346 lines
14 KiB
C++
346 lines
14 KiB
C++
// VoxelStrateManager.h
|
|
// Runtime system that maps world Z coordinates to strate definitions.
|
|
//
|
|
// HOW IT WORKS:
|
|
// -------------
|
|
// 1. At world startup, Initialize() builds the strate layout:
|
|
// - Fixed strates go into their assigned slots
|
|
// - Random strates are shuffled from a pool using the world seed
|
|
// - Each strate's height (in chunks) is accumulated to compute Z ranges
|
|
//
|
|
// 2. During gameplay, GetStrateAt(WorldZ) returns which strate definition
|
|
// applies at a given depth. GetGenerationParams() returns blended params
|
|
// (with smooth transitions at strate boundaries).
|
|
//
|
|
// 3. The generator, world manager, and future systems (decorations, creatures,
|
|
// audio) all query this manager to know "what goes here."
|
|
|
|
#pragma once
|
|
|
|
#include "CoreMinimal.h"
|
|
#include "VoxelStrateTypes.h"
|
|
#include "VoxelStrateDefinition.h"
|
|
#include "VoxelStrateManager.generated.h"
|
|
|
|
class UVoxelSettings;
|
|
|
|
/**
|
|
* FVoxelPassage — A navigable connection between two strates.
|
|
*
|
|
* Generated deterministically from the world seed during Initialize().
|
|
* Each passage is a path from a point in strate A down through the
|
|
* boundary seal to a point in strate B. It's carved as a series of
|
|
* capsule SDFs in the density function.
|
|
*
|
|
* Passages are the PRIMARY progression path — players find these
|
|
* through exploration. The elevator is a FAST TRAVEL shortcut unlocked later.
|
|
*/
|
|
USTRUCT()
|
|
struct FVoxelPassage
|
|
{
|
|
GENERATED_BODY()
|
|
|
|
// Which strates this passage connects (indices into StrateLayout)
|
|
int32 UpperStrateIndex = 0; // The strate above
|
|
int32 LowerStrateIndex = 0; // The strate below
|
|
|
|
// World-space positions of the passage endpoints
|
|
FVector UpperPoint = FVector::ZeroVector; // Entry in upper strate
|
|
FVector LowerPoint = FVector::ZeroVector; // Exit in lower strate
|
|
|
|
// An optional midpoint for non-straight passages (sloped, curved).
|
|
// Used by SlopedTunnel and CrackCrevice types. Ignored when ControlPoints is populated.
|
|
FVector MidPoint = FVector::ZeroVector;
|
|
|
|
// Passage dimensions — how wide the carved tunnel is (in voxels).
|
|
// Varies by type: VerticalShaft ~7-8, SpiralDescent ~4, CrackCrevice ~2-3, others ~5.
|
|
float Radius = 5.0f;
|
|
|
|
// Whether this passage uses a midpoint (curved/sloped) or is straight.
|
|
// Only relevant when ControlPoints is empty — if ControlPoints has entries,
|
|
// the passage is evaluated as a capsule chain along those points instead.
|
|
bool bHasMidPoint = false;
|
|
|
|
// The shape/style of this passage. Determines how control points are generated
|
|
// and how the passage feels to navigate (shaft, spiral, ledges, crack, etc.).
|
|
EVoxelPassageType PassageType = EVoxelPassageType::SlopedTunnel;
|
|
|
|
// Multi-segment control points for complex passage shapes.
|
|
// Used by SpiralDescent (helix points) and CascadingDrops (ledge+drop points).
|
|
// When non-empty, the SDF evaluator walks this array as a capsule chain
|
|
// instead of using Upper→Mid→Lower logic.
|
|
// Empty for simple types (SlopedTunnel, VerticalShaft, CrackCrevice).
|
|
TArray<FVector> ControlPoints;
|
|
|
|
// Per-control-point tube radius (parallel to ControlPoints) for tapered tunnels —
|
|
// wider chambers at the mouths, a squeeze in the middle, etc. If shorter than
|
|
// ControlPoints, the uniform Radius is used as a fallback.
|
|
TArray<float> ControlRadii;
|
|
|
|
// Bounding sphere enclosing the whole passage (+ radius + blend), in voxel coords.
