Files
VoxelForge/Source/VoxelForge/Private/VoxelCaveMorphology.cpp
T
Fr0zkaandClaude Opus 5 fc43a86709 feat(scale): size the world to a human body -- and it is NOT enough
Jahni: "can't you try and make the world to scale?" Every length parameter
is now derived from the body and annotated with its metre value, so nobody
has to do the arithmetic to notice something is absurd.

  CorridorRadius   4 -> 8     1 m -> 2 m radius (4 m bore)
  CellSize        40 -> 64    keeps a real wall between wider corridors
  TunnelMinRadius  3 -> 6     0.75 m -> 1.5 m
  ShaftMinRadius   5 -> 8     1.25 m -> 2 m
  IslandMinRadius 18 -> 24    4.5 m -> 6 m
  MouthRadius      6 -> 8     passage mouths 4 m
  plus passage reach, spiral, cascade, bridges, ridges, chasms

The reasoning that motivated it still looks right: a 2 m circular bore for
a 1.76 m player clears the head only along the exact centreline, so almost
no cell has a floor with 7.04 voxels of clear air above it. A 4 m bore is
genuinely walkable.

⚠️ BUT IT DID NOT FIX TRAVERSABILITY, and this time it is not the
instrument. The player-fit law is measured at STEP 1 on a mouth-fitted
window -- full resolution, both mouths inside the box -- and across the
eight showcase archetypes it reports:

  6 NotConnectedAtThisResolution   (real negatives at full resolution)
  2 OutOfWindow                    (unmeasurable, not passing)
  1 StartCellNotPlayerFit          (the arrival mouth itself is too small)
  0 CONNECTED

And every archetype reports hard-gate survivors=0, so the showcase is
displaying the least-bad of an entirely failing set.

⛔ DO NOT READ player_fit_fraction / player_clearance FROM THE SHOWCASE
LINE. Those come from the COARSE step-4 measurement in the same log line,
where the 1.36-voxel player is sub-cell and fit is unmeasurable --
player_clearance reads a uniform "1.00 voxels" for all eight archetypes,
which is one cell, not one voxel. Only restricted_law is at step 1 and
only it is trustworthy. Fixing that mixed-resolution reporting is next.

So scale was necessary and insufficient. My hypothesis was that bore
diameter versus body height was the binding constraint; doubling it moved
nothing measurable. Something else is preventing player-sized volume from
existing at all -- worth finding before tuning any further.

Codex applied these edits and then died mid-poll without validating them
(third time a killed agent left a clean-looking unbuilt diff). Build and
suite run by me: build clean, 30 succeeded / 0 failed.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01K8V9my1PL68pmQb2gutZZV
2026-09-06 00:43:33 +02:00

1961 lines
91 KiB
C++

// VoxelCaveMorphology.cpp
// Hash-based room/tunnel generation and SDF evaluation.
//
// TWO-PHASE EVALUATION:
// Phase 1 — BuildChunkCache: collects rooms, builds backbone, resolves tunnels.
// Called ONCE per chunk (~1 time per 32³ = 32,768 voxels).
// Phase 2 — EvaluateSDFCached: evaluates room/tunnel SDFs with distance culling.
// Called PER VOXEL using the cached data.
//
// FEATURES:
// - Origin room: guaranteed large room at (0,0) per strate — the hub / (0,0) spine
// - Hash-based rooms: ellipsoid, rounded box, and capsule shapes
// - Tunnels: tapered capsules with curved paths (midpoint warping)
// - Horizontal bias: tunnels prefer horizontal connections
// - Endpoint Z offset: tunnels enter rooms at different heights
// - Per-room/tunnel distance culling: skip SDFs that can't affect this voxel
//
// CROSS-CHUNK DETERMINISM (the invariant that prevents seams):
// The room/tunnel GRAPH must reconstruct IDENTICALLY in every chunk whose voxels a
// tunnel touches. Room geometry is a pure hash of its cell, so that half is trivially
// identical. The fragile half is the EXISTENCE decision (the nearest-neighbor
// backbone), which historically depended on the per-chunk window of collected rooms.
// We now separate two regions (see BuildChunkCache):
// - COLLECT region (wide): every room whose NN-candidate set could influence a
// tunnel touching this chunk. Connectivity is decided over THIS set, so the
// decision is window-invariant.
// - STORE region (tight): only rooms/tunnels that can actually reach a voxel in
// this chunk are kept for the per-voxel loop, so hot-path cost stays low.
#include "VoxelCaveMorphology.h"
#include "VoxelTypes.h" // Pour VOXEL_NOISE_SCALE, SmoothStep01
#include "VoxelStrateTypes.h"
#include "VoxelNoise.h" // Pure FBM used by the slab landing query
#include "VoxelTerrainOpDefinition.h"
//=============================================================================
// INTERNAL: Full room data used during cache building only.
// The CellX/CellY fields are needed for tunnel pair hashing but NOT for
// per-voxel SDF evaluation, so they don't go into the cached FCachedRoom.
//=============================================================================
struct FBuildRoom
{
FVector Center; // World position of the room center
float RadiusXY; // Horizontal radius
float RadiusZ; // Vertical radius
int32 CellX, CellY; // Grid cell (needed for pair hash during tunnel decisions)
uint32 Hash; // Cell hash (for shape selection + tunnel property derivation)
bool bIsOrigin; // True for the origin room at (0,0)
bool bStore; // True if this room can affect a voxel in THIS chunk
// (collected for connectivity decisions either way).
};
//=============================================================================
// INTERNAL: Shared hash-placement skeleton for the per-room baked features
// (pits / chimneys / columns). Squelette commun de placement par hash — les
// trois boucles de bake étaient des copies quasi identiques de ce motif.
//
// Rolls EXACTLY the hash chain the hand-written loops used (bit-identical):
// H = Mix(RoomHash ^ (SaltBase + i * SaltStep)) → density gate
// H2 = Mix(H ^ Salt2) → XY offset (X: H2, Y: Mix(H2))
// H3 = Mix(H2 ^ Salt3) → radius lerp [MinRadius, MaxRadius]
// Type-specific work (Z anchor, flare, bounds, struct fill) lives in the Emit
// lambda; it receives H3 so pits/chimneys can chain their 4th hash from it.
//=============================================================================
template <typename FEmit>
static void BakeRoomFeature(
const FCachedRoom& CR,
int32 MaxCount, float Density,
uint32 SaltBase, uint32 SaltStep, uint32 Salt2, uint32 Salt3,
float XYScale, float MinRadius, float MaxRadius,
FEmit&& Emit) // Emit(X, Y, Radius, H3)
{
if (Density <= 0.0f) return;
for (int32 i = 0; i < MaxCount; i++)
{
const uint32 H = VoxelHash::Mix(CR.Hash ^ (SaltBase + (uint32)i * SaltStep));
if (VoxelHash::ToFloat01(H) > Density) continue;
const uint32 H2 = VoxelHash::Mix(H ^ Salt2);
const uint32 H3 = VoxelHash::Mix(H2 ^ Salt3);
const float X = CR.Center.X + VoxelHash::ToFloatSigned(H2) * CR.RadiusXY * XYScale;
const float Y = CR.Center.Y + VoxelHash::ToFloatSigned(VoxelHash::Mix(H2)) * CR.RadiusXY * XYScale;
const float R = FMath::Lerp(MinRadius, MaxRadius, VoxelHash::ToFloat01(H3));
Emit(X, Y, R, H3);
}
}
namespace
{
// Find the nearest hash room's vertical centre without constructing a cache. The search is
// deliberately bounded: an empty neighbourhood is an honest "no answer", not a guessed point.
// Rooms are dense enough that the requested XY remains the landing XY; only Z is selected.
// Cherche le centre vertical de la salle hachée la plus proche sans construire de cache. La
// recherche est bornée : un voisinage vide signifie "pas de réponse", jamais un point inventé.
bool VF_FindNearestHashRoomLandingPoint(
const FStrateGenerationParams& Params,
int32 Seed,
float StrateTopZ,
float StrateBottomZ,
float WorldX,
float WorldY,
float MaxLateralSnap,
FVector& OutPoint)
{
if (!FMath::IsFinite(StrateTopZ) || !FMath::IsFinite(StrateBottomZ)
|| !FMath::IsFinite(WorldX) || !FMath::IsFinite(WorldY)
|| !FMath::IsFinite(MaxLateralSnap) || MaxLateralSnap < 0.0f
|| StrateTopZ <= StrateBottomZ)
{
return false;
}
const float CellSize = Params.RoomSpacing;
const float RadiusEnvelope = FMath::Max(Params.MinRoomRadius, Params.MaxRoomRadius);
if (!FMath::IsFinite(CellSize) || !FMath::IsFinite(Params.RoomDensity)
|| !FMath::IsFinite(Params.MinRoomRadius) || !FMath::IsFinite(Params.MaxRoomRadius)
|| !FMath::IsFinite(Params.RoomHeightRatio)
|| !FMath::IsFinite(Params.BoundarySealThickness)
|| !FMath::IsFinite(Params.MaxTunnelLength)
|| CellSize <= 0.0f || Params.RoomDensity <= 0.0f
|| Params.MaxTunnelLength <= 0.0f
|| RadiusEnvelope <= 0.0f || Params.RoomHeightRatio <= 0.0f
|| Params.BoundarySealThickness < 0.0f)
{
return false;
}
// PLACEMENT CONTRACT: this envelope MUST remain identical to the room-center placement
// code in VoxelCaveMorphology::BuildChunkCache below. The pure query deliberately does
// not call that per-chunk cache builder during Initialize, so this is intentionally a
// second copy.
// VoxelForge.Determinism.PassageLandsInOpenSpace is the fixed ring test that catches drift.
// The extra room-height buffer keeps the generated room body away from both seal bands.
const float RoomZBuffer = RadiusEnvelope * Params.RoomHeightRatio;
const float StrateMinZ = StrateBottomZ + Params.BoundarySealThickness + RoomZBuffer;
const float StrateMaxZ = StrateTopZ - Params.BoundarySealThickness - RoomZBuffer;
const float StrateRangeZ = StrateMaxZ - StrateMinZ;
if (!FMath::IsFinite(StrateRangeZ) || StrateRangeZ <= 0.0f)
{
return false;
}
// A passage is placed within the configured reach from the spine. Start the search a little
// farther than that reach, then expand deterministic rings until the nearest candidate is
// proven; cap pathological asset values so Initialize cannot become an unbounded grid scan.
const float SearchDistance = FMath::Max(CellSize * 2.0f,
FMath::Max(Params.MaxTunnelLength, 0.0f));
const float SearchCells = SearchDistance / CellSize;
const int32 InitialSearchRadius = FMath::Min(
32,
FMath::Max(2, FMath::CeilToInt(SearchCells) + 1));
constexpr int32 MaxSearchRadius = 32;
const int32 BaseCellX = FMath::FloorToInt(WorldX / CellSize);
const int32 BaseCellY = FMath::FloorToInt(WorldY / CellSize);
float BestDistSq = FLT_MAX;
float BestZ = 0.0f;
float BestRoomX = 0.0f;
float BestRoomY = 0.0f;
int32 BestCellX = 0;
int32 BestCellY = 0;
bool bFound = false;
auto ConsiderCell = [&](int32 CellX, int32 CellY)
{
// Keep this roll byte-for-byte aligned with BuildChunkCache's room placement.
