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>
90 lines
3.4 KiB
C++
90 lines
3.4 KiB
C++
// Copyright IHY. Vertical Partition Streaming plugin.
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//
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// The authoring volume. Drop one around the whole playable spiral, tune the
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// settings, and press Build. Bounds come from a UBoxComponent so they are trivial
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// to read at both editor and runtime (no BSP brush).
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Actor.h"
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#include "VerticalPartitionTypes.h"
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#include "VerticalPartitionVolume.generated.h"
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class UBoxComponent;
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class UVerticalPartitionDescriptor;
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class AVerticalPartitionVolume;
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/**
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* Decouples the runtime volume from the editor-only builder. The editor module
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* installs Handler in StartupModule; the volume's CallInEditor buttons and the
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* vp.* build console commands route through it. Lives in the runtime module so the
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* volume can reference it, but is only ever populated in editor builds.
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*/
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struct VERTICALPARTITION_API FVerticalPartitionEditorBridge
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{
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#if WITH_EDITOR
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static TFunction<void(AVerticalPartitionVolume*, EVerticalPartitionAction)> Handler;
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static void Execute(AVerticalPartitionVolume* Volume, EVerticalPartitionAction Action)
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{
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if (Handler) { Handler(Volume, Action); }
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}
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#endif
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};
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UCLASS(HideCategories=(Collision, Physics, Navigation, HLOD, Input, Replication))
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class VERTICALPARTITION_API AVerticalPartitionVolume : public AActor
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{
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GENERATED_BODY()
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public:
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AVerticalPartitionVolume();
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/** Box that defines the bounded playable region to partition. */
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="VerticalPartition")
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TObjectPtr<UBoxComponent> Box;
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/** Per-volume settings (seeded from project defaults on placement). */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="VerticalPartition", meta=(ShowOnlyInnerProperties))
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FVerticalPartitionSettings Settings;
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/** Descriptor produced by Build; consumed by the runtime manager. */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="VerticalPartition")
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TSoftObjectPtr<UVerticalPartitionDescriptor> Descriptor;
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/** World-space bounds of the volume (box transform * extent). */
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UFUNCTION(BlueprintPure, Category="VerticalPartition")
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FBox GetVolumeBounds() const;
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virtual void OnConstruction(const FTransform& Transform) override;
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#if WITH_EDITOR
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// ---- Detail-panel buttons (mirror the editor tool window) ----
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UFUNCTION(CallInEditor, Category="Vertical Partition|1 - Analyze")
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void AnalyzeCurrentLevel();
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UFUNCTION(CallInEditor, Category="Vertical Partition|2 - Build")
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void BuildVerticalPartition();
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UFUNCTION(CallInEditor, Category="Vertical Partition|2 - Build")
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void RebuildChangedCells();
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UFUNCTION(CallInEditor, Category="Vertical Partition|2 - Build")
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void RebuildHLOD();
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UFUNCTION(CallInEditor, Category="Vertical Partition|3 - Validate")
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void ValidateCells();
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UFUNCTION(CallInEditor, Category="Vertical Partition|3 - Validate")
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void PreviewChunks();
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UFUNCTION(CallInEditor, Category="Vertical Partition|3 - Validate")
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void SpawnHLODPreview();
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UFUNCTION(CallInEditor, Category="Vertical Partition|3 - Validate")
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void ClearPreview();
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UFUNCTION(CallInEditor, Category="Vertical Partition|4 - Commit")
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void CommitConversion();
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UFUNCTION(CallInEditor, Category="Vertical Partition|4 - Commit")
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void RestoreFromBackup();
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UFUNCTION(CallInEditor, Category="Vertical Partition|5 - Maintenance")
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void ClearGeneratedData();
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UFUNCTION(CallInEditor, Category="Vertical Partition|5 - Maintenance")
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void DumpReport();
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virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
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#endif
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};
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