Bounded vertical route partition / streaming for handcrafted spiral climb maps (Only Up / Only Climb). Not World Partition, not Level Instances as core arch. - Z-cell segmentation + optional XY subcells, editor builder + commandlet - NonDestructive visibility backend + streaming-level backend - Offline HLOD proxies: MergedMesh / SimplifiedProxy (ProxyLOD) - Universal Level Instance + Packed Level Actor + HISM support (flatten+merge) - Vertical-aware runtime streamer (full/preload/HLOD/unload, hysteresis, velocity prediction, fall-risk), WP-style debug viz + vp.* console - Safe-by-default: only static decor streams; sky/lights/gameplay stay persistent Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
72 lines
3.2 KiB
C++
72 lines
3.2 KiB
C++
// Copyright IHY. Vertical Partition Streaming plugin.
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//
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// Pure cell math shared by the editor builder and the runtime streamer. No state.
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#pragma once
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#include "CoreMinimal.h"
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#include "Kismet/BlueprintFunctionLibrary.h"
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#include "VerticalPartitionTypes.h"
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#include "VerticalPartitionStatics.generated.h"
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/** Context the desired-state policy needs beyond the raw cell index. */
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struct FVerticalStreamingContext
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{
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int32 PlayerCellZ = 0;
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int32 PlayerCellX = 0;
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int32 PlayerCellY = 0;
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float PlayerVelocityZ = 0.f; // cm/s, +up
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float PlayerWorldZ = 0.f; // cm, exact (for hysteresis at boundaries)
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float CameraPitchDeg = 0.f; // +looking up
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bool bUseXY = false;
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};
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UCLASS()
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class VERTICALPARTITION_API UVerticalPartitionStatics : public UBlueprintFunctionLibrary
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{
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GENERATED_BODY()
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public:
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/** Z index of a world Z (cm) relative to the volume floor. */
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UFUNCTION(BlueprintPure, Category="VerticalPartition")
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static int32 GetCellZFromWorldZ(float WorldZ, float VolumeMinZ, float CellHeight);
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UFUNCTION(BlueprintPure, Category="VerticalPartition")
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static int32 GetCellXFromWorldX(float WorldX, float VolumeMinX, float XYCellSize);
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UFUNCTION(BlueprintPure, Category="VerticalPartition")
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static int32 GetCellYFromWorldY(float WorldY, float VolumeMinY, float XYCellSize);
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/** Cell id for a single point (actor origin). */
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static FVerticalCellId GetCellIdFromPoint(const FVector& Point, const FBox& VolumeBounds, const FVerticalPartitionSettings& S);
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/** Cell id for a bounds box. Uses the dominant-overlap cell (center of the
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* clamped intersection) so a box straddling a boundary lands deterministically.
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* bOutCrossesMultiple reports whether the box spans more than one cell. */
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static FVerticalCellId GetCellIdFromBounds(const FBox& ActorBounds, const FBox& VolumeBounds, const FVerticalPartitionSettings& S, bool& bOutCrossesMultiple);
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/** World-space bounds of a cell, clamped to the volume when requested. */
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static FBox GetCellBounds(const FVerticalCellId& Cell, const FBox& VolumeBounds, const FVerticalPartitionSettings& S);
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/** Number of Z cells the volume spans (>=1). */
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static int32 GetNumZCells(const FBox& VolumeBounds, const FVerticalPartitionSettings& S);
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/** THE policy. Maps a cell relative to the player to its desired representation,
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* honouring full/preload/HLOD/unload bands, hysteresis, velocity prediction,
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* fall-risk-below, camera direction and the above-player priority bias.
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* CurrentState is the cell's live state and is what makes hysteresis sticky. */
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static EVerticalCellDesiredState GetDesiredStateForCell(
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const FVerticalCellId& Cell,
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const FVerticalStreamingContext& Ctx,
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const FVerticalPartitionSettings& S,
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EVerticalCellState CurrentState = EVerticalCellState::Unloaded);
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/** True when a cell sits in the preload band (load full data, keep it hidden). */
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static bool ShouldPreloadFull(const FVerticalCellId& Cell, const FVerticalStreamingContext& Ctx, const FVerticalPartitionSettings& S);
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/** Human-readable colour for a runtime state (debug draw / overlay). */
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UFUNCTION(BlueprintPure, Category="VerticalPartition")
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static FLinearColor GetStateColor(EVerticalCellState State);
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UFUNCTION(BlueprintPure, Category="VerticalPartition")
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static FString WarningTypeToString(EVerticalWarningType Type);
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};
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