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// recorded in exactly the v9 data format (RGB / ids / depth / whitebox / capsule characters, cut grid, centred camera).
// * the authored set dressing (classes 3-6) is hidden and loses its collision; the authored ground / paving keep their
// collision (the gameplay walks on it) but are not rendered
// * a new ground surface: a height field traced from the authored ground (80 cm grid over the area the bot visits), with a
// little natural relief away from the route; it gets the photo-scanned PBR sets of the current biome variant (M_V10PBR)
// * v10 real v2 (diversity): every look (= camera variant, only on the v9 cut grid) rolls a new biome variant out of 12
// (conifer forest, autumn wood, spring meadow, dry savanna, semi desert, rocky coast, snow alpine, rain wetland, rock
// badlands, mossy old wood, red canyon, sand beach): asset mix, ground / slope / cover PBR sets, foliage season tint,
// snow / moss / dust / sand cover on the models, wetness, density multipliers and the light presets that suit it
// (incl. night and storm). The CC0 photo-scanned assets (Poly Haven) are re-scattered as Nanite instances with
// noise-driven patches; objects that would block the route keep a clearance from the route and the spawns; ground
// cover (grass, debris) is labelled ground, rocks 4, plants / trees / logs 5, props 6
// * perspective telephoto camera (FOV 22-40 deg) replacing the orthographic one: same framing (the v9 frame width at the
// player), camera pulled back along the view axis
// -DatasetV10Real [-DatasetV10Biome=<variant>|forest|meadow|arid|coast] [-DatasetV10Density=1] [-DatasetV10FovMin=22 -DatasetV10FovMax=40]
#include "PipelineCapture.h"
#include "PipelineWhitebox.h"
#include "GameDemo.h"
#include "Camera/CameraTypes.h"
#include "Components/StaticMeshComponent.h"
#include "Components/InstancedStaticMeshComponent.h"
#include "Components/SceneCaptureComponent2D.h"
#include "Engine/StaticMesh.h"
#include "Engine/Texture.h"
#include "GameFramework/SpringArmComponent.h"
#include "Materials/MaterialInterface.h"
#include "Materials/Material.h"
#include "Components/ExponentialHeightFogComponent.h"
#include "Components/LocalLightComponent.h"
#include "Components/DecalComponent.h"
#include "Materials/MaterialInstanceDynamic.h"
#include "MeshDescription.h"
#include "StaticMeshAttributes.h"
#include "EngineUtils.h"
#include "Misc/CommandLine.h"
#include "HAL/IConsoleManager.h"
#include "Misc/FileHelper.h"
#include "Misc/Paths.h"
#include "Dom/JsonObject.h"
#include "Serialization/JsonReader.h"
#include "Serialization/JsonSerializer.h"
namespace
{
// kinds: base instances per m2 of the visited zone per base biome (forest / meadow / arid / coast) and patch threshold of the kind's noise
struct FV10KindCfg{const TCHAR* Kind;float Dens[4];float Cut[4];int32 Sem;bool Big;};
const FV10KindCfg V10Kinds[]={
{TEXT("grass"), {2.f,4.5f,.45f,.3f}, {-.05f,-.3f,.25f,.3f}, 1,false},
{TEXT("plant"), {.35f,.6f,.25f,.15f}, {0.f,-.15f,.05f,.2f}, 5,false},
{TEXT("debris"),{.12f,.03f,.06f,.02f}, {-.1f,.3f,.1f,.3f}, 1,false},
