.
float EdgeSealThickness = 64.0f;
//=========================================================================
// SERVICES (injectés par AVoxelWorld::BeginPlay)
//=========================================================================
// Manager des strates — fournit les params de cave par chunk.
// Peut être nullptr: dans ce cas on utilise des params par défaut.
UPROPERTY()
const UVoxelStrateManager* StrateManager = nullptr;
// Diff layer des modifications joueur (carve/fill).
// Peut être nullptr: dans ce cas pas de modifs appliquées.
UPROPERTY()
const UVoxelDiffLayer* DiffLayer = nullptr;
void SetStrateManager(const UVoxelStrateManager* InManager)
{
StrateManager = InManager;
}
void SetDiffLayer(const UVoxelDiffLayer* InDiffLayer)
{
DiffLayer = InDiffLayer;
}
// Copie le seed depuis les settings. Appelé au démarrage et lors d'un ChangeSeed.
void InitializeSettings(const UVoxelSettings* Settings);
//=========================================================================
// API DE DENSITÉ
//=========================================================================
/**
* Densité combinée (strates + diff du joueur).
*
* Convention de sortie (MC): négatif = solide, positif = air.
* C'est ce que le marching cubes attend comme champ scalaire.
*
* @param WorldX, WorldY, WorldZ - coordonnées monde en voxels (pas cm)
*/
float GetDensityAt(float WorldX, float WorldY, float WorldZ) const;
/**
* Open a worker-local lattice hand-off for the following GetDensityAt calls. The mesher uses
* this around one tile's density-grid fill. The first sample in each resolved chunk lets the
* generator run the operator stack once in EvalBlock; later samples consume the exact cached
* per-sample result while the ordinary post-stack tail still runs in canonical order.
*
* This is intentionally a scoped service rather than a persistent world cache: its lifetime is
* one tile task, it is thread-local, and EndDensityBlock must be called on every exit path.
*/
void BeginDensityBlock(FIntVector OriginVoxels, int32 Step,
int32 SizeX, int32 SizeY, int32 SizeZ) const;
void EndDensityBlock() const;
/**
* Densité pour une strate TunnelNetwork (rooms + tunnels + worm noise).
* Utilisée en interne par GetDensityAt quand la strate est de ce type.
* Exposée pour permettre des tests isolés avec des params custom.
*
* ⚠️ `ParamsFingerprint` ET `LayoutVersion` SONT OBLIGATOIRES, ET C'EST LE CORRECTIF
* D'`AUDIT §C2` (2026-07-28). Le cache SDF interne est clé sur (boîte XY, strate, seed) et
* PAS sur les params. Or `GetGenerationParams` BLENDE les params à l'intérieur d'une même
* strate — `Alpha` dépend du chunk Z en mode `Gradient` (le DÉFAUT, avec
* `TransitionBlendChunks = 2`) et du chunk XY en plus en mode `Interleaved`. Deux chunks de la
* même strate, même seed, donc même clé, mais des params DIFFÉRENTS : le worker évalue le
* deuxième chunk qu'il construit contre les salles du premier. Et comme *quel* chunk vient en
* premier dépend de l'ordre des workers, **deux pairs divergent depuis la même seed** — ce que
* `OPSTACK-PLAN §2.6.1` interdit explicitement.
*
* Pourquoi une empreinte PASSÉE plutôt qu'un `MemCrc32` calculé ici : ce serait ~300 octets de
* CRC PAR VOXEL sur le chemin le plus chaud du plugin. L'appelant la calcule UNE fois par
* chunk, là où le mémo de params vit déjà (`CP_*`), donc le coût par voxel est exactement deux
* comparaisons d'entiers. Pas de valeur par défaut : un appelant qui oublie doit ne pas
* compiler, pas hériter silencieusement du trou (la discipline de `FVoxelOpContext`).