|
|
// Computed once in GeneratePassages; lets EvaluateModifierSDF reject far voxels with
|
|
// a single squared-distance test instead of walking every segment per voxel.
|
|
FVector BoundCenter = FVector::ZeroVector;
|
|
float BoundRadiusSq = 0.0f;
|
|
};
|
|
|
|
/**
|
|
* FStrateSlot — Runtime info for one strate in the layout.
|
|
*
|
|
* Created during Initialize() and stored in the StrateLayout array.
|
|
* Each slot knows its definition, its Z-range in chunk coordinates,
|
|
* and its index in the sequence.
|
|
*/
|
|
USTRUCT()
|
|
struct FStrateSlot
|
|
{
|
|
GENERATED_BODY()
|
|
|
|
// The strate definition asset (content bag)
|
|
UPROPERTY()
|
|
UVoxelStrateDefinition* Definition = nullptr;
|
|
|
|
// Strate index (0 = topmost, increases downward)
|
|
int32 StrateIndex = 0;
|
|
|
|
// Z chunk range (inclusive). TopZ > BottomZ since Z decreases downward.
|
|
// Example: TopZ = 0, BottomZ = -3 means this strate spans chunks Z=0 to Z=-3
|
|
int32 TopChunkZ = 0;
|
|
int32 BottomChunkZ = 0;
|
|
|
|
// Height in chunks (from the definition)
|
|
int32 HeightInChunks = 4;
|
|
};
|
|
|
|
/**
|
|
* UVoxelStrateManager — Maps depth to strate definitions at runtime.
|
|
*/
|
|
UCLASS(BlueprintType)
|
|
class VOXELFORGE_API UVoxelStrateManager : public UObject
|
|
{
|
|
GENERATED_BODY()
|
|
|
|
public:
|
|
//=========================================================================
|
|
// INITIALIZATION
|
|
//=========================================================================
|
|
|
|
/**
|
|
* Build the strate layout from settings and seed.
|
|
*
|
|
* STEPS:
|
|
* 1. For each strate index (0 to TotalStrates-1):
|
|
* - If it's in FixedStrates → use that definition
|
|
* - Else → pick from the shuffled pool (seeded random)
|
|
* 2. Stack strates top-to-bottom, accumulating heights
|
|
* 3. Store the layout in StrateLayout array
|
|
*
|
|
* @param Settings - VoxelSettings with pool/fixed strate config
|
|
* @param WorldSeed - Seed for randomizing non-fixed strates
|
|
*/
|
|
void Initialize(UVoxelSettings* Settings, int32 WorldSeed);
|
|
|
|
//=========================================================================
|
|
// QUERIES
|
|
//=========================================================================
|
|
|
|
/**
|
|
* Get the strate definition at a world Z coordinate.
|
|
*
|
|
* @param WorldZ - Z position in world space (Unreal units)
|
|
* @return The strate definition, or nullptr if above/below all strates
|
|
*/
|
|
UFUNCTION(BlueprintCallable, Category = "Strate")
|
|
UVoxelStrateDefinition* GetStrateAt(float WorldZ) const;
|
|
|
|
/**
|
|
* Get the strate index at a world Z coordinate.
|
|
*
|
|
* @param WorldZ - Z position in world space
|
|
* @return Strate index (0 = topmost), or -1 if outside strate range
|
|
*/
|
|
UFUNCTION(BlueprintCallable, Category = "Strate")
|
|
int32 GetStrateIndex(float WorldZ) const;
|
|
|
|
/**
|
|
* Get the strate definition for a specific chunk coordinate.
|
|
*
|
|
* @param ChunkCoord - The chunk position
|
|
* @return The strate definition, or nullptr if outside strate range
|
|
*/
|
|
UVoxelStrateDefinition* GetStrateForChunk(const FIntVector& ChunkCoord) const;
|
|
|
|
/**
|
|
* Strate-aware vertical streaming: fills the chunk-Z span of the strate containing
|
|
* ChunkZ. Returns false if ChunkZ is in the inter-strate bedrock gap (or outside the
|
|
* layout) — the caller then leaves the vertical view unclamped (the gap is a brief
|
|
* see-both-sides descent transition). TopChunkZ > BottomChunkZ (Z decreases downward).