{TEXT("rock"), {.06f,.03f,.14f,.14f}, {-.1f,.2f,-.3f,-.4f}, 4,false}, // small rocks (< 70 cm); bigger ones use the "rockbig" entry
{TEXT("rockbig"),{.010f,.005f,.016f,.02f},{-1.f,-1.f,-1.f,-1.f},4,true},
{TEXT("shrub"), {.08f,.045f,.06f,.02f},{-.2f,-.1f,-.3f,0.f}, 5,true},
{TEXT("log"), {.006f,.0025f,.003f,.002f},{-1.f,-1.f,-1.f,-1.f},5,true},
{TEXT("tree"), {.05f,.01f,.008f,.004f},{-.4f,-.2f,-1.f,-1.f},5,true},
{TEXT("prop"), {.0012f,.0012f,.0012f,.0018f},{-1.f,-1.f,-1.f,-1.f},6,true}};
// biome variants (one per look)
struct FV10Variant
{
const TCHAR* Name;const TCHAR* Assets;int32 Base;float Mul[9];
const TCHAR* Ground;const TCHAR* Side;const TCHAR* Cover;float GCov0,GCov1;
FLinearColor Fol0,Fol1;FLinearColor Cov;float Cov0,Cov1,CovRough;float Wet;const TCHAR* Lights;
};
const TCHAR* GForestG=TEXT("ph_forest_ground_04 ph_forest_leaves_02 ph_forest_leaves_04 ph_forrest_ground_01 ph_brown_mud_leaves_01");
const TCHAR* GMossySide=TEXT("ph_mossy_rock ph_rock_pitted_mossy ph_lichen_rock ph_rock_ground ph_cliff_side");
const TCHAR* GRockSide=TEXT("ph_rock_ground ph_lichen_rock ph_cliff_side ph_gray_rocks");
const TCHAR* GDrySide=TEXT("ph_rock_boulder_dry ph_rock_face_03 ph_cliff_side ph_rock_ground_02");
const TCHAR* GAllDay=TEXT("golden mist overcast noon backlit dusk");
const FV10Variant V10Vars[]={
{TEXT("conifer_forest"),TEXT("forest"),0,{1,1,1,1,1,1,1,1.2f,1},GForestG,GMossySide,TEXT("ph_forest_leaves_02 ph_forest_leaves_04 ph_brown_mud_leaves_01 ph_moss_wood"),.1f,.4f,
FLinearColor(.95f,1.02f,.9f),FLinearColor(1.f,1.f,1.f),FLinearColor(.26f,.34f,.13f),0.f,.25f,.9f,0.f,GAllDay},
{TEXT("autumn_wood"),TEXT("forest meadow"),0,{.7f,.6f,1.6f,1,1,1.2f,1.5f,1,1},TEXT("ph_forest_leaves_02 ph_forest_leaves_04 ph_brown_mud_leaves_01 ph_forrest_ground_01"),GMossySide,
TEXT("ph_forest_leaves_02 ph_forest_leaves_04 ph_brown_mud_leaves_01"),.3f,.6f,FLinearColor(1.5f,.85f,.32f),FLinearColor(1.3f,.55f,.24f),FLinearColor(.5f,.27f,.1f),0.f,.2f,.85f,0.f,
TEXT("golden mist overcast backlit dusk")},
{TEXT("spring_meadow"),TEXT("meadow"),1,{1.2f,1.5f,1,1,1,1,1,1,1},TEXT("ph_leafy_grass ph_grass_path_2 ph_brown_mud_leaves_01 ph_forest_ground_04"),GRockSide,
TEXT("ph_leafy_grass ph_grass_path_2 ph_brown_mud_leaves_01"),.12f,.4f,FLinearColor(.92f,1.14f,.82f),FLinearColor(1.f,1.06f,.9f),FLinearColor(.3f,.4f,.15f),0.f,.15f,.9f,0.f,GAllDay},
{TEXT("dry_savanna"),TEXT("meadow arid"),1,{.8f,.5f,.5f,1,1,.8f,.5f,.6f,1},TEXT("ph_brown_mud_dry ph_dry_ground_rocks ph_gravelly_sand ph_red_laterite_soil_stones"),GDrySide,
TEXT("ph_sand_01 ph_gravelly_sand ph_brown_mud_dry"),.1f,.35f,FLinearColor(1.32f,1.05f,.52f),FLinearColor(1.2f,.95f,.6f),FLinearColor(.62f,.52f,.4f),0.f,.2f,.9f,0.f,
TEXT("golden noon backlit dusk overcast")},
{TEXT("semi_desert"),TEXT("arid"),2,{1,1,1,1,1,1,1,1,1},TEXT("ph_dry_ground_rocks ph_brown_mud_dry ph_red_laterite_soil_stones ph_red_mud_stones ph_gravelly_sand ph_rocky_terrain ph_aerial_rocks_02"),
GDrySide,TEXT("ph_sand_01 ph_gravelly_sand ph_brown_mud_dry"),.12f,.4f,FLinearColor(1.f,1.f,1.f),FLinearColor(1.08f,1.f,.85f),FLinearColor(.66f,.55f,.42f),0.f,.15f,.9f,0.f,