*
* ⚠️ POUR LES TESTS : passez `FCrc::MemCrc32(&Params, sizeof(Params))`. Un oracle qui partage
* le défaut qu'il teste ne prouve rien — c'est précisément ce que la note de
* `VoxelForgeOpStackTunnelTest.cpp` (contrôle 3) décrivait comme le trou de l'original.
*
* The SDF cache key had neither the params nor anything that determines them, while the params
* are blended per chunk INSIDE a strate — so a worker could evaluate one chunk against another
* chunk's rooms, and which came first depends on worker order. Passing a once-per-chunk
* fingerprint keeps the fix off the per-voxel path. No default: forgetting it must not compile.
*/
float GetDensityWithParams(float WorldX, float WorldY, float WorldZ,
const FStrateGenerationParams& Params,
uint32 ParamsFingerprint, uint32 LayoutVersion,
bool bApplyLegacyStructuralPosts = true,
// Optional hand-off used by a lowered canonical evaluator. When
// non-null, this receives the pre-disturbance TunnelNetwork core;
// it does not alter the scalar field result.
FTunnelCoreWorldEvaluation* OutTunnelCore = nullptr,
// Diagnostics are opt-in so ordinary/reference calls do not pay
// for fused-path counters.
bool bCollectFusedDiagnostics = false) const;
/**
* Densité pour une strate Slab (FlatPlain / CrystalChamber).
* Vide horizontal entre un sol bruité et un plafond bruité.
*/
float GetSlabDensity(float WorldX, float WorldY, float WorldZ,
const FSlabGenerationParams& Params) const;
/**
* Densité pour une strate Maze — couloirs sur un treillis 3D déterministe, avec les décisions
* parent/boucle reconstruites par cellule dans un cache thread-local; le hot path ne parcourt
* que les capsules déjà émises.
*/
float GetMazeDensity(float WorldX, float WorldY, float WorldZ,
const FMazeGenerationParams& Params) const;
/**
* Densité pour une strate SurfaceWorld — terrain à ciel ouvert (collines,
* montagnes, plages) sous un plafond solide, avec nappe d'eau optionnelle.
*
* Biome output-blend: the heightfield is evaluated with ParamsD (the voxel's dominant
* biome) and, when NeighborWeight > 0, also with ParamsN (its nearest neighbour); the
* two surface HEIGHTS are lerped. This stays seamless across ANY param difference
* (frequencies included). With no biomes, pass ParamsD == ParamsN and weight 0 →
* bit-identical to the single-param terrain. Structural fields (Z bounds, seal, base,
* water level) must be equal in both (forced from the strate).
*/
float GetSurfaceDensity(float WorldX, float WorldY, float WorldZ,
const FSurfaceGenerationParams& ParamsD,
const FSurfaceGenerationParams& ParamsN,
float NeighborWeight) const;
/**
* Densité pour une strate VerticalShafts — puits verticaux pleine hauteur,
* vires horizontales, et connecteurs horizontaux occasionnels.
*/
float GetVerticalShaftDensity(float WorldX, float WorldY, float WorldZ,
const FVerticalShaftParams& Params) const;
/**
* Densité pour une strate FloatingIslands — masses de terre suspendues dans
* un grand vide ouvert (îles flottantes), sommets aplatis, dessous rugueux.
*/
float GetFloatingIslandDensity(float WorldX, float WorldY, float WorldZ,
const FFloatingIslandParams& Params) const;
//=========================================================================
// CLIMATE & BIOME FIELDS (pure XY, deterministic, window-invariant)
//=========================================================================
/**
* Relief ("elevation") field at a world XY → [0,1], contrast-shaped & smoothed.
* The single source of truth for the relief map M: SurfaceWorld terrain and the
* biome climate map both call this, so they agree when given the same freq/contrast.
*/
float SampleRelief(float WorldX, float WorldY, float Frequency, float Contrast) const;
/**
* La chaîne de hauteur complète de SurfaceWorld : structural → cliff → terrace → layer lines →
* plage. Rend une ALTITUDE monde en voxels, pas une densité.
