Luna, M1 round 1 of 4 (plan in Standalone/ASSEMBLER_M1_REPORT.md): - Versioned fixed-scale world manifest (the shipped plan format) and the Core block contract: point evaluation, interval-or-unknown, influence bound, detail envelope, channels. - Interval audit: 256 boxes / 6,912 samples, 0 missed, 0 unknown; a deliberately false bound is detected (negative control). - Native Heightfield2D with biome input: 4,096-point hash fae2721c052aec5c identical at W1/W8/W16; point queries 2.059 ms vs 62.115 ms legacy -- but NOT a match yet (mean density error 274 voxels, 2,261 sign mismatches vs the legacy surface). 45 mesh-free Core queries match direct evaluation exactly. Existing cave world unchanged (walkability, 64/64 tiles). - Open: collision readiness, a valid full-view timing (viewer captures were occluded/empty; top-down height maps are the only usable pair). Also carries the design doc's owner decisions (fixed water; player edits unrestricted, route law for automatic changes only) and three plugin files + BuildHost scripts that earlier round commits had missed (also fixed on unreal/core-integration as 2574b56). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
56 lines
1.4 KiB
C++
56 lines
1.4 KiB
C++
#pragma once
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// Every standard or platform header used by the copied implementation must be included before
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// its wrapper opens vfcore::detail. This prevents system declarations from being nested in the
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// private namespace when the implementation includes its Unreal-shaped compatibility headers.
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#include <algorithm>
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#include <array>
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#include <atomic>
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#include <bit>
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#include <cassert>
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#include <cctype>
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#include <charconv>
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#include <chrono>
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#include <cmath>
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#include <condition_variable>
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#include <cstdarg>
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#include <cstddef>
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#include <cstdint>
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#include <cstdio>
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#include <cstdlib>
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#include <cstring>
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#include <filesystem>
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#include <fstream>
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#include <functional>
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#include <immintrin.h>
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#include <initializer_list>
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#include <iomanip>
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#include <iostream>
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#include <limits>
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#include <map>
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#include <math.h>
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#include <memory>
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#include <memory_resource>
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#include <mutex>
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#include <new>
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#include <numeric>
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#include <optional>
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#include <shared_mutex>
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#include <span>
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#include <sstream>
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#include <stdexcept>
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#include <string>
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#include <string_view>
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#include <thread>
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#include <type_traits>
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#include <unordered_map>
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#include <unordered_set>
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#include <utility>
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#include <variant>
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#include <vector>
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// VFJson is a small, stateless standalone input parser with no Unreal-shaped names. Keeping its
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// value tree shared lets the viewer resolve its reference world and Core snapshot from one parse.
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#include "Json.h"
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#include "VoxelForgeCore/VoxelForgeCore.h"
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