TEXT("golden noon backlit dusk overcast night")},
{TEXT("rocky_coast"),TEXT("coast"),3,{1,1,1,1.2f,1.2f,1,1,1,1},TEXT("ph_coast_sand_01 ph_coast_sand_05 ph_coast_sand_rocks_02 ph_coast_land_rocks_01 ph_aerial_beach_01 ph_clean_pebbles ph_gravelly_sand"),
TEXT("ph_coast_land_rocks_01 ph_cliff_side ph_gray_rocks ph_rock_ground"),TEXT("ph_coast_sand_01 ph_clean_pebbles ph_gravelly_sand"),.12f,.4f,FLinearColor(1.f,1.f,1.f),FLinearColor(.95f,1.02f,.95f),
FLinearColor(.78f,.72f,.6f),0.f,.2f,.85f,0.f,TEXT("golden mist overcast noon backlit dusk storm")},
{TEXT("snow_alpine"),TEXT("forest coast"),0,{.12f,.1f,.3f,1.2f,1.3f,.6f,.8f,1.2f,.6f},TEXT("ph_snow_01 ph_snow_02 ph_snow_field_aerial"),TEXT("ph_rock_ground ph_gray_rocks ph_cliff_side"),
TEXT("ph_snow_01 ph_snow_02"),.35f,.7f,FLinearColor(.8f,.88f,.92f),FLinearColor(.95f,.98f,1.f),FLinearColor(.92f,.94f,.98f),.45f,.85f,.6f,0.f,TEXT("overcast noon golden mist storm night")},
{TEXT("rain_wetland"),TEXT("meadow forest"),1,{1.1f,1.2f,.8f,.8f,.8f,1.2f,1,.8f,1},TEXT("ph_brown_mud ph_brown_mud_02 ph_brown_mud_03 ph_brown_mud_leaves_01"),GMossySide,
TEXT("ph_brown_mud_leaves_01 ph_moss_wood"),.15f,.45f,FLinearColor(.82f,1.f,.78f),FLinearColor(.9f,1.05f,.85f),FLinearColor(.14f,.19f,.08f),.08f,.3f,.85f,1.f,TEXT("overcast mist storm")},
{TEXT("rock_badlands"),TEXT("arid coast"),2,{.2f,.3f,.6f,1.6f,1.5f,.5f,.3f,.3f,.6f},
TEXT("ph_rock_ground ph_rock_ground_02 ph_rocks_ground_01 ph_rocks_ground_02 ph_rocks_ground_04 ph_rocks_ground_05 ph_rocks_ground_06 ph_aerial_rocks_01 ph_aerial_rocks_02 ph_aerial_rocks_04 ph_gray_rocks"),
GRockSide,TEXT("ph_gravelly_sand ph_clean_pebbles"),.05f,.25f,FLinearColor(1.15f,1.f,.7f),FLinearColor(1.05f,.95f,.75f),FLinearColor(.5f,.48f,.45f),0.f,.3f,.9f,0.f,
TEXT("golden mist overcast noon backlit dusk night storm")},
{TEXT("mossy_oldwood"),TEXT("forest"),0,{.6f,1.2f,1.6f,1.3f,1.2f,1.3f,2.f,1.3f,1},TEXT("ph_forest_ground_04 ph_forrest_ground_01 ph_forest_leaves_04 ph_brown_mud_leaves_01"),GMossySide,
TEXT("ph_moss_wood ph_mossy_rock ph_forest_leaves_04"),.3f,.6f,FLinearColor(.78f,1.f,.72f),FLinearColor(.9f,1.05f,.85f),FLinearColor(.13f,.19f,.07f),.2f,.45f,.85f,.5f,
TEXT("mist overcast backlit golden")},
{TEXT("red_canyon"),TEXT("arid"),2,{.4f,.6f,.6f,1.3f,1.4f,.8f,.5f,.5f,1},TEXT("ph_red_laterite_soil_stones ph_red_mud_stones"),GDrySide,
TEXT("ph_red_laterite_soil_stones ph_red_mud_stones"),.1f,.35f,FLinearColor(1.2f,1.f,.65f),FLinearColor(1.1f,.95f,.7f),FLinearColor(.62f,.36f,.24f),.15f,.4f,.9f,0.f,TEXT("golden noon backlit dusk")},
{TEXT("sand_beach"),TEXT("coast"),3,{.5f,.6f,.5f,.6f,.6f,.5f,.5f,0.f,1.5f},TEXT("ph_coast_sand_01 ph_coast_sand_05 ph_aerial_beach_01 ph_gravelly_sand"),
TEXT("ph_coast_land_rocks_01 ph_gray_rocks"),TEXT("ph_coast_sand_01 ph_coast_sand_05"),.15f,.45f,FLinearColor(1.05f,1.02f,.85f),FLinearColor(1.f,1.f,1.f),FLinearColor(.8f,.72f,.58f),0.f,.3f,.9f,0.f,
TEXT("golden noon overcast backlit dusk")}};
const int32 V10NumVars=UE_ARRAY_COUNT(V10Vars);
struct FV10Season{const TCHAR* Var;FLinearColor Col;float A0,A1;bool FolCov;};