*
* PUBLIQUE pour la même raison que `GetSlabDensity` / `GetMazeDensity` : permettre un test
* isolé. C'est la référence de `VoxelForge.OpStack.SurfaceHeightEquivalence`, qui compare la
* pile d'opérateurs de hauteur (`VoxelHeightOp.h`) à cette fonction point par point.
* Public so the height-op stack can be measured against it — same reason as GetSlabDensity.
*/
float ComputeSurfaceTerrainZ(float WorldX, float WorldY, const FSurfaceGenerationParams& Params) const;
/**
* La colonne de surface : terrain Z, plafond, et le gate d'OVERHANG résolu par colonne
* (amplitude + direction amont). PUBLIQUES toutes deux pour la même raison que ci-dessus :
* c'est le seul chemin qui calcule l'overhang — `GetSurfaceDensity` passe `OverhangAmp = 0` —
* donc c'est la seule référence possible pour `FOverhangShelfMod`.
* Public because this is the ONLY path that computes the overhang (GetSurfaceDensity passes 0),
* so it is the only possible reference for the ported op.
*/
void ComputeSurfaceColumn(float WorldX, float WorldY, int32 ChunkZ,
const FSurfaceGenerationParams& BaseSurface, const FBiomeContext& BiomeCtx,
const TArray<FSurfaceGenerationParams>& BiomeParams, FChunkBiomeCache& BiomeCache,
float& OutTerrainZ, float& OutCeilSurf,
float& OutOverhangAmp, float& OutDirX, float& OutDirY) const;
/** Le combine par voxel : colonne → densité, overhang compris, puis le post structurel. */
float SurfaceDensityFromColumn(float WorldX, float WorldY, float WorldZ,
float TerrainZ, float CeilSurf,
float OverhangAmp, float DirX, float DirY,
const FSurfaceGenerationParams& S) const;
/**
* Moisture field at a world XY → [0,1]. The second climate axis for biome placement.
*/
float SampleMoisture(float WorldX, float WorldY, float Frequency) const;
/**
* Resolve the biome at a world XY: dominant cell + nearest neighbour + blend weight.
* Warped Voronoi over a jittered grid; each cell's biome is chosen by its site's
* (relief, moisture) against the context's climate boxes. PURE function of (XY, seed,
* Ctx) — no chunk-window dependence (CODEMAP §8.4). Returns an empty sample when the
* context has no biomes. Used by the 2D preview bake and (next) the density path.
*/
FBiomeSample SampleBiomeAt(float WorldX, float WorldY, const FBiomeContext& Ctx) const;
/**
* Hot-path biome resolve: the dominant + neighbour biome and blend weight at a world
* XY for the given strate slice. Uses (and lazily rebuilds) Cache — a box-validated
* per-chunk grid — so the noise-heavy cell classification happens once per chunk, not
* per voxel. Bit-identical to SampleBiomeAt, so the baked preview matches the terrain.
*/
FBiomeSample ResolveBiomeSampleAt(float WorldX, float WorldY, int32 ChunkZ,
const FBiomeContext& Ctx, FChunkBiomeCache& Cache) const;
/**
* Dominant biome ASSET at a world XY for the given strate slice (chunk Z), or nullptr
* when the strate has no biomes / the point is outside the strate range. Game-thread
* helper for content + atmosphere selection — uses the same field as the density path.
*/
const UVoxelBiomeDefinition* GetDominantBiomeAt(float WorldX, float WorldY, int32 ChunkZ) const;
/**
* Rich biome probe at a world XY for a strate slice (ChunkZ): dominant + neighbour biome assets,
* climate fields, border blend weight, and the dominant biome's EFFECTIVE decoration count. Mirrors
* exactly what the decoration scatter resolves per column, so it is a faithful "what's under here?"
* diagnostic (DominantDecorationCount == 0 explains an empty biome region). Game-thread, uncached.