|
|
*/
|
|
bool GetStrateChunkZBounds(int32 ChunkZ, int32& OutTopChunkZ, int32& OutBottomChunkZ) const;
|
|
|
|
/**
|
|
* Get generation params for a chunk, with boundary blending.
|
|
*
|
|
* BLENDING CONCEPT:
|
|
* When a chunk is near a strate boundary (within BlendChunks of the edge),
|
|
* the params are lerped between the two adjacent strates. This prevents
|
|
* hard visual seams where one strate ends and another begins.
|
|
*
|
|
* @param ChunkCoord - The chunk position
|
|
* @return Blended generation params for this chunk
|
|
*/
|
|
FStrateGenerationParams GetGenerationParams(const FIntVector& ChunkCoord) const;
|
|
|
|
/**
|
|
* Get the generator type for a specific chunk.
|
|
*
|
|
* Returns TunnelNetwork if the chunk is outside all strates or if the
|
|
* strate definition is null. The generator uses this to pick which
|
|
* density function to call (GetDensityWithParams vs GetSlabDensity).
|
|
*
|
|
* @param ChunkCoord - The chunk position
|
|
* @return The ECaveGeneratorType for the strate containing this chunk
|
|
*/
|
|
ECaveGeneratorType GetGeneratorTypeForChunk(const FIntVector& ChunkCoord) const;
|
|
|
|
/**
|
|
* True if this chunk is in the solid-bedrock GAP between two strates (inside the
|
|
* overall stack's Z range but not in any strate slot). Chunks above the top strate
|
|
* or below the bottom strate are NOT gaps (they're open air). Driven by
|
|
* VoxelSettings::InterStrateGapChunks.
|
|
*/
|
|
bool IsGapChunk(const FIntVector& ChunkCoord) const;
|
|
|
|
/**
|
|
* Get slab generation params for a chunk, with runtime Z bounds filled in.
|
|
*
|
|
* Used when GetGeneratorTypeForChunk returns FlatPlain or CrystalChamber.
|
|
* Does NOT blend between adjacent strates — slab strates use Hard transition
|
|
* at their boundaries (blending between fundamentally different generator types
|
|
* is not meaningful).
|
|
*
|
|
* @param ChunkCoord - The chunk position
|
|
* @return FSlabGenerationParams with StrateTopWorldZ / StrateBottomWorldZ set
|
|
*/
|
|
FSlabGenerationParams GetSlabParamsForChunk(const FIntVector& ChunkCoord) const;
|
|
|
|
/**
|
|
* Per-archetype param getters. Each copies the designer params from the strate
|
|
* definition and fills in the runtime Z bounds (voxel coords). Like the slab
|
|
* getter, these do NOT blend across boundaries — fundamentally different
|
|
* archetypes meet at Hard boundaries.
|
|
*/
|
|
FMazeGenerationParams GetMazeParamsForChunk(const FIntVector& ChunkCoord) const;
|
|
FSurfaceGenerationParams GetSurfaceParamsForChunk(const FIntVector& ChunkCoord) const;
|
|
FVerticalShaftParams GetVerticalShaftParamsForChunk(const FIntVector& ChunkCoord) const;
|
|
FFloatingIslandParams GetFloatingIslandParamsForChunk(const FIntVector& ChunkCoord) const;
|
|
|
|
/**
|
|
* Flatten the strate's Biomes[] + BiomeMapParams into a POD FBiomeContext for the
|
|
* biome field. Returns an empty (invalid) context when the strate has no biomes —
|
|
* callers treat that as "biomes disabled" and fall back to base params. The result
|
|
* is window-invariant (depends only on the strate at this Z, not the chunk window).
|
|
*/
|
|
FBiomeContext GetBiomeContextForChunk(const FIntVector& ChunkCoord) const;
|
|
|
|
/**
|
|
* World-space Z (voxel coords) of this strate's water surface, or -FLT_MAX if the
|
|
* strate has no water. Derived from the active archetype's WaterLevelRelative and
|
|
* the strate's Z range. Used by the water render system.
|
|
*/
|
|
float GetWaterLevelWorldZForChunk(const FIntVector& ChunkCoord) const;
|
|
|
|
/**
|
|
* Unreal-unit (cm) world Z range of the strate containing WorldZ (Unreal units).
|
|
* OutTopZ = ceiling, OutBottomZ = floor. Returns false if WorldZ is outside all strates.