const uint32 CellHash = VoxelHash::Cell(CellX, CellY, (uint32)Seed);
if (VoxelHash::ToFloat01(CellHash) >= Params.RoomDensity) return;
const float JitterX = VoxelHash::ToFloat01(VoxelHash::Mix(CellHash ^ 0x12345678u));
const float JitterY = VoxelHash::ToFloat01(VoxelHash::Mix(CellHash ^ 0x9ABCDEF0u));
const float JitterZ = VoxelHash::ToFloat01(VoxelHash::Mix(CellHash ^ 0x55AA55AAu));
const float RoomX = (CellX + 0.15f + JitterX * 0.7f) * CellSize;
const float RoomY = (CellY + 0.15f + JitterY * 0.7f) * CellSize;
const float RoomZ = StrateMinZ + JitterZ * FMath::Max(StrateRangeZ, 1.0f);
const float DX = RoomX - WorldX;
const float DY = RoomY - WorldY;
const float DistSq = DX * DX + DY * DY;
const bool bCloser = DistSq < BestDistSq;
const bool bTie = DistSq == BestDistSq
&& (CellX < BestCellX || (CellX == BestCellX && CellY < BestCellY));
if (!bCloser && !bTie) return;
BestDistSq = DistSq;
BestZ = RoomZ;
BestRoomX = RoomX;
BestRoomY = RoomY;
BestCellX = CellX;
BestCellY = CellY;
bFound = true;
};
auto ScanRing = [&](int32 Radius)
{
for (int32 CellY = BaseCellY - Radius; CellY <= BaseCellY + Radius; ++CellY)
{
for (int32 CellX = BaseCellX - Radius; CellX <= BaseCellX + Radius; ++CellX)
{
if (FMath::Max(FMath::Abs(CellX - BaseCellX), FMath::Abs(CellY - BaseCellY)) != Radius)
{
continue;
}
ConsiderCell(CellX, CellY);
}
}
};
// The nearest possible room centre in any cell outside this square is at least this far
// from the query point (the placement jitter is bounded to [0.15, 0.85] cell).
auto IsNearestProven = [&](int32 Radius)
{
if (!bFound) return false;
const float OutsideDistance = ((float)Radius + 0.15f) * CellSize;
return BestDistSq < OutsideDistance * OutsideDistance;
};
for (int32 CellY = BaseCellY - InitialSearchRadius;
CellY <= BaseCellY + InitialSearchRadius;
++CellY)
{
for (int32 CellX = BaseCellX - InitialSearchRadius;
CellX <= BaseCellX + InitialSearchRadius;
++CellX)
{
ConsiderCell(CellX, CellY);
}
}
bool bNearestProven = IsNearestProven(InitialSearchRadius);
for (int32 Radius = InitialSearchRadius + 1;
Radius <= MaxSearchRadius && !bNearestProven;
++Radius)
{
ScanRing(Radius);
bNearestProven = IsNearestProven(Radius);
}
if (!bFound || !bNearestProven) return false;
// The placement envelope above normally makes this automatic. Keep the explicit check so
// malformed but finite parameters never turn a boundary value into an open-point claim.
const float InnerTop = StrateTopZ - Params.BoundarySealThickness;
const float InnerBottom = StrateBottomZ + Params.BoundarySealThickness;
if (!FMath::IsFinite(BestZ) || BestZ <= InnerBottom || BestZ >= InnerTop)
{
return false;
}
// ⭐ Renvoyer le CENTRE de la salle, pas le XY demandé.
//
// La version précédente renvoyait FVector(WorldX, WorldY, BestZ) : le Z de la salle la plus
// proche, au XY de l'APPELANT. Un balayage d'un million de seeds a montré que ce point tombe
// HORS de la salle sélectionnée 92,8 % du temps — la requête trouvait une salle puis visait
// à côté. Le centre est intérieur PAR CONSTRUCTION, et c'est aussi le point qui garde la
// plus grande marge face au warp de production (qui déplace le champ d'environ 1,5 voxel :
// décisif au bord d'une salle, négligeable en son centre).
//
// Return the ROOM CENTRE, not the requested XY. The previous version returned the nearest
// room's Z at the CALLER's XY; a million-seed sweep put that point OUTSIDE the selected room
// 92.8% of the time — it found a room and then aimed beside it. The centre is inside by
// construction and holds the largest margin against the production cave warp (~1.5 voxels of
// displacement: decisive at a room's edge, negligible at its centre).
//
// ⚠️ Le budget est borné volontairement. Les passages sont placés à une distance délibérée
// de la spine (0,0) pour qu'un joueur perdu puisse les retrouver ; un snap non borné
// dissoudrait cette propriété en silence. Hors budget ⇒ on décline, et l'appelant garde son
// ancienne portée aléatoire.
// The budget is bounded on purpose: passages sit at a deliberate distance from the (0,0)
// spine so a lost player can find them, and an unbounded snap would dissolve that silently.
// Over budget => decline, and the caller keeps its old random reach.
if (BestDistSq > MaxLateralSnap * MaxLateralSnap)
{
return false;
}
OutPoint = FVector(BestRoomX, BestRoomY, BestZ);
return OutPoint.ContainsNaN() == false && FMath::IsFinite(OutPoint.X)
&& FMath::IsFinite(OutPoint.Y) && FMath::IsFinite(OutPoint.Z);
}
// The slab source is an XY height band. Evaluate the same two pure height fields as
// GetSlabDensity, then choose their midpoint after intersecting the seal-free interior.
// La source slab est une bande de hauteurs XY : on recalcule les deux champs purs comme
// GetSlabDensity, puis on prend leur milieu après intersection avec l'intérieur sans seal.
bool VF_SuggestSlabLandingPoint(
const FSlabGenerationParams& Params,
int32 Seed,
float StrateTopZ,
float StrateBottomZ,
float WorldX,
float WorldY,
float MaxLateralSnap,
FVector& OutPoint)
{
if (!FMath::IsFinite(StrateTopZ) || !FMath::IsFinite(StrateBottomZ)
|| !FMath::IsFinite(WorldX) || !FMath::IsFinite(WorldY)
|| !FMath::IsFinite(MaxLateralSnap) || MaxLateralSnap < 0.0f
|| StrateTopZ <= StrateBottomZ)
{
return false;
}
if (!FMath::IsFinite(Params.FloorRelativeHeight)
|| !FMath::IsFinite(Params.CeilingRelativeHeight)
|| !FMath::IsFinite(Params.FloorRoughness)
|| !FMath::IsFinite(Params.FloorRoughnessFrequency)
|| !FMath::IsFinite(Params.CeilingRoughness)
|| !FMath::IsFinite(Params.CeilingRoughnessFrequency)
|| !FMath::IsFinite(Params.ColumnDensity)
|| !FMath::IsFinite(Params.ColumnMinRadius)
|| !FMath::IsFinite(Params.ColumnMaxRadius)
|| !FMath::IsFinite(Params.ColumnSpacing)
|| !FMath::IsFinite(Params.BoundarySealThickness)
|| !FMath::IsFinite(Params.BaseDensity)
|| Params.BoundarySealThickness < 0.0f)
{
return false;
}
const float StrateHeight = StrateTopZ - StrateBottomZ;
const uint32 SeedU = (uint32)Seed;
const float FloorZ = StrateBottomZ + StrateHeight * Params.FloorRelativeHeight;
float FloorNoise = 0.0f;
if (Params.FloorRoughness > 0.0f)
{
const float FF = Params.FloorRoughnessFrequency;
FloorNoise = VoxelNoise::FBM(
WorldX * FF + VoxelHash::SeedOffset(SeedU, 7.3f),
WorldY * FF + VoxelHash::SeedOffset(SeedU, 11.1f),
0.0f, 3
) * VOXEL_NOISE_SCALE * Params.FloorRoughness;
}
const float FloorSurface = FloorZ + FloorNoise;
const float CeilZ = StrateBottomZ + StrateHeight * Params.CeilingRelativeHeight;
float CeilNoise = 0.0f;
if (Params.CeilingRoughness > 0.0f)
{
const float CF = Params.CeilingRoughnessFrequency;
const float RawNoise = VoxelNoise::FBM(
WorldX * CF + VoxelHash::SeedOffset(SeedU, 17.3f) + 1000.0f,
WorldY * CF + VoxelHash::SeedOffset(SeedU, 19.7f) + 2000.0f,
3000.0f, 3
) * VOXEL_NOISE_SCALE;
CeilNoise = FMath::Abs(RawNoise) * Params.CeilingRoughness;
}
const float CeilSurface = FMath::Max(CeilZ - CeilNoise, FloorSurface + 2.0f);
// VF_ApplyBoundarySeal's bands are [Top-Thickness, Top) and
// (Bottom, Bottom+Thickness]. The midpoint below stays strictly inside both limits.
const float InnerTop = StrateTopZ - Params.BoundarySealThickness;
const float InnerBottom = StrateBottomZ + Params.BoundarySealThickness;
const float OpenBottom = FMath::Max(FloorSurface, InnerBottom);
const float OpenTop = FMath::Min(CeilSurface, InnerTop);
if (!FMath::IsFinite(OpenBottom) || !FMath::IsFinite(OpenTop) || OpenTop <= OpenBottom)
{
return false;
}
// Slab columns are infinite-height. If one reaches this XY, no Z in the slab void is a
// confident pre-passage landing point, so report "unanswerable" instead of guessing.
if (Params.ColumnDensity > 0.0f && Params.ColumnSpacing > 0.0f)
{
const float Spacing = Params.ColumnSpacing;
const int32 ColumnCellX = FMath::FloorToInt(WorldX / Spacing);
const int32 ColumnCellY = FMath::FloorToInt(WorldY / Spacing);
for (int32 DY = -1; DY <= 1; ++DY)
{
for (int32 DX = -1; DX <= 1; ++DX)
{
const int32 CellX = ColumnCellX + DX;
const int32 CellY = ColumnCellY + DY;
const uint32 H = VoxelHash::Cell(CellX, CellY, SeedU ^ 0xC01C01u);
if (VoxelHash::ToFloat01(H) > Params.ColumnDensity) continue;
const float JX = VoxelHash::ToFloat01(VoxelHash::Mix(H ^ 0x12345678u));
const float JY = VoxelHash::ToFloat01(VoxelHash::Mix(H ^ 0x9ABCDEF0u));
const float ColumnX = (CellX + 0.15f + JX * 0.7f) * Spacing;
const float ColumnY = (CellY + 0.15f + JY * 0.7f) * Spacing;
const float Radius = FMath::Lerp(Params.ColumnMinRadius, Params.ColumnMaxRadius,
VoxelHash::ToFloat01(VoxelHash::Mix(H ^ 0xBEEFu)));
const float ColumnDX = WorldX - ColumnX;
const float ColumnDY = WorldY - ColumnY;
if (FMath::Sqrt(ColumnDX * ColumnDX + ColumnDY * ColumnDY) - Radius < 2.0f)
{
return false;
}
}
}
}
// Slab void is a height band at every usable XY. Keep the requested XY exactly as before;
// its caller supplies zero lateral snap so this dense source cannot wander from the spine.