*/
void QueryBiomeAt(float WorldX, float WorldY, int32 ChunkZ, FVoxelBiomeQuery& Out) const;
/**
* Per-vertex material data for the master triplanar palette material (F6). Resolves the
* biome field at a world XY/Z and returns the dominant + neighbour MaterialPaletteIndex
* and the border blend weight (0 deep in a cell → 0.5 at the border). The mesher packs
* these into vertex colour so one material re-skins terrain per biome and cross-fades
* across biome borders. No biomes ⇒ Dominant=Neighbour=0, Weight=0 (default palette).
* Thread-safe: own per-chunk thread_local context + box cache (clustered tile queries
* stay warm). Window-invariant (ResolveBiomeSampleAt is bit-identical to SampleBiomeAt).
*/
void GetBiomeMaterialAt(float WorldX, float WorldY, float WorldZ,
int32& OutDominantPalette, int32& OutNeighborPalette,
float& OutBlendWeight) const;
/**
* F7 AWARE PLACEMENT: evaluate an entry's relational placement conditions at a candidate voxel XY.
* True = ALL conditions pass (AND); empty list = true (zero cost). Pure query of the analytic fields
* (relief/moisture/biome-border) — deterministic + worker-safe. The caller passes the strate's
* already-resolved biome context (freq/contrast + Voronoi map), so no re-resolve. Also the shared core
* of the future quest FindFeature locator (same predicate, run as an outward search).
*/
bool EvaluateTerrainConditions(const TArray<FTerrainCondition>& Conditions,
float WorldX, float WorldY, const FBiomeContext& BiomeCtx) const;
/**
* SurfaceWorld HEIGHT ORACLE: the terrain surface Z + sky-cap ceiling Z (voxel coords) at a world
* XY for the given strate slice (ChunkZ), WITHOUT ray-marching the density column. Returns false
* (outs untouched) when the chunk is NOT a SurfaceWorld heightfield — callers fall back to marching.
* Shares the density path's surface helpers, so a decoration snapped to OutTerrainZ sits exactly on
* the rendered ground. Does NOT include passage/spine/seal carving — verify with one GetDensityAt at
* the result if a column might be carved. Thread-safe (own per-chunk thread_local cache).
*/
bool GetSurfaceHeightAt(float WorldX, float WorldY, int32 ChunkZ,
float& OutTerrainZ, float& OutCeilSurf) const;
/**
* T1.d — classification conservative d'une tuile AVANT le pré-échantillonnage du mesher.
* (OriginVoxels, Step, CellsPerAxis) = les MÊMES arguments que GenerateMesh ; le verdict
* porte sur le treillis exact que le mesher échantillonnerait (marge ±1 incluse).
*
* GAP (bedrock), hors-layout (air constant) et SurfaceWorld plient leurs hypothèses par Z ;
* SurfaceWorld évalue ses colonnes terrain/plafond avec le MÊME ComputeSurfaceColumn que le
* chemin densité. Un unique slot cave opt-in peut ajouter le verdict conservatif de sa pile,
* sous gardes d'archétype et de params bit-identiques. Spine/passages/disturbances/diff restent
* des gardes conservatrices. Worker-safe (lecture seule + caches thread_local partagés avec
* GetDensityAt — un verdict Mixed laisse les colonnes chaudes pour la génération qui suit).
*/
EVoxelTileClass ClassifyTile(const FIntVector& OriginVoxels, int32 Step,
int32 CellsPerAxis) const;
EVoxelTileClass ClassifyTile(const FIntVector& OriginVoxels, int32 Step,
int32 CellsPerAxis,
struct FVoxelTileClassificationStats* OutStats) const;
private:
/** Identité process-unique du propriétaire des caches `CP_*` thread_local.
* Process-unique owner identity for the `CP_*` thread-local cache key. */
uint64 DensityCacheOwnerId = 0;
EVoxelTileClass ClassifyTileUncached(
const FIntVector& OriginVoxels, int32 Step, int32 CellsPerAxis,
struct FVoxelTileClassificationStats* OutStats) const;
/** Pick the biome (index into Ctx.Biomes) for a Voronoi site, by its climate. */
int32 ClassifyBiomeAtSite(float SiteX, float SiteY, const FBiomeContext& Ctx, uint32 SiteHash) const;
// ComputeSurfaceTerrainZ a été DÉPLACÉE en `public` (voir plus haut) pour que
// VoxelForge.OpStack.SurfaceHeightEquivalence puisse s'y comparer. Une seule déclaration.