|
|
* Used by the atmosphere system to glue ceiling/floor layers to the strate.
|
|
*/
|
|
bool GetStrateUnrealZRange(float WorldZ, float& OutTopZ, float& OutBottomZ) const;
|
|
|
|
/**
|
|
* Disturbance params for a chunk (chasms/bridges/ridges), with runtime Z bounds
|
|
* filled in. Returns an all-disabled default when outside the strate range.
|
|
*/
|
|
FStrateDisturbanceParams GetDisturbanceParamsForChunk(const FIntVector& ChunkCoord) const;
|
|
|
|
/**
|
|
* Get the full strate layout (for debug display or UI).
|
|
*/
|
|
const TArray<FStrateSlot>& GetLayout() const { return StrateLayout; }
|
|
|
|
/**
|
|
* Get the total number of strates in the layout.
|
|
*/
|
|
int32 GetNumStrates() const { return StrateLayout.Num(); }
|
|
|
|
//=========================================================================
|
|
// PASSAGES & ELEVATOR
|
|
//=========================================================================
|
|
|
|
/**
|
|
* Evaluate the SDF for all passages and the elevator shaft at a world position.
|
|
* Called by the density function to carve these modifiers into the terrain.
|
|
*
|
|
* Returns: negative = inside a passage/shaft, positive = solid rock.
|
|
* FLT_MAX = no modifier nearby.
|
|
*/
|
|
float EvaluateModifierSDF(float WorldX, float WorldY, float WorldZ) const;
|
|
|
|
/** Get all generated passages (for debug display). */
|
|
const TArray<FVoxelPassage>& GetPassages() const { return Passages; }
|
|
|
|
protected:
|
|
//=========================================================================
|
|
// INTERNAL DATA
|
|
//=========================================================================
|
|
|
|
// The stacked strate layout (index 0 = topmost strate)
|
|
UPROPERTY()
|
|
TArray<FStrateSlot> StrateLayout;
|
|
|
|
// Passages connecting consecutive strates
|
|
TArray<FVoxelPassage> Passages;
|
|
|
|
// Bumped every time Passages is rebuilt (GeneratePassages). EvaluateModifierSDF keeps a
|
|
// thread_local per-chunk shortlist of nearby passages and uses this to invalidate it when
|
|
// the passage set changes — so stale indices are never read after a rebuild.
|
|
uint32 PassagesVersion = 0;
|
|
|
|
// How many chunks at strate boundaries are blended (transition zone)
|
|
int32 BlendChunks = 2;
|
|
|
|
// World seed (stored for passage generation)
|
|
int32 CachedSeed = 0;
|
|
|
|
// Whether to auto-open the (0,0) entry shaft through the top of strate 0.
|
|
// Copied from VoxelSettings::bOpenSurfaceEntry during Initialize().
|
|
bool bOpenSurfaceEntry = true;
|
|
|
|
// Radius (voxels) of the surface entry shaft at (0,0). Copied from
|
|
// VoxelSettings::OriginSpineRadius so the entry matches the spine landing.
|
|
float OriginSpineRadius = 14.0f;
|
|
|
|
// Solid-bedrock gap between consecutive strates, in chunks. Copied from
|
|
// VoxelSettings::InterStrateGapChunks during Initialize().
|
|
int32 InterStrateGapChunks = 0;
|
|
|
|
// Per-passage tunnel shape now lives on each UVoxelStrateDefinition::PassageConfig
|
|
// (the upper strate of each boundary controls its own descent tunnels).
|
|
|
|
//=========================================================================
|
|
// HELPERS
|
|
//=========================================================================
|
|
|
|
// Find which slot a chunk Z coordinate falls into.
|
|
// Returns INDEX into StrateLayout, or -1 if not found.
|
|
int32 FindSlotIndexForChunkZ(int32 ChunkZ) const;
|
|
|
|
// Build FStrateGenerationParams from a strate definition:
|
|
// copies base GenerationParams, then applies all referenced terrain op assets.
|
|
// This is the single point where terrain op data assets are merged into params.
|
|
static FStrateGenerationParams BuildParamsFromDefinition(const UVoxelStrateDefinition* Definition);
|
|
|
|
// Generate passages between consecutive strates. Called from Initialize().
|
|
void GeneratePassages();
|
|
};
|