OutPoint = FVector(WorldX, WorldY, (OpenBottom + OpenTop) * 0.5f);
return !OutPoint.ContainsNaN() && FMath::IsFinite(OutPoint.X)
&& FMath::IsFinite(OutPoint.Y) && FMath::IsFinite(OutPoint.Z);
}
// Maze corridors are thin 3D lattice edges. Only a horizontal edge is a useful landing
// source: a vertical edge can prove air, but cannot prove a place to stand. The edge set and
// the Z levels below are the same hash contract as GetMazeDensity, with no cache involved.
bool VF_SuggestMazeLandingPoint(
const FMazeGenerationParams& Params,
int32 Seed,
float StrateTopZ,
float StrateBottomZ,
float WorldX,
float WorldY,
float MaxLateralSnap,
FVector& OutPoint)
{
if (!FMath::IsFinite(StrateTopZ) || !FMath::IsFinite(StrateBottomZ)
|| !FMath::IsFinite(WorldX) || !FMath::IsFinite(WorldY)
|| !FMath::IsFinite(MaxLateralSnap) || MaxLateralSnap < 0.0f
|| StrateTopZ <= StrateBottomZ)
{
return false;
}
if (!FMath::IsFinite(Params.CellSize)
|| !FMath::IsFinite(Params.CorridorRadius)
|| !FMath::IsFinite(Params.BranchProbability)
|| !FMath::IsFinite(Params.Verticality)
|| !FMath::IsFinite(Params.SurfaceRoughness)
|| !FMath::IsFinite(Params.BoundarySealThickness)
|| !FMath::IsFinite(Params.BaseDensity)
|| Params.CellSize <= 0.0f
|| Params.CorridorRadius <= 0.0f
|| Params.BranchProbability <= 0.0f || Params.BranchProbability > 1.0f
|| Params.Verticality < 0.0f || Params.Verticality > 1.0f
|| Params.SurfaceRoughness < 0.0f
|| Params.BoundarySealThickness < 0.0f
|| Params.BaseDensity <= 0.0f)
{
return false;
}
const float CellSize = FMath::Max(Params.CellSize, 1.0f);
const float Radius = FMath::Max(Params.CorridorRadius, 0.5f);
const float RoughnessBound = Params.SurfaceRoughness * VOXEL_NOISE_SCALE;
// A strict interior of the tube is needed. At the MC zero surface the source's smooth
// carve is only half applied, so stopping at the nominal radius would be an air guess.
const float SafeRadius = Radius - RoughnessBound - 0.25f;
if (!FMath::IsFinite(SafeRadius) || SafeRadius <= 0.0f)
{
return false;
}
const float InnerBottom = StrateBottomZ + Params.BoundarySealThickness;
const float InnerTop = StrateTopZ - Params.BoundarySealThickness;
if (!FMath::IsFinite(InnerBottom) || !FMath::IsFinite(InnerTop)
|| InnerBottom >= InnerTop)
{
return false;
}
// A node centre must leave the corridor radius above the lower interior boundary. The
// explicit checks in the loop keep ceil/floor edge cases strict after float rounding.
const int32 MinNodeZ = FMath::CeilToInt(
(InnerBottom + Radius) / CellSize - 0.5f);
const int32 MaxNodeZ = FMath::FloorToInt(
InnerTop / CellSize - 0.5f);
constexpr int32 MaxNodeLevels = 256;
if (MaxNodeZ < MinNodeZ || MaxNodeZ - MinNodeZ >= MaxNodeLevels)
{
return false;
}
const int32 BaseCellX = FMath::FloorToInt(WorldX / CellSize);
const int32 BaseCellY = FMath::FloorToInt(WorldY / CellSize);
const uint32 SeedU = (uint32)Seed ^ 0x4D617A65u; // 'Maze'
const float MaxSnapSq = MaxLateralSnap * MaxLateralSnap;
float BestDistSq = FLT_MAX;
float BestX = 0.0f;
float BestY = 0.0f;
float BestZ = 0.0f;
int32 BestCellX = INT32_MAX;
int32 BestCellY = INT32_MAX;
int32 BestNodeZ = INT32_MAX;
int32 BestAxis = INT32_MAX;
bool bFound = false;
auto ConsiderEdge = [&](int32 CellX, int32 CellY, int32 CellZ,
uint32 AxisSalt, float Threshold, int32 Axis)
{
// This is the exact lower-node + axis hash used by GetMazeDensity::EdgeOpen.
uint32 H = VoxelHash::Cell(CellX, CellY, SeedU ^ AxisSalt);
H ^= VoxelHash::Mix((uint32)(CellZ * 73856093) ^ AxisSalt);
if (VoxelHash::ToFloat01(VoxelHash::Mix(H)) >= Threshold) return;
const float NodeX = (CellX + 0.5f) * CellSize;
const float NodeY = (CellY + 0.5f) * CellSize;
const float NodeZWorld = (CellZ + 0.5f) * CellSize;
if (NodeZWorld - Radius <= InnerBottom || NodeZWorld >= InnerTop)
{
return;
}
float ClosestX = NodeX;
float ClosestY = NodeY;
if (Axis == 0)
{
ClosestX = FMath::Clamp(WorldX, NodeX, NodeX + CellSize);
}
else
{
ClosestY = FMath::Clamp(WorldY, NodeY, NodeY + CellSize);
}
const float DX = WorldX - ClosestX;
const float DY = WorldY - ClosestY;
const float DistSq = DX * DX + DY * DY;
const bool bCloser = DistSq < BestDistSq;
const bool bTie = DistSq == BestDistSq
&& (CellZ < BestNodeZ
|| (CellZ == BestNodeZ
&& (CellX < BestCellX
|| (CellX == BestCellX
&& (CellY < BestCellY
|| (CellY == BestCellY && Axis < BestAxis))))));
if (!bCloser && !bTie) return;
BestDistSq = DistSq;
BestX = ClosestX;
BestY = ClosestY;
BestZ = NodeZWorld;
BestCellX = CellX;
BestCellY = CellY;
BestNodeZ = CellZ;
BestAxis = Axis;
bFound = true;
};
// A candidate edge can be one cell beyond the requested point when the point is near a
// cell boundary. The two-cell guard band covers the segment endpoint and the one-cell
// lateral budget without turning this into an unbounded lattice scan.
const int32 SearchRadius = FMath::CeilToInt(MaxLateralSnap / CellSize) + 2;
for (int32 CellZ = MinNodeZ; CellZ <= MaxNodeZ; ++CellZ)
{
for (int32 CellY = BaseCellY - SearchRadius; CellY <= BaseCellY + SearchRadius; ++CellY)
{
for (int32 CellX = BaseCellX - SearchRadius; CellX <= BaseCellX + SearchRadius; ++CellX)
{
ConsiderEdge(CellX, CellY, CellZ, 0xA1u,
Params.BranchProbability, 0);
ConsiderEdge(CellX, CellY, CellZ, 0xB2u,
Params.BranchProbability, 1);
}
}
}
if (!bFound || BestDistSq > MaxSnapSq || !FMath::IsFinite(BestX)
|| !FMath::IsFinite(BestY) || !FMath::IsFinite(BestZ))
{
return false;
}
OutPoint = FVector(BestX, BestY, BestZ);
return !OutPoint.ContainsNaN() && FMath::IsFinite(OutPoint.X)
&& FMath::IsFinite(OutPoint.Y) && FMath::IsFinite(OutPoint.Z);
}
// VerticalShafts has a guaranteed floor only when its lower boundary seal exists. Select a
// point above that seal and outside every ledge band; an infinite shaft by itself is not a
// standing point. The 3x3 roll is deliberately the same local source neighbourhood as the
// production density function.
bool VF_SuggestVerticalShaftLandingPoint(
const FVerticalShaftParams& Params,
int32 Seed,
float StrateTopZ,
float StrateBottomZ,
float WorldX,
float WorldY,
float MaxLateralSnap,
FVector& OutPoint)
{
if (!FMath::IsFinite(StrateTopZ) || !FMath::IsFinite(StrateBottomZ)
|| !FMath::IsFinite(WorldX) || !FMath::IsFinite(WorldY)
|| !FMath::IsFinite(MaxLateralSnap) || MaxLateralSnap < 0.0f
|| StrateTopZ <= StrateBottomZ)
{
return false;
}
if (!FMath::IsFinite(Params.ShaftSpacing)
|| !FMath::IsFinite(Params.ShaftDensity)
|| !FMath::IsFinite(Params.ShaftMinRadius)
|| !FMath::IsFinite(Params.ShaftMaxRadius)
|| !FMath::IsFinite(Params.CrossConnectChance)
|| !FMath::IsFinite(Params.ConnectorRadius)
|| !FMath::IsFinite(Params.LedgeSpacing)
|| !FMath::IsFinite(Params.LedgeDepth)
|| !FMath::IsFinite(Params.SurfaceRoughness)
|| !FMath::IsFinite(Params.BoundarySealThickness)
|| !FMath::IsFinite(Params.BaseDensity)
|| Params.ShaftSpacing <= 0.0f
|| Params.ShaftDensity <= 0.0f || Params.ShaftDensity > 1.0f
|| Params.ShaftMinRadius <= 0.0f
|| Params.ShaftMaxRadius < Params.ShaftMinRadius
|| Params.CrossConnectChance < 0.0f || Params.CrossConnectChance > 1.0f
|| Params.ConnectorRadius <= 0.0f
|| Params.LedgeSpacing < 0.0f || Params.LedgeDepth < 0.0f
|| Params.SurfaceRoughness < 0.0f
|| Params.BoundarySealThickness <= 0.0f
|| Params.BaseDensity <= 0.0f)
{
return false;
}
const float InnerBottom = StrateBottomZ + Params.BoundarySealThickness;
const float InnerTop = StrateTopZ - Params.BoundarySealThickness;
if (!FMath::IsFinite(InnerBottom) || !FMath::IsFinite(InnerTop)
|| InnerBottom >= InnerTop)
{
return false;
}
const float RoughnessBound = Params.SurfaceRoughness * VOXEL_NOISE_SCALE;
const float ShaftInteriorMargin = RoughnessBound + 0.25f;
const float FloorClearance = FMath::Max(1.0f, RoughnessBound + 1.0f);
// Pick the first interval above the bottom seal that is not occupied by a periodic ledge.
// Leaving a full roughness-sized margin makes the result a source-level air claim rather
// than a point on the smoothed ledge edge.
float LandingFromBottom = FMath::Max(
Params.BoundarySealThickness, Params.LedgeDepth) + FloorClearance;
// The measurement API derives its default interior margin as two seal thicknesses.
// Keep a source-level landing strictly inside that same measured window; otherwise a
// lower-roughness default can produce a perfectly valid shaft landing just below the
// diagnostic grid's lower edge and turn a real mouth query into OUT_OF_WINDOW.
LandingFromBottom = FMath::Max(
LandingFromBottom,
2.0f * Params.BoundarySealThickness + 0.01f);
if (Params.LedgeSpacing > 0.0f && Params.LedgeDepth > 0.0f)
{
const float SafeBand = Params.LedgeDepth + FloorClearance;
if (SafeBand * 2.0f >= Params.LedgeSpacing)
{
return false;
}
const float Period = FMath::FloorToFloat(LandingFromBottom / Params.LedgeSpacing);
const float PeriodStart = Period * Params.LedgeSpacing;
const float InPeriod = LandingFromBottom - PeriodStart;
if (InPeriod < SafeBand)
{
LandingFromBottom = PeriodStart + SafeBand;
}
else if (InPeriod > Params.LedgeSpacing - SafeBand)
{
LandingFromBottom = (Period + 1.0f) * Params.LedgeSpacing + SafeBand;
}
}
const float LandingZ = StrateBottomZ + LandingFromBottom;
if (!FMath::IsFinite(LandingZ)
|| LandingZ <= InnerBottom || LandingZ >= InnerTop)
{
return false;
}
const float Spacing = FMath::Max(Params.ShaftSpacing, 1.0f);
const int32 BaseCellX = FMath::FloorToInt(WorldX / Spacing);
const int32 BaseCellY = FMath::FloorToInt(WorldY / Spacing);
const uint32 SeedU = (uint32)Seed ^ 0x53686674u; // 'Shft'
const float MaxSnapSq = MaxLateralSnap * MaxLateralSnap;
const int32 SearchRadius = FMath::CeilToInt(
(MaxLateralSnap + FMath::Max(Params.ShaftMaxRadius, 1.0f)) / Spacing) + 2;
float BestDistSq = FLT_MAX;
float BestAxisX = 0.0f;
float BestAxisY = 0.0f;
bool bFound = false;
int32 BestCellX = INT32_MAX;
int32 BestCellY = INT32_MAX;
for (int32 DY = -SearchRadius; DY <= SearchRadius; ++DY)
{
for (int32 DX = -SearchRadius; DX <= SearchRadius; ++DX)
{
const int32 CellX = BaseCellX + DX;
const int32 CellY = BaseCellY + DY;
const uint32 H = VoxelHash::Cell(CellX, CellY, SeedU);
if (VoxelHash::ToFloat01(H) > Params.ShaftDensity) continue;
const float JX = VoxelHash::ToFloat01(VoxelHash::Mix(H ^ 0x12345678u));
const float JY = VoxelHash::ToFloat01(VoxelHash::Mix(H ^ 0x9ABCDEF0u));
const float ShaftX = (CellX + 0.15f + JX * 0.7f) * Spacing;
const float ShaftY = (CellY + 0.15f + JY * 0.7f) * Spacing;
const float Radius = FMath::Lerp(Params.ShaftMinRadius, Params.ShaftMaxRadius,
VoxelHash::ToFloat01(VoxelHash::Mix(H ^ 0xBEEFu)));
const float SafeRadius = Radius - ShaftInteriorMargin;
if (!FMath::IsFinite(SafeRadius) || SafeRadius <= 0.0f)
{
continue;
}
const float DXWorld = WorldX - ShaftX;
const float DYWorld = WorldY - ShaftY;
const float Distance = FMath::Sqrt(DXWorld * DXWorld + DYWorld * DYWorld);
const float SnapDistance = FMath::Max(Distance - SafeRadius, 0.0f);
const float DistSq = SnapDistance * SnapDistance;
const bool bCloser = DistSq < BestDistSq;
const bool bTie = DistSq == BestDistSq
&& (CellX < BestCellX || (CellX == BestCellX && CellY < BestCellY));
if (!bCloser && !bTie)
{
continue;
}
// A VerticalShafts landing must identify the topology, not merely an open point
// inside its radius. The safe-radius distance still chooses the nearest confident
// site under the existing snap budget, but the returned XY is the selected shaft's
// exact axis so it is on the deterministic drainage tree by construction.
BestAxisX = ShaftX;
BestAxisY = ShaftY;
BestDistSq = DistSq;
BestCellX = CellX;
BestCellY = CellY;
bFound = true;
}
}
if (!bFound || BestDistSq > MaxSnapSq || !FMath::IsFinite(BestAxisX)
|| !FMath::IsFinite(BestAxisY))
{
return false;
}
OutPoint = FVector(BestAxisX, BestAxisY, LandingZ);
return !OutPoint.ContainsNaN() && FMath::IsFinite(OutPoint.X)
&& FMath::IsFinite(OutPoint.Y) && FMath::IsFinite(OutPoint.Z);
}
struct FVFIslandSite
{
int32 CellX, CellY;
float X, Y, Rxy, TopHalf, TopZ, BotZ, TaperEnd;
};
// Evaluate only the island source, in the same internal-density convention as
// GetFloatingIslandDensity (positive = solid, negative = void). This is intentionally a
// local pure evaluator: it lets the query bracket the actual blob top instead of treating a
// nominal island centre as footing. Full-octave noise is used because this query has no LOD
// state by design and GeneratePassages runs before a tile's LOD is selected.
float VF_EvaluateIslandInteriorDensity(
const FFloatingIslandParams& Params,
uint32 Seed,
const FVFIslandSite* Islands,
int32 NumIslands,
float WorldX,
float WorldY,
float WorldZ)
{
const float WarpAmp = (Params.IslandMinRadius + Params.IslandMaxRadius) * 0.5f * 0.35f;
const FVector WarpXPosition(
WorldX * 0.04f + VoxelHash::SeedOffset(Seed, 0.0007f),
WorldY * 0.04f,
WorldZ * 0.012f);
const FVector WarpYPosition(
WorldX * 0.04f + 31.0f,
WorldY * 0.04f + 7.0f,
WorldZ * 0.012f);
const float WX = WorldX + VoxelNoise::FBM(
(float)WarpXPosition.X, (float)WarpXPosition.Y, (float)WarpXPosition.Z, 3)
* VOXEL_NOISE_SCALE * WarpAmp;
const float WY = WorldY + VoxelNoise::FBM(
(float)WarpYPosition.X, (float)WarpYPosition.Y, (float)WarpYPosition.Z, 3)
* VOXEL_NOISE_SCALE * WarpAmp;
const float BlendK = FMath::Max(Params.SDFBlendRadius, 0.01f);
const float Spacing = FMath::Max(Params.IslandSpacing, 1.0f);
const int32 BaseCellX = FMath::FloorToInt(WorldX / Spacing);
const int32 BaseCellY = FMath::FloorToInt(WorldY / Spacing);
float IslandSDF = FLT_MAX;
for (int32 IslandIndex = 0; IslandIndex < NumIslands; ++IslandIndex)
{
const FVFIslandSite& Island = Islands[IslandIndex];
// Production GetFloatingIslandDensity evaluates exactly this 3x3 cell neighbourhood
// for the queried XY. The outer search may collect more candidates so a lateral snap
// can be found, but those distant blobs must not influence the returned footing.
if (FMath::Abs(Island.CellX - BaseCellX) > 1
|| FMath::Abs(Island.CellY - BaseCellY) > 1)
{
continue;
}
const float DX = WX - Island.X;
const float DY = WY - Island.Y;
const float DistXY = FMath::Sqrt(DX * DX + DY * DY);
const float Height = FMath::Clamp(
(WorldZ - Island.BotZ) / FMath::Max(Island.TopZ - Island.BotZ, 1.0f),
0.0f, 1.0f);
const float Taper = SmoothStep01(FMath::Clamp(
Height / Island.TaperEnd, 0.0f, 1.0f));
const float Envelope = Island.Rxy * Taper;
float TopSurface = Island.TopZ;
if (Params.TopFlatten < 1.0f)
{
const float Edge = FMath::Clamp(
DistXY / FMath::Max(Island.Rxy, 1.0f), 0.0f, 1.0f);
TopSurface = Island.TopZ
- (1.0f - Params.TopFlatten) * Island.TopHalf * 2.0f * Edge * Edge;
}
const float SDF = FMath::Max(DistXY - Envelope, WorldZ - TopSurface);
IslandSDF = VoxelSDF::SmoothMin(IslandSDF, SDF, BlendK);
}
if (Params.SurfaceRoughness > 0.0f
&& IslandSDF < Params.SurfaceRoughness + BlendK + 2.0f)
{
const FVector RoughnessPosition(WorldX * 0.08f, WorldY * 0.08f, WorldZ * 0.08f);
IslandSDF += VoxelNoise::FBM(
(float)RoughnessPosition.X, (float)RoughnessPosition.Y,
(float)RoughnessPosition.Z, 4)
* VOXEL_NOISE_SCALE * Params.SurfaceRoughness;
}
float Density = -Params.BaseDensity;
if (IslandSDF < BlendK)
{
float Fill = FMath::Clamp(
(BlendK - IslandSDF) / (BlendK * 2.0f), 0.0f, 1.0f);
Fill = SmoothStep01(Fill);
Density += Fill * Params.BaseDensity * 2.0f;
}
return Density;
}
bool VF_SuggestFloatingIslandLandingPoint(
const FFloatingIslandParams& Params,
int32 Seed,
float StrateTopZ,
float StrateBottomZ,
float WorldX,
float WorldY,
float MaxLateralSnap,
FVector& OutPoint)
{
if (!FMath::IsFinite(StrateTopZ) || !FMath::IsFinite(StrateBottomZ)
|| !FMath::IsFinite(WorldX) || !FMath::IsFinite(WorldY)
|| !FMath::IsFinite(MaxLateralSnap) || MaxLateralSnap < 0.0f
|| StrateTopZ <= StrateBottomZ)
{
return false;
}
if (!FMath::IsFinite(Params.IslandSpacing)
|| !FMath::IsFinite(Params.IslandDensity)
|| !FMath::IsFinite(Params.IslandMinRadius)
|| !FMath::IsFinite(Params.IslandMaxRadius)
|| !FMath::IsFinite(Params.ThicknessRatio)
|| !FMath::IsFinite(Params.VerticalJitter)
|| !FMath::IsFinite(Params.TopFlatten)
|| !FMath::IsFinite(Params.SurfaceRoughness)
|| !FMath::IsFinite(Params.SDFBlendRadius)
|| !FMath::IsFinite(Params.BoundarySealThickness)
|| !FMath::IsFinite(Params.BaseDensity)
|| Params.IslandSpacing <= 0.0f
|| Params.IslandDensity <= 0.0f || Params.IslandDensity > 1.0f
|| Params.IslandMinRadius <= 0.0f
|| Params.IslandMaxRadius < Params.IslandMinRadius
|| Params.ThicknessRatio < 0.0f
|| Params.VerticalJitter < 0.0f
|| Params.SurfaceRoughness < 0.0f
|| Params.BoundarySealThickness < 0.0f
|| Params.BaseDensity <= 0.0f)
{
return false;
}
const float H = StrateTopZ - StrateBottomZ;
const float Spacing = FMath::Max(Params.IslandSpacing, 1.0f);
const uint32 SeedU = (uint32)Seed ^ 0x49736C64u; // 'Isld'
const float MidZ = (StrateTopZ + StrateBottomZ) * 0.5f;
const float WarpAmp = (Params.IslandMinRadius + Params.IslandMaxRadius) * 0.5f * 0.35f;
const float WarpBound = WarpAmp * VOXEL_NOISE_SCALE;
const float MaxIslandRadius = FMath::Max(Params.IslandMaxRadius, 1.0f);
const float SearchReach = MaxLateralSnap + MaxIslandRadius + WarpBound + 2.0f;
const int32 SearchRadius = FMath::CeilToInt(SearchReach / Spacing) + 2;
const int32 BaseCellX = FMath::FloorToInt(WorldX / Spacing);
const int32 BaseCellY = FMath::FloorToInt(WorldY / Spacing);
TArray<FVFIslandSite, TInlineAllocator<64>> Islands;
Islands.Reserve((2 * SearchRadius + 1) * (2 * SearchRadius + 1));
float MinBotZ = FLT_MAX;
float MaxTopZ = -FLT_MAX;
for (int32 DY = -SearchRadius; DY <= SearchRadius; ++DY)
{
for (int32 DX = -SearchRadius; DX <= SearchRadius; ++DX)
{
const int32 CellX = BaseCellX + DX;
const int32 CellY = BaseCellY + DY;
const uint32 Hh = VoxelHash::Cell(CellX, CellY, SeedU);
if (VoxelHash::ToFloat01(Hh) > Params.IslandDensity) continue;
FVFIslandSite& Island = Islands.AddDefaulted_GetRef();
Island.CellX = CellX;
Island.CellY = CellY;
const float JX = VoxelHash::ToFloat01(VoxelHash::Mix(Hh ^ 0x12345678u));
const float JY = VoxelHash::ToFloat01(VoxelHash::Mix(Hh ^ 0x9ABCDEF0u));
Island.X = (CellX + 0.15f + JX * 0.7f) * Spacing;
Island.Y = (CellY + 0.15f + JY * 0.7f) * Spacing;
Island.Rxy = FMath::Lerp(Params.IslandMinRadius, Params.IslandMaxRadius,
VoxelHash::ToFloat01(VoxelHash::Mix(Hh ^ 0x5A5Au)));
Island.TopHalf = Island.Rxy * 0.20f;
const float UnderDepth = Island.Rxy * FMath::Max(Params.ThicknessRatio, 0.25f);
const float SpreadZ = FMath::Max(
H * 0.5f - FMath::Max(Island.TopHalf, UnderDepth)
- Params.BoundarySealThickness, 0.0f) * Params.VerticalJitter;
const float CenterZ = MidZ
+ VoxelHash::ToFloatSigned(VoxelHash::Mix(Hh ^ 0xB17Du)) * SpreadZ;
Island.TopZ = CenterZ + Island.TopHalf;
Island.BotZ = CenterZ - UnderDepth;
Island.TaperEnd = FMath::Lerp(0.45f, 0.7f,
VoxelHash::ToFloat01(VoxelHash::Mix(Hh ^ 0x7A1Eu)));
MinBotZ = FMath::Min(MinBotZ, Island.BotZ);
MaxTopZ = FMath::Max(MaxTopZ, Island.TopZ);
}
}
if (Islands.Num() == 0 || !FMath::IsFinite(MinBotZ) || !FMath::IsFinite(MaxTopZ))
{
return false;
}
const float RoughnessBound = Params.SurfaceRoughness * VOXEL_NOISE_SCALE;
const float BlendK = FMath::Max(Params.SDFBlendRadius, 0.01f);
const float SearchPad = RoughnessBound + BlendK + 3.0f;
const float SearchTop = MaxTopZ + SearchPad;
const float SearchBottom = MinBotZ - SearchPad;
constexpr float ScanStep = 0.5f;
constexpr int32 MaxVerticalSamples = 2048;
if (!FMath::IsFinite(SearchTop) || !FMath::IsFinite(SearchBottom)
|| SearchTop <= SearchBottom
|| (SearchTop - SearchBottom) / ScanStep > (float)MaxVerticalSamples)
{
return false;
}
const float MaxSnapSq = MaxLateralSnap * MaxLateralSnap;
float BestDistSq = FLT_MAX;
FVector BestPoint = FVector::ZeroVector;
int32 BestIslandIndex = INDEX_NONE;
auto FindLandingZ = [&](float CandidateX, float CandidateY, float& OutLandingZ) -> bool
{
float UpperZ = SearchTop;
float UpperDensity = VF_EvaluateIslandInteriorDensity(
Params, SeedU, Islands.GetData(), Islands.Num(), CandidateX, CandidateY, UpperZ);
if (!FMath::IsFinite(UpperDensity) || UpperDensity > 0.0f)
{
return false;
}
for (int32 Sample = 0; Sample < MaxVerticalSamples && UpperZ > SearchBottom; ++Sample)
{
const float LowerZ = FMath::Max(SearchBottom, UpperZ - ScanStep);
const float LowerDensity = VF_EvaluateIslandInteriorDensity(
Params, SeedU, Islands.GetData(), Islands.Num(), CandidateX, CandidateY, LowerZ);
if (!FMath::IsFinite(LowerDensity)) return false;
// Descending from guaranteed air, the first solid bracket is the highest actual
// blob top at this XY. That is the footing surface; no island-centre guess is
// involved.
if (UpperDensity <= 0.0f && LowerDensity > 0.0f)
{
float SolidZ = LowerZ;
float AirZ = UpperZ;
for (int32 Iteration = 0; Iteration < 12; ++Iteration)
{
const float Mid = (SolidZ + AirZ) * 0.5f;
const float MidDensity = VF_EvaluateIslandInteriorDensity(
Params, SeedU, Islands.GetData(), Islands.Num(), CandidateX, CandidateY, Mid);
if (!FMath::IsFinite(MidDensity)) return false;
if (MidDensity > 0.0f) SolidZ = Mid;
else AirZ = Mid;
}
const float InnerBottom = StrateBottomZ + Params.BoundarySealThickness;
const float InnerTop = StrateTopZ - Params.BoundarySealThickness;
const float LandingZ = AirZ + 0.5f;
if (!FMath::IsFinite(LandingZ)
|| LandingZ <= InnerBottom || LandingZ >= InnerTop
|| VF_EvaluateIslandInteriorDensity(
Params, SeedU, Islands.GetData(), Islands.Num(), CandidateX, CandidateY, LandingZ) > 0.0f
|| VF_EvaluateIslandInteriorDensity(
Params, SeedU, Islands.GetData(), Islands.Num(), CandidateX, CandidateY, SolidZ) <= 0.0f
|| VF_EvaluateIslandInteriorDensity(
Params, SeedU, Islands.GetData(), Islands.Num(), CandidateX, CandidateY, LandingZ - 1.0f) <= 0.0f)
{
return false;
}
OutLandingZ = LandingZ;
return FMath::IsFinite(OutLandingZ);
}
UpperZ = LowerZ;
UpperDensity = LowerDensity;
}
return false;
};
for (int32 IslandIndex = 0; IslandIndex < Islands.Num(); ++IslandIndex)
{
const FVFIslandSite& Island = Islands[IslandIndex];
// Reserve a conservative interior disk. WarpBound protects the source's lobed frame;
// the one-voxel margin keeps a returned top away from the nominal radial edge. If no
// such disk is within MaxLateralSnap, declining is preferable to an arbitrary jump.
const float SafeRadius = Island.Rxy - WarpBound - 1.0f;
if (!FMath::IsFinite(SafeRadius) || SafeRadius <= 0.0f) continue;
const float DX = WorldX - Island.X;
const float DY = WorldY - Island.Y;
const float Distance = FMath::Sqrt(DX * DX + DY * DY);
const float SnapDistance = FMath::Max(Distance - SafeRadius, 0.0f);
const float DistSq = SnapDistance * SnapDistance;
if (DistSq > MaxSnapSq) continue;
float CandidateX = WorldX;
float CandidateY = WorldY;
if (Distance > SafeRadius && Distance > KINDA_SMALL_NUMBER)
{
const float Scale = SafeRadius / Distance;
CandidateX = Island.X + DX * Scale;
CandidateY = Island.Y + DY * Scale;
}
float CandidateZ = 0.0f;
if (!FindLandingZ(CandidateX, CandidateY, CandidateZ)) continue;
const bool bCloser = DistSq < BestDistSq;
const bool bTie = DistSq == BestDistSq && IslandIndex < BestIslandIndex;
if (!bCloser && !bTie) continue;
BestDistSq = DistSq;
BestPoint = FVector(CandidateX, CandidateY, CandidateZ);
BestIslandIndex = IslandIndex;
}
if (BestIslandIndex == INDEX_NONE || BestDistSq > MaxSnapSq || BestPoint.ContainsNaN())
{
return false;
}
OutPoint = BestPoint;
return FMath::IsFinite(OutPoint.X) && FMath::IsFinite(OutPoint.Y)
&& FMath::IsFinite(OutPoint.Z);
}
}
bool VF_SuggestLandingPoint(
ECaveGeneratorType Archetype,
const FStrateGenerationParams& CaveParams,
const FSlabGenerationParams& SlabParams,
int32 Seed,
float StrateTopZ,
float StrateBottomZ,
float DesiredX,
float DesiredY,
float MaxLateralSnap,
FVector& OutPoint)
{
switch (Archetype)
{
case ECaveGeneratorType::TunnelNetwork:
case ECaveGeneratorType::Underwater:
return VF_FindNearestHashRoomLandingPoint(CaveParams, Seed, StrateTopZ, StrateBottomZ,
DesiredX, DesiredY, MaxLateralSnap, OutPoint);
case ECaveGeneratorType::FlatPlain:
case ECaveGeneratorType::CrystalChamber:
return VF_SuggestSlabLandingPoint(SlabParams, Seed, StrateTopZ, StrateBottomZ,
DesiredX, DesiredY, MaxLateralSnap, OutPoint);
default:
// This overload intentionally covers only archetypes whose placement parameters are
// already present in the two legacy structs. The complete overload below carries the
// lattice/grid/blob parameters and answers those sources without guessing.
return false;
}
}
bool VF_SuggestLandingPoint(
ECaveGeneratorType Archetype,
const FStrateGenerationParams& CaveParams,
const FSlabGenerationParams& SlabParams,
const FMazeGenerationParams& MazeParams,
const FVerticalShaftParams& VerticalShaftParams,
const FFloatingIslandParams& FloatingIslandParams,
int32 Seed,
float StrateTopZ,
float StrateBottomZ,
float DesiredX,
float DesiredY,
float MaxLateralSnap,
FVector& OutPoint)
{
switch (Archetype)
{
case ECaveGeneratorType::TunnelNetwork:
case ECaveGeneratorType::Underwater:
return VF_FindNearestHashRoomLandingPoint(CaveParams, Seed, StrateTopZ, StrateBottomZ,
DesiredX, DesiredY, MaxLateralSnap, OutPoint);
case ECaveGeneratorType::FlatPlain:
case ECaveGeneratorType::CrystalChamber:
return VF_SuggestSlabLandingPoint(SlabParams, Seed, StrateTopZ, StrateBottomZ,
DesiredX, DesiredY, MaxLateralSnap, OutPoint);
case ECaveGeneratorType::Maze:
return VF_SuggestMazeLandingPoint(MazeParams, Seed, StrateTopZ, StrateBottomZ,
DesiredX, DesiredY, MaxLateralSnap, OutPoint);
case ECaveGeneratorType::VerticalShafts:
return VF_SuggestVerticalShaftLandingPoint(VerticalShaftParams, Seed,
StrateTopZ, StrateBottomZ,
DesiredX, DesiredY, MaxLateralSnap, OutPoint);
case ECaveGeneratorType::FloatingIslands:
return VF_SuggestFloatingIslandLandingPoint(FloatingIslandParams, Seed,
StrateTopZ, StrateBottomZ,
DesiredX, DesiredY, MaxLateralSnap, OutPoint);
case ECaveGeneratorType::SurfaceWorld:
// The structural heightfield is analytically seed-based, but production SurfaceWorld
// resolves biome-selected surface params and per-column overhang state through the
// manager/cache path. This pure API has no biome context and must not query it.
return false;
default:
return false;
}
}
//=============================================================================
// PHASE 1: BUILD CHUNK CACHE
//=============================================================================
// Collects all rooms in the COLLECT region, computes a window-invariant
// nearest-neighbor backbone for connectivity, decides tunnel connections, and
// pre-computes all tunnel geometry (radii, Z offsets, midpoint warping, bounding
// spheres). Only rooms/tunnels relevant to the chunk (STORE region) are kept.
//
// The result is stored in OutCache and reused for every voxel in the chunk.
void VoxelCaveMorphology::BuildChunkCache(
FChunkSDFCache& OutCache,
float SearchMinX, float SearchMinY,
float SearchMaxX, float SearchMaxY,
const FStrateGenerationParams& Params,
uint32 Seed, int32 StrateIndex,
const TArray<FStrateTerrainOpEntry>* TerrainOps)
{
// Clear previous data (arrays keep their allocation for reuse)
OutCache.Rooms.Reset();
OutCache.Tunnels.Reset();
OutCache.Pits.Reset();
OutCache.Chimneys.Reset();
OutCache.Columns.Reset();
// Combine world seed with strate index so each strate gets unique caves
const uint32 StrateSeed = VoxelCaveMorphology::MakeStrateSeed(Seed, StrateIndex);
const float CellSize = Params.RoomSpacing;
if (CellSize <= 0.0f) return;
//=========================================================================
// INFLUENCE RADII
//=========================================================================
// MaxInfluence = how far a room body / tunnel TUBE reaches PERPENDICULAR to its
// anchor — NOT its length. A room or tunnel whose anchor lies within MaxInfluence
// of a box can touch a voxel inside that box.
// Envelope conservatif / conservative bound: Lerp accepts inverted endpoints,
// so max(Min, Max) covers either radius without changing the authored roll.
const float RoomRadiusEnvelope = FMath::Max(Params.MinRoomRadius, Params.MaxRoomRadius);
const float TunnelRadiusEnvelope = FMath::Max(Params.TunnelMinRadius, Params.TunnelMaxRadius);
const float MaxInfluence = FMath::Max(
RoomRadiusEnvelope,
Params.TunnelWarpStrength + TunnelRadiusEnvelope
) + Params.SDFBlendRadius;
const float MaxTunnelLen = FMath::Max(Params.MaxTunnelLength, 0.0f);
//=========================================================================
// STORE decision — what we keep for the per-voxel loop.
//=========================================================================
// A room/tunnel is stored iff its OWN influence sphere can overlap the search box
// (RoomReachesSearchBox / tunnel bounding spheres below). Per-voxel culling refines.
//=========================================================================
// COLLECT region — what we hash into existence for the connectivity decision.
//=========================================================================
// To DECIDE the graph identically in neighboring chunks, we must see, for every
// room that could emit a tunnel touching this chunk, that room's ENTIRE
// nearest-neighbor candidate set (all rooms within MaxTunnelLength of it):
// - A tunnel touching the chunk has BOTH endpoints within
// (MaxTunnelLength + MaxInfluence) of the search box (capsule len <= MaxTunnelLength).
// - Each endpoint's NN candidates lie within MaxTunnelLength of that endpoint.
// => collect within (2 * MaxTunnelLength + MaxInfluence) of the search box.
// Combined with NN candidates being filtered to <= MaxTunnelLength below, this
// makes the backbone decision for any STORED tunnel window-invariant.
const float CollectMargin = 2.0f * MaxTunnelLen + MaxInfluence;
const float CollectMinX = SearchMinX - CollectMargin;
const float CollectMinY = SearchMinY - CollectMargin;
const float CollectMaxX = SearchMaxX + CollectMargin;
const float CollectMaxY = SearchMaxY + CollectMargin;
// Convert COLLECT bounds to cell range
const int32 CellMinX = FMath::FloorToInt(CollectMinX / CellSize);
const int32 CellMaxX = FMath::FloorToInt(CollectMaxX / CellSize);
const int32 CellMinY = FMath::FloorToInt(CollectMinY / CellSize);
const int32 CellMaxY = FMath::FloorToInt(CollectMaxY / CellSize);
//=========================================================================
// Vertical range for room CENTER placement.
// PLACEMENT CONTRACT: this formula MUST remain identical to
// VF_FindNearestHashRoomLandingPoint above. The pure landing query deliberately does not call this
// per-chunk cache builder during Initialize, so the fixed
// VoxelForge.Determinism.PassageLandsInOpenSpace ring test is the guard that catches drift
// between the two sites.
//=========================================================================
// Buffer = seal thickness + max room half-height.
// This guarantees the tallest possible room (RoomRadiusEnvelope * RoomHeightRatio)
// fits entirely within the seal boundary — no room gets its ceiling or floor
// cut flat by the seal. Smaller rooms have proportionally more margin.
const float RoomZBuffer = RoomRadiusEnvelope * Params.RoomHeightRatio;
const float StrateMinZ = Params.StrateBottomWorldZ + Params.BoundarySealThickness + RoomZBuffer;
const float StrateMaxZ = Params.StrateTopWorldZ - Params.BoundarySealThickness - RoomZBuffer;
const float StrateRangeZ = StrateMaxZ - StrateMinZ;
const float StrateCenterZ = (StrateMinZ + StrateMaxZ) * 0.5f;
const float BlendK = Params.SDFBlendRadius;
// "This room can reach the search box" test, using the room's OWN reach — the same
// extent formula as its per-voxel cull sphere (1.5x radius for capsule-stretched
// variants + blend margin). The old test compared the center against a box inflated
// by the SHARED MaxInfluence, which silently assumed every room's reach <= MaxInfluence.
// That's FALSE for the origin room (OriginRoomRadius >> MaxRoomRadius) — chunks inside
// the big room but > MaxInfluence from (0,0) didn't store it, so its carve clipped at an
// arbitrary chunk-aligned radius — and slightly false even for hash rooms (1.5x stretch).
auto RoomReachesSearchBox = [&](const FVector& C, float RadiusXY, float RadiusZ) -> bool
{
const float Reach = FMath::Max(RadiusXY * 1.5f, RadiusZ) + BlendK * 3.0f;
const float dx = FMath::Max3((float)(SearchMinX - C.X), 0.0f, (float)(C.X - SearchMaxX));
const float dy = FMath::Max3((float)(SearchMinY - C.Y), 0.0f, (float)(C.Y - SearchMaxY));
return (dx * dx + dy * dy) <= Reach * Reach;
};
// Sphere-vs-search-box test in XY (treated as infinite in Z; per-voxel culling
// resolves Z). Used to decide whether a tunnel is worth storing for this chunk.
auto SphereTouchesSearchXY = [&](const FVector& C, float RSq) -> bool
{
const float dx = FMath::Max3((float)(SearchMinX - C.X), 0.0f, (float)(C.X - SearchMaxX));
const float dy = FMath::Max3((float)(SearchMinY - C.Y), 0.0f, (float)(C.Y - SearchMaxY));
return (dx * dx + dy * dy) <= RSq;
};
// Temporary array with cell coordinates for tunnel connection decisions
TArray<FBuildRoom, TInlineAllocator<64>> BuildRooms;
// --- ORIGIN ROOM ---
// Guaranteed large room at (0, 0) in each strate — the (0,0) descent spine hub.
// Collected whenever (0,0) is inside the COLLECT region so it participates in the
// connectivity decision; only stored if it can reach this chunk.
int32 OriginIdx = -1;
if (Params.OriginRoomRadius > 0.0f)
{
// Collected when (0,0) is in the COLLECT region (connectivity) OR when the room's
// own body can reach this chunk (store) — its radius may exceed the collect margin.
const bool bOriginInCollect =
0.0f >= CollectMinX && 0.0f <= CollectMaxX &&
0.0f >= CollectMinY && 0.0f <= CollectMaxY;
const float OriginRZ = Params.OriginRoomRadius * Params.RoomHeightRatio;
if (bOriginInCollect ||
RoomReachesSearchBox(FVector(0.0f, 0.0f, StrateCenterZ), Params.OriginRoomRadius, OriginRZ))
{
FBuildRoom OriginRoom;
OriginRoom.CellX = INT32_MAX; // Sentinel — never matches a real grid cell
OriginRoom.CellY = INT32_MAX;
OriginRoom.Hash = VoxelHash::Cell(0, 0, StrateSeed ^ 0x0A161Cu);
OriginRoom.Center = FVector(0.0f, 0.0f, StrateCenterZ);
OriginRoom.RadiusXY = Params.OriginRoomRadius;
OriginRoom.RadiusZ = Params.OriginRoomRadius * Params.RoomHeightRatio;
OriginRoom.bIsOrigin = true;
OriginRoom.bStore = RoomReachesSearchBox(OriginRoom.Center, OriginRoom.RadiusXY, OriginRoom.RadiusZ);
OriginIdx = BuildRooms.Add(OriginRoom);
}
}
// --- HASH-BASED ROOMS ---
for (int32 CY = CellMinY; CY <= CellMaxY; CY++)
{
for (int32 CX = CellMinX; CX <= CellMaxX; CX++)
{
// Hash this cell to decide if it has a room
const uint32 CellHash = VoxelHash::Cell(CX, CY, StrateSeed);
const float RoomChance = VoxelHash::ToFloat01(CellHash);
// Skip empty cells (no room here)
if (RoomChance >= Params.RoomDensity) continue;
// Room position: jittered within the cell
const float JitterX = VoxelHash::ToFloat01(VoxelHash::Mix(CellHash ^ 0x12345678u));
const float JitterY = VoxelHash::ToFloat01(VoxelHash::Mix(CellHash ^ 0x9ABCDEF0u));
const float JitterZ = VoxelHash::ToFloat01(VoxelHash::Mix(CellHash ^ 0x55AA55AAu));
FBuildRoom Room;
Room.CellX = CX;
Room.CellY = CY;
Room.Hash = CellHash;
Room.Center.X = (CX + 0.15f + JitterX * 0.7f) * CellSize;
Room.Center.Y = (CY + 0.15f + JitterY * 0.7f) * CellSize;
Room.Center.Z = StrateMinZ + JitterZ * FMath::Max(StrateRangeZ, 1.0f);
// Room size: lerp between min and max
const float SizeFactor = VoxelHash::ToFloat01(VoxelHash::Mix(CellHash ^ 0xFEDCBA98u));
Room.RadiusXY = FMath::Lerp(Params.MinRoomRadius, Params.MaxRoomRadius, SizeFactor);
Room.RadiusZ = Room.RadiusXY * Params.RoomHeightRatio;
Room.bIsOrigin = false;
Room.bStore = RoomReachesSearchBox(Room.Center, Room.RadiusXY, Room.RadiusZ);
BuildRooms.Add(Room);
}
}
const int32 NumRooms = BuildRooms.Num();
if (NumRooms == 0) return;
//=========================================================================
// Window-invariant guaranteed backbone
//=========================================================================
// Each room gets ONE guaranteed link, chosen among candidates within MaxTunnelLength
// (that reach filter is what keeps the decision identical across chunk windows).
//
// bTunnelsFlowTowardOrigin = true (default): the link target is the best candidate
// among rooms STRICTLY CLOSER to (0,0) in XY. Every chain of links then descends in
// origin-distance and terminates at the origin room → the network is a TREE ROOTED AT
// THE SPINE HUB: every room is reachable, tunnels flow inward like tributaries.
// (Frontier rooms with no closer candidate in reach fall back to plain NN — a far
// cluster stays internally chained even when it can't bridge to the origin side.)
//
// bTunnelsFlowTowardOrigin = false (legacy): plain nearest-neighbor pairing. NOTE:
// despite what this comment used to claim, an NN-graph is a FOREST of small clusters,
// not a connected tree — isolated cave pockets are expected in this mode.
//
// Selection metric (not the reach filter) penalizes vertical separation via
// TunnelHorizontalBias, so the GUARANTEED links also prefer walkable slopes —
// previously only the random TunnelDensity extras were biased, which is why
// backbone tunnels could come out absurdly steep.
TArray<int32, TInlineAllocator<64>> NearestNeighbor;
NearestNeighbor.SetNumUninitialized(NumRooms);
const float MaxTunnelLenSq = MaxTunnelLen * MaxTunnelLen;
const bool bFlowToOrigin = Params.bTunnelsFlowTowardOrigin;
auto LinkMetric = [&](int32 I, int32 J) -> float
{
const float D = FVector::Dist(BuildRooms[I].Center, BuildRooms[J].Center);
const float VertSep = FMath::Abs(BuildRooms[I].Center.Z - BuildRooms[J].Center.Z);
return D + VertSep * Params.TunnelHorizontalBias * 5.0f;
};
// Squared XY distance to the (0,0) spine — the "inward" ordering. Purely positional,
// so it is window-invariant by construction.
auto OriginKeySq = [&](int32 I) -> float
{
const FVector& C = BuildRooms[I].Center;
return C.X * C.X + C.Y * C.Y;
};
// ExcludeJ: used by the origin-cap redirect below (re-pick ignoring the origin room).
auto PickNeighbor = [&](int32 I, int32 ExcludeJ) -> int32
{
const float MyKeySq = OriginKeySq(I);
float BestInward = FLT_MAX; int32 BestInwardJ = -1;
float BestAny = FLT_MAX; int32 BestAnyJ = -1;
for (int32 J = 0; J < NumRooms; J++)
{
if (J == I || J == ExcludeJ) continue;
const float DSq = FVector::DistSquared(BuildRooms[I].Center, BuildRooms[J].Center);
if (DSq > MaxTunnelLenSq) continue; // out of reach — never a tunnel
const float M = LinkMetric(I, J);
if (M < BestAny) { BestAny = M; BestAnyJ = J; }
if (bFlowToOrigin && OriginKeySq(J) < MyKeySq && M < BestInward)
{
BestInward = M; BestInwardJ = J;
}
}
return (bFlowToOrigin && BestInwardJ != -1) ? BestInwardJ : BestAnyJ;
};
for (int32 I = 0; I < NumRooms; I++)
{
NearestNeighbor[I] = PickNeighbor(I, /*ExcludeJ=*/INDEX_NONE);
}
//=========================================================================
// ORIGIN CONNECTION CAP (deterministic, order-independent)
//=========================================================================
// OriginRoomMaxConnections caps how many rooms backbone-force into the origin.
// The OLD approach counted connections in pair-loop order, which depended on the
// per-chunk room ordering → non-deterministic across chunks. Instead we gather
// ALL rooms backbone-linked to origin (window-invariant given the COLLECT region),
// rank them by a deterministic pair hash, and keep only the top N as forced.
// The rest are DOWNGRADED to the random TunnelDensity path (connectivity not
// broken, only the "guaranteed" aspect is limited).
TSet<int32> OriginDowngraded;
const int32 MaxOriginConn = Params.OriginRoomMaxConnections;
if (OriginIdx >= 0 && MaxOriginConn > 0)
{
// Collect origin backbone candidates with a deterministic ranking key.
TArray<TPair<uint32, int32>, TInlineAllocator<32>> OriginLinks;
for (int32 I = 0; I < NumRooms; I++)
{
if (I == OriginIdx) continue;
const bool bLinked = (NearestNeighbor[I] == OriginIdx) || (NearestNeighbor[OriginIdx] == I);
if (!bLinked) continue;
const uint32 Key = VoxelHash::Pair(
BuildRooms[OriginIdx].CellX, BuildRooms[OriginIdx].CellY,
BuildRooms[I].CellX, BuildRooms[I].CellY,
StrateSeed ^ 0x031A1Eu);
OriginLinks.Add(TPair<uint32, int32>(Key, I));
}
// Stable deterministic order by (hash, then index for tie-break).
OriginLinks.Sort([](const TPair<uint32, int32>& A, const TPair<uint32, int32>& B)
{
return A.Key != B.Key ? A.Key < B.Key : A.Value < B.Value;
});
for (int32 R = MaxOriginConn; R < OriginLinks.Num(); ++R)
{
OriginDowngraded.Add(OriginLinks[R].Value);
}
// REDIRECT, don't strand: a downgraded room whose guaranteed link pointed at the
// origin re-picks its best target EXCLUDING origin. It keeps a guaranteed link
// (chains to the hub through another room instead of directly), which matters
// doubly now that rooms with zero connections are culled below. Deterministic:
// same candidate set, same metric, one exclusion.
for (int32 DowngradedI : OriginDowngraded)
{
if (NearestNeighbor[DowngradedI] == OriginIdx)
{
NearestNeighbor[DowngradedI] = PickNeighbor(DowngradedI, /*ExcludeJ=*/OriginIdx);
}
}
}
//=========================================================================
// Resolve tunnel connections, pre-compute geometry, store chunk-relevant ones
//=========================================================================
// A tunnel exists if EITHER:
// 1. One is the other's nearest neighbor (backbone — guarantees connectivity),
// and (for origin links) it survived the origin cap, OR
// 2. The pair hash passes TunnelDensity (random extra loops).
// Both must pass the distance check (MaxTunnelLength). Only tunnels whose bounding
// sphere reaches the search box are stored for the per-voxel loop.
// Tracks whether each room ends up with at least one tunnel — DECIDED connections,
// independent of whether the tunnel itself is stored for this chunk (a room near the
// window edge may have all its tunnels outside the box; it's still "connected").
// Stored rooms with zero connections are culled at emission: they'd be sealed air
// pockets no tunnel ever reaches. Window-invariant: a stored room's full candidate
// set (and each candidate's own candidates) lies inside the COLLECT region.
TArray<bool, TInlineAllocator<64>> RoomConnected;
RoomConnected.Init(false, NumRooms);
for (int32 I = 0; I < NumRooms; I++)
{
for (int32 J = I + 1; J < NumRooms; J++)
{
const FBuildRoom& RoomA = BuildRooms[I];
const FBuildRoom& RoomB = BuildRooms[J];
bool bBackbone = (NearestNeighbor[I] == J) || (NearestNeighbor[J] == I);
// Origin cap: downgrade backbone links beyond the deterministic top-N.
if (bBackbone && (RoomA.bIsOrigin || RoomB.bIsOrigin))
{
const int32 Other = RoomA.bIsOrigin ? J : I;
if (OriginDowngraded.Contains(Other))
{
bBackbone = false; // Let TunnelDensity decide instead
}
}
// --- DISTANCE CHECK ---
const float EuclidDist = FVector::Dist(RoomA.Center, RoomB.Center);
float CheckDist = EuclidDist;
// Horizontal bias: penalize vertical separation for non-backbone tunnels
if (!bBackbone && Params.TunnelHorizontalBias > 0.0f)
{
const float VertSep = FMath::Abs(RoomA.Center.Z - RoomB.Center.Z);
CheckDist += VertSep * Params.TunnelHorizontalBias * 5.0f;
}
if (CheckDist > Params.MaxTunnelLength) continue;
// --- CONNECTION DECISION ---
if (!bBackbone)
{
const uint32 PairHash = VoxelHash::Pair(
RoomA.CellX, RoomA.CellY,
RoomB.CellX, RoomB.CellY,
StrateSeed
);
const float ConnectChance = VoxelHash::ToFloat01(PairHash);
if (ConnectChance >= Params.TunnelDensity) continue;
}
// Connection DECIDED (backbone or density roll) — both rooms are reachable.
RoomConnected[I] = true;
RoomConnected[J] = true;
// --- TUNNEL HASH (for deriving all tunnel properties) ---
const uint32 TunnelHash = VoxelHash::Pair(
RoomA.CellX, RoomA.CellY,
RoomB.CellX, RoomB.CellY,
StrateSeed ^ 0xDECAF001u
);
// --- RADIUS ---
const float FactorA = VoxelHash::ToFloat01(VoxelHash::Mix(TunnelHash ^ 0xBAADF00Du));
const float FactorB = VoxelHash::ToFloat01(VoxelHash::Mix(TunnelHash ^ 0x8BADF00Du));
const float RadA = FMath::Lerp(Params.TunnelMinRadius, Params.TunnelMaxRadius, FactorA);
const float RadB = FMath::Lerp(Params.TunnelMinRadius, Params.TunnelMaxRadius, FactorB);
// --- ENDPOINT Z OFFSET ---
const float ZOffsetA = VoxelHash::ToFloatSigned(VoxelHash::Mix(TunnelHash ^ 0xA1B2C3D4u))
* RoomA.RadiusZ * Params.TunnelEndpointZOffset;
const float ZOffsetB = VoxelHash::ToFloatSigned(VoxelHash::Mix(TunnelHash ^ 0xD4C3B2A1u))
* RoomB.RadiusZ * Params.TunnelEndpointZOffset;
FVector EndA = RoomA.Center + FVector(0.0f, 0.0f, ZOffsetA);
FVector EndB = RoomB.Center + FVector(0.0f, 0.0f, ZOffsetB);
// --- BUILD CACHED TUNNEL ---
FCachedTunnel CT;
CT.EndpointA = EndA;
CT.EndpointB = EndB;
CT.RadiusA = RadA;
CT.RadiusB = RadB;
// --- PATH WARPING ---
const float TunnelLength = FVector::Dist(EndA, EndB);
if (Params.TunnelWarpStrength > 0.0f && TunnelLength > 1.0f)
{
FVector TunnelDir = (EndB - EndA).GetSafeNormal();
FVector PerpH = FVector(-TunnelDir.Y, TunnelDir.X, 0.0f);
float MaxWarp = FMath::Min(Params.TunnelWarpStrength, TunnelLength * 0.25f);
float WarpH = VoxelHash::ToFloatSigned(VoxelHash::Mix(TunnelHash ^ 0x1234ABCDu)) * MaxWarp;
float WarpV = VoxelHash::ToFloatSigned(VoxelHash::Mix(TunnelHash ^ 0x5678EF01u)) * MaxWarp * 0.3f;
FVector Mid = (EndA + EndB) * 0.5f;
Mid += PerpH * WarpH + FVector(0.0f, 0.0f, WarpV);
CT.Midpoint = Mid;
CT.RadiusMid = (RadA + RadB) * 0.5f;
CT.bHasMidpoint = true;
// Bounding sphere: encloses all 3 control points + max radius
CT.BoundCenter = (EndA + Mid + EndB) / 3.0f;
float MaxR = FMath::Max3(RadA, RadB, CT.RadiusMid) + BlendK;
float DistA = FVector::Dist(CT.BoundCenter, EndA);
float DistM = FVector::Dist(CT.BoundCenter, Mid);
float DistB = FVector::Dist(CT.BoundCenter, EndB);
float BoundR = FMath::Max3(DistA, DistM, DistB) + MaxR;
CT.BoundRadiusSq = BoundR * BoundR;
}
else
{
CT.Midpoint = FVector::ZeroVector;
CT.RadiusMid = 0.0f;
CT.bHasMidpoint = false;
// Bounding sphere: encloses both endpoints + max radius
CT.BoundCenter = (EndA + EndB) * 0.5f;
float MaxR = FMath::Max(RadA, RadB) + BlendK;
float HalfLen = TunnelLength * 0.5f;
float BoundR = HalfLen + MaxR;
CT.BoundRadiusSq = BoundR * BoundR;
}
// Store only if this tunnel can actually reach a voxel in this chunk.
if (SphereTouchesSearchXY(CT.BoundCenter, CT.BoundRadiusSq))
{
OutCache.Tunnels.Add(CT);
}
}
}
//=========================================================================
// Copy STORE-relevant rooms to cache (cull radii + per-room terrain ops),
// then pre-bake their pits / chimneys / columns.
//=========================================================================
// Build terrain op pool stats once (outside the per-room loop).
// TerrainOps is the strate's probability pool; each entry has a Probability
// in [0,1]. We do a weighted random draw per room using the room's hash.
//
// PROBABILITY MODEL:
// - Entries are checked cumulatively (like drawing from a bucket).
// - The "no op" slot takes the remaining probability space (if sum < 1.0).
// - If sum >= 1.0, every room gets an op (normalized selection).
float TotalOpProb = 0.0f;
if (TerrainOps)
{
for (const FStrateTerrainOpEntry& E : *TerrainOps)
TotalOpProb += FMath::Max(E.Probability, 0.0f);
}
const float NormFactor = (TotalOpProb > 1.0f) ? (1.0f / TotalOpProb) : 1.0f;
// Temporary params struct for reading op fields (PitDensity, PitMinRadius, etc.)
FStrateGenerationParams OpParams;
OutCache.Rooms.Reserve(NumRooms);
for (int32 RoomIdx = 0; RoomIdx < NumRooms; RoomIdx++)
{
const FBuildRoom& BR = BuildRooms[RoomIdx];
if (!BR.bStore) continue; // Far room — collected for connectivity only
// Sealed-bubble cull: a room no tunnel ever reaches would be an isolated air
// pocket — don't carve it at all. The origin room is always kept (spine hub).
if (!RoomConnected[RoomIdx] && !BR.bIsOrigin) continue;
FCachedRoom CR;
CR.Center = BR.Center;
CR.RadiusXY = BR.RadiusXY;
CR.RadiusZ = BR.RadiusZ;
CR.Hash = BR.Hash;
CR.bIsOrigin = BR.bIsOrigin;
// Cull radius: max extent the room can reach + blend margin.
// 1.5x accounts for capsule shapes extending beyond nominal radius.
float MaxExtent = FMath::Max(BR.RadiusXY * 1.5f, BR.RadiusZ) + BlendK * 3.0f;
CR.CullRadiusSq = MaxExtent * MaxExtent;
// --- PRE-BAKED SHAPE ---
// Same hash roll + thresholds + capsule trig the evaluator used to redo PER VOXEL;
// done once here → EvaluateSDFCached just switches on ShapeType. Bit-identical output.
{
const uint32 ShapeHash = VoxelHash::Mix(CR.Hash ^ 0xDEADBEEFu);
const float ShapeRoll = CR.bIsOrigin ? 0.0f : VoxelHash::ToFloat01(ShapeHash);
const float BoxThreshold = 1.0f - Params.RoomShapeVariety * 0.5f;
const float CapsuleThreshold = 1.0f - Params.RoomShapeVariety * 0.2f;
if (ShapeRoll >= BoxThreshold && ShapeRoll < CapsuleThreshold)
{
// ROUNDED BOX: angular chamber with smooth corners
CR.ShapeType = 1;
CR.ShapeA = FVector(CR.RadiusXY * 0.8f, CR.RadiusXY * 0.8f, CR.RadiusZ * 0.8f);
CR.ShapeR = CR.RadiusXY * 0.25f;
}
else if (ShapeRoll >= CapsuleThreshold)
{
// ELONGATED CAPSULE: stretched hall/corridor-room
CR.ShapeType = 2;
const float DirAngle = VoxelHash::ToFloat01(VoxelHash::Mix(CR.Hash ^ 0xCAFEBABEu)) * 2.0f * PI;
const float StretchDist = CR.RadiusXY * 0.7f;
const FVector Dir(FMath::Cos(DirAngle), FMath::Sin(DirAngle), 0.0f);
CR.ShapeA = CR.Center + Dir * StretchDist;
CR.ShapeB = CR.Center - Dir * StretchDist;
CR.ShapeR = FMath::Min(CR.RadiusXY * 0.6f, CR.RadiusZ);
}
else
{
// ELLIPSOID (default): smooth oval chamber
CR.ShapeType = 0;
CR.ShapeA = FVector(CR.RadiusXY, CR.RadiusXY, CR.RadiusZ);
}
}
// Flat floor cut: soft floor plane per room, hash-rolled from [Min, Max].