// Moved to public above so the height-stack test can compare against it. One declaration only.
/** F20 — the RAW structural heightfield (continents + mountains + detail), BEFORE any
* terrain op (cliff/terrace/layer-lines/beach). Ops in ComputeSurfaceTerrainZ build on
* this; Cliff re-samples it at an XY offset for a cheap analytic slope. OutM = the relief
* "mountainous-ness" [0,1], reused to relief-condition the ops. */
float SampleSurfaceStructuralZ(float WorldX, float WorldY,
const FSurfaceGenerationParams& Params, float& OutM) const;
/** The SurfaceWorld sky-cap ceiling surface Z at a world XY (also pure per-XY). */
float ComputeSurfaceCeiling(float WorldX, float WorldY, const FSurfaceGenerationParams& Params) const;
/** Resolve a chunk's SurfaceWorld params (strate base + per-biome overrides, structural fields
* forced from the strate). Shared by GetDensityAt's per-chunk cache and the GetSurfaceHeightAt
* oracle so both produce the SAME surface. */
void ResolveSurfaceChunkParams(const FIntVector& ChunkCoord,
FSurfaceGenerationParams& OutSurface, FBiomeContext& OutBiomeCtx,
TArray<FSurfaceGenerationParams>& OutBiomeParams) const;
// ComputeSurfaceColumn et SurfaceDensityFromColumn ont été DÉPLACÉES en `public` (voir plus
// haut) : c'est le seul chemin qui calcule l'overhang, donc la seule référence possible pour
// VoxelForge.OpStack.SurfaceHeightEquivalence. Une seule déclaration chacune.
// Moved to public above — the only path that computes the overhang, hence the only oracle.
/** (Re)build the per-chunk biome cell grid covering chunk (X,Y) footprint + margin. */
void RebuildBiomeGrid(int32 ChunkX, int32 ChunkY, int32 ChunkZ,
const FBiomeContext& Ctx, FChunkBiomeCache& Cache) const;
};
/**
* Optional diagnostics for one ClassifyTile call. This is populated only when the caller asks
* for it (the streaming profiler does); it is never consulted by the proof and cannot affect a
* verdict. Keeping the counters beside the classifier lets the game profile distinguish cache,
* interval refinement, and exact-lattice work without sampling a different code path.
*/
struct FVoxelTileClassificationStats
{
uint32 RefineNodes = 0;
uint32 StackBoxCalls = 0;
uint32 WholeMixedNodes = 0;
uint32 WholeSolidNodes = 0;
uint32 WholeAirNodes = 0;
uint32 NeedsFinalFieldNodes = 0;
uint32 SplitNodes = 0;
uint32 MaxRefinementDepth = 0;
uint32 ExactCoreSamples = 0;
uint32 ExactFinalSamples = 0;
uint32 ExactCoreCacheHits = 0;
uint32 ExactFinalCacheHits = 0;
uint32 ExactCoreLeaves = 0;
uint32 ExactFinalLeaves = 0;
uint64 StackBoxCycles = 0;
uint64 ExactCoreCycles = 0;
uint64 ExactFinalCycles = 0;
uint32 RoomTailQueries = 0;
uint32 RoomTailEvaluated = 0;
uint64 RoomTailCycles = 0;
uint64 RoomPropagateCycles = 0;
uint64 RoomExactPrimitiveCycles = 0;
uint64 RoomCacheWindowCycles = 0;
int32 RoomNumRooms = 0;
int32 RoomNumTunnels = 0;
int32 RoomNumRoomFloorJoins = 0;
int32 RoomNumPits = 0;
int32 RoomNumChimneys = 0;
};