const FV10Season V10Seasons[]={{TEXT("autumn_wood"),FLinearColor(1.f,.42f,.1f),.55f,.95f,false},{TEXT("dry_savanna"),FLinearColor(.88f,.72f,.32f),.45f,.75f,true},
{TEXT("snow_alpine"),FLinearColor(.62f,.7f,.66f),.2f,.4f,true},{TEXT("spring_meadow"),FLinearColor(.5f,.95f,.25f),.1f,.3f,false},{TEXT("semi_desert"),FLinearColor(.75f,.78f,.45f),0.f,.3f,true},
{TEXT("red_canyon"),FLinearColor(.8f,.7f,.35f),.2f,.5f,true},{TEXT("sand_beach"),FLinearColor(.75f,.8f,.5f),0.f,.25f,true},{TEXT("rock_badlands"),FLinearColor(.8f,.7f,.4f),.2f,.5f,true},
{TEXT("rocky_coast"),FLinearColor(.6f,.8f,.4f),0.f,.2f,true}};
const FV10Season* V10SeasonOf(const TCHAR* Var){for(const FV10Season& S:V10Seasons)if(FCString::Strcmp(S.Var,Var)==0)return &S;return nullptr;}
struct FV10Mesh{UStaticMesh* Mesh=nullptr;FString Id,Kind;FVector Size=FVector::ZeroVector;float MinZ=0;bool Foliage=false;TArray<UMaterialInterface*> Mats;TArray<FString> Biomes;};
TArray<FV10Mesh> GV10All; // the whole catalog (loaded once, kept by V10RealKeep)
int32 V10SemOf(const AActor* A){int32 Id=-1;if(A)for(const FName& T:A->Tags){FString S=T.ToString();if(S.RemoveFromStart(TEXT("semantic:")))Id=FCString::Atoi(*S);}return Id;}
// FRandomStream is a plain LCG: neighbouring seeds give correlated first draws (the same first biome in every run), so
// per-look seeds go through a splitmix64 finaliser first
int32 V10Mix(int64 A,int64 B){uint64 Z=uint64(A)*0x9E3779B97F4A7C15ull+uint64(B)*0xBF58476D1CE4E5B9ull+0x94D049BB133111EBull;Z=(Z^(Z>>30))*0xBF58476D1CE4E5B9ull;Z=(Z^(Z>>27))*0x94D049BB133111EBull;Z^=Z>>31;return int32(Z&0x7fffffff);}
float V10Fbm(float X,float Y,float S,float O){return FMath::PerlinNoise2D(FVector2D(X/S+O,Y/S-O*.7f))*.65f+FMath::PerlinNoise2D(FVector2D(X/(S*.37f)-O,Y/(S*.37f)+O*1.3f))*.35f;}
bool V10IsFoliageMat(const UMaterialInterface* M){const UMaterial* B=M?M->GetMaterial():nullptr;return B&&B->GetName().Contains(TEXT("Foliage"));}
UStaticMesh* V10BuildGrid(UObject* Outer,const TArray<FVector3f>& P,const TArray<FVector3f>& N,const TArray<int32>& Tri,UMaterialInterface* Mat)
{
if(Tri.Num()<3)return nullptr;
FMeshDescription MD;FStaticMeshAttributes Attr(MD);Attr.Register();
TVertexAttributesRef<FVector3f> Pos=Attr.GetVertexPositions();
TVertexInstanceAttributesRef<FVector3f> Nrm=Attr.GetVertexInstanceNormals(),Tan=Attr.GetVertexInstanceTangents();
TVertexInstanceAttributesRef<float> Sgn=Attr.GetVertexInstanceBinormalSigns();
TVertexInstanceAttributesRef<FVector2f> UVs=Attr.GetVertexInstanceUVs();if(UVs.GetNumChannels()<1)UVs.SetNumChannels(1);
MD.ReserveNewVertices(P.Num());MD.ReserveNewVertexInstances(P.Num());MD.ReserveNewTriangles(Tri.Num()/3);MD.ReserveNewEdges(Tri.Num());
const FPolygonGroupID G=MD.CreatePolygonGroup();Attr.GetPolygonGroupMaterialSlotNames()[G]=FName(TEXT("M0"));
TArray<FVertexInstanceID> VI;VI.SetNum(P.Num());
for(int32 I=0;I<P.Num();I++)
{
const FVertexID V=MD.CreateVertex();Pos[V]=P[I];
const FVertexInstanceID X=MD.CreateVertexInstance(V);VI[I]=X;
FVector3f T=FVector3f(1,0,0)-N[I]*N[I].X;T.Normalize();
Nrm[X]=N[I];Tan[X]=T