// SmoothMax applied in EvaluateSDFCached so tunnels/pits don't create hard seams.
// Sentinel -FLT_MAX means "no cut" so the per-voxel check is a single compare.
{
const float FloorRoll = VoxelHash::ToFloat01(VoxelHash::Mix(BR.Hash ^ 0xF100F2u));
const float FloorCut = FMath::Lerp(
FMath::Min(Params.RoomFloorCutMin, Params.RoomFloorCutMax),
FMath::Max(Params.RoomFloorCutMin, Params.RoomFloorCutMax),
FloorRoll
);
if (FloorCut < 1.0f)
{
CR.FloorCutZ = CR.Center.Z - CR.RadiusZ * FloorCut;
CR.FloorReliefStrength = Params.FloorReliefStrength;
CR.FloorReliefFrequency = Params.FloorReliefFrequency;
CR.FloorSeed = VoxelHash::Mix(BR.Hash ^ 0xF100F1u);
}
else
{
CR.FloorCutZ = -FLT_MAX;
CR.FloorReliefStrength = 0.0f;
CR.FloorReliefFrequency = 0.015f;
CR.FloorSeed = 0;
}
}
// --- PER-ROOM TERRAIN OP SELECTION ---
if (TerrainOps && TerrainOps->Num() > 0 && TotalOpProb > 0.0f)
{
const uint32 OpHash = VoxelHash::Mix(BR.Hash ^ 0x0FEED00u);
const float Roll = VoxelHash::ToFloat01(OpHash);
float Cursor = 0.0f;
for (const FStrateTerrainOpEntry& E : *TerrainOps)
{
Cursor += FMath::Max(E.Probability, 0.0f) * NormFactor;
if (Roll < Cursor)
{
const UVoxelTerrainOpDefinition* Op = E.Operation.Get();
if (Op)
{
CR.RoomOp = Op;
CR.RoomOpWeight = E.Weight;
}
break;
}
}
}
OutCache.Rooms.Add(CR);
//---------------------------------------------------------------------
// PRE-BAKE: PITS, CHIMNEYS, COLUMNS for this room
//---------------------------------------------------------------------
// Pre-baking makes features independent of NearestRoomIdx (no thin "lid"
// when the owning room flips mid-shaft). Only stored rooms are baked —
// a far room's features can't reach this chunk anyway.
if (!CR.RoomOp) continue;
OpParams = FStrateGenerationParams{};
CR.RoomOp->ApplyTo(OpParams, CR.RoomOpWeight);
// PITS — downward shafts anchored in the room's lower half.
BakeRoomFeature(CR, /*Max*/2, OpParams.PitDensity,
0xDE1A7Eu, 6271u, 0xABCDu, 0x5EEDu,
/*XYScale*/0.6f, OpParams.PitMinRadius, OpParams.PitMaxRadius,
[&](float PX, float PY, float PitRadius, uint32 PH3)
{
const uint32 PH4 = VoxelHash::Mix(PH3 ^ 0xF00Du);
FCachedPit Pit;
Pit.CenterX = PX;
Pit.CenterY = PY;
Pit.TopZ = CR.Center.Z - CR.RadiusZ * 0.5f
+ VoxelHash::ToFloat01(PH4) * CR.RadiusZ * 0.2f;
Pit.Radius = PitRadius;
Pit.Depth = OpParams.PitDepth;
Pit.FlareDist = PitRadius * 2.0f;
Pit.FlareExtra = PitRadius * 1.0f;
Pit.BaseDensity = Params.BaseDensity;
Pit.BlendK = Params.SDFBlendRadius;
const float MaxXYR = PitRadius + PitRadius + Params.SDFBlendRadius + 4.0f;
Pit.BoundXYRadiusSq = MaxXYR * MaxXYR;
OutCache.Pits.Add(Pit);
});
// CHIMNEYS — mirror of pits: upward tubes anchored in the room's upper half.
BakeRoomFeature(CR, /*Max*/2, OpParams.ChimneyDensity,
0xC4F007u, 7919u, 0x1337u, 0xCAFEu,
/*XYScale*/0.6f, OpParams.ChimneyMinRadius, OpParams.ChimneyMaxRadius,
[&](float CX, float CY, float ChmRadius, uint32 CH3)
{
const uint32 CH4 = VoxelHash::Mix(CH3 ^ 0xD00Du);
FCachedChimney Chim;
Chim.CenterX = CX;
Chim.CenterY = CY;
Chim.BottomZ = CR.Center.Z + CR.RadiusZ * 0.5f
- VoxelHash::ToFloat01(CH4) * CR.RadiusZ * 0.2f;
Chim.Radius = ChmRadius;
Chim.Height = OpParams.ChimneyHeight;
Chim.FlareDist = ChmRadius * 2.0f;
Chim.FlareExtra = ChmRadius * 1.0f;
Chim.BaseDensity = Params.BaseDensity;
Chim.BlendK = Params.SDFBlendRadius;
const float MaxXYR = ChmRadius + ChmRadius + Params.SDFBlendRadius + 4.0f;
Chim.BoundXYRadiusSq = MaxXYR * MaxXYR;
OutCache.Chimneys.Add(Chim);
});
// COLUMNS — full-height solid cylinders (no Z anchor, no flare).
BakeRoomFeature(CR, /*Max*/4, OpParams.ColumnDensity,
0xC01C01u, 3571u, 0x1A2B3Cu, 0xBEEFu,
/*XYScale*/0.75f, OpParams.ColumnMinRadius, OpParams.ColumnMaxRadius,
[&](float ColX, float ColY, float ColR, uint32 /*H3*/)
{
FCachedColumn Col;
Col.CenterX = ColX;
Col.CenterY = ColY;
Col.Radius = ColR;
Col.BaseDensity = Params.BaseDensity;
const float MaxXYR = ColR + 6.0f;
Col.BoundXYRadiusSq = MaxXYR * MaxXYR;
OutCache.Columns.Add(Col);
});
}
}
//=============================================================================
// PHASE 2: EVALUATE SDF WITH CACHED DATA
//=============================================================================
// Pure SDF math — no hashing, no array building, no backbone computation.
// Just loops through the pre-built rooms and tunnels, evaluates distance,
// and smooth-mins everything together. Distance culling skips primitives
// that are clearly too far to contribute.
float VoxelCaveMorphology::EvaluateSDFCached(
float WorldX, float WorldY, float WorldZ,
const FChunkSDFCache& Cache,
float SDFBlendRadius,
int32* OutNearestRoomIdx)
{
float MinSDF = FLT_MAX;
const float BlendK = SDFBlendRadius;
const FVector Pos(WorldX, WorldY, WorldZ);
// Track which room contributes the smallest (most-inside) raw SDF.
// This is used by the terrain ops system to find the "owning" room for
// this voxel and apply that room's per-room terrain operation.
// We track raw room SDF (before SmoothMin) so tunnel SDFs don't interfere.
float NearestRoomRawSDF = FLT_MAX;
int32 NearestIdx = -1;
//=========================================================================
// Room SDFs
//=========================================================================
for (int32 RoomIdx = 0; RoomIdx < Cache.Rooms.Num(); ++RoomIdx)
{
const FCachedRoom& Room = Cache.Rooms[RoomIdx];
// --- DISTANCE CULL ---
const float DistSq = FVector::DistSquared(Pos, Room.Center);
if (DistSq > Room.CullRadiusSq) continue;
// --- SHAPE (pre-baked in BuildChunkCache — no per-voxel hash roll / trig) ---
float RoomSDF;
switch (Room.ShapeType)
{
case 1: RoomSDF = VoxelSDF::RoundedBox(Pos, Room.Center, Room.ShapeA, Room.ShapeR); break;
case 2: RoomSDF = VoxelSDF::Capsule(Pos, Room.ShapeA, Room.ShapeB, Room.ShapeR); break;
default: RoomSDF = VoxelSDF::Ellipsoid(Pos, Room.Center, Room.ShapeA); break;
}
// Soft floor: SmoothMax of the room SDF and the floor half-space.
if (Room.FloorCutZ > -FLT_MAX)
{
float FloorZ = Room.FloorCutZ;
if (Room.FloorReliefStrength > 0.0f)
{
const float RF = Room.FloorReliefFrequency;
const float SF = (float)Room.FloorSeed * 0.00001f;
float N = FMath::PerlinNoise2D(FVector2D(Pos.X * RF + SF, Pos.Y * RF + SF * 1.7f)) * 0.65f
+ FMath::PerlinNoise2D(FVector2D(Pos.X * RF * 2.3f + SF * 3.1f, Pos.Y * RF * 2.3f + SF * 5.3f)) * 0.35f;
N *= VOXEL_NOISE_SCALE;
FloorZ += N * Room.FloorReliefStrength;
}
RoomSDF = VoxelSDF::SmoothMax(RoomSDF, FloorZ - Pos.Z, BlendK * 0.35f);
}
// Track the room whose SDF is smallest (most inside).
if (OutNearestRoomIdx && RoomSDF < NearestRoomRawSDF)
{
NearestRoomRawSDF = RoomSDF;
NearestIdx = RoomIdx;
}
MinSDF = VoxelSDF::SmoothMin(MinSDF, RoomSDF, BlendK);
}
//=========================================================================
// Tunnel SDFs
//=========================================================================
for (const FCachedTunnel& Tunnel : Cache.Tunnels)
{
// --- BOUNDING SPHERE CULL ---
const float DistSq = FVector::DistSquared(Pos, Tunnel.BoundCenter);
if (DistSq > Tunnel.BoundRadiusSq) continue;
float TunnelSDF;
if (Tunnel.bHasMidpoint)
{
// Two-segment curved tunnel: A→Mid and Mid→B
float SegA = VoxelSDF::TaperedCapsule(Pos, Tunnel.EndpointA, Tunnel.Midpoint,
Tunnel.RadiusA, Tunnel.RadiusMid);
float SegB = VoxelSDF::TaperedCapsule(Pos, Tunnel.Midpoint, Tunnel.EndpointB,
Tunnel.RadiusMid, Tunnel.RadiusB);
TunnelSDF = FMath::Min(SegA, SegB);
}
else
{
// Straight single-segment tunnel
TunnelSDF = VoxelSDF::TaperedCapsule(Pos, Tunnel.EndpointA, Tunnel.EndpointB,
Tunnel.RadiusA, Tunnel.RadiusB);
}
MinSDF = VoxelSDF::SmoothMin(MinSDF, TunnelSDF, BlendK);
}
// Write nearest room index for the caller (terrain ops system)
if (OutNearestRoomIdx)
{
*OutNearestRoomIdx = NearestIdx;
}
return MinSDF;
}
//=============================================================================
// CONVENIENCE WRAPPER (backward compatible)
//=============================================================================
// Builds a temporary cache for a single point, then evaluates.
// For chunk generation, use BuildChunkCache + EvaluateSDFCached directly.
// The search box around the point only needs a MaxInfluence margin — BuildChunkCache
// internally widens the COLLECT region to (2*MaxTunnelLength + MaxInfluence) so the
// graph it builds is the same one the chunk path would build at this point.
float VoxelCaveMorphology::EvaluateSDF(
float WorldX, float WorldY, float WorldZ,
const FStrateGenerationParams& Params,
uint32 Seed, int32 StrateIndex)
{
const float RoomRadiusEnvelope = FMath::Max(Params.MinRoomRadius, Params.MaxRoomRadius);
const float TunnelRadiusEnvelope = FMath::Max(Params.TunnelMinRadius, Params.TunnelMaxRadius);
const float Margin = FMath::Max(
RoomRadiusEnvelope,
Params.TunnelWarpStrength + TunnelRadiusEnvelope
) + Params.SDFBlendRadius;
FChunkSDFCache TempCache;
BuildChunkCache(
TempCache,
WorldX - Margin, WorldY - Margin,
WorldX + Margin, WorldY + Margin,
Params, Seed, StrateIndex
);
return EvaluateSDFCached(
WorldX, WorldY, WorldZ,
TempCache, Params.SDFBlendRadius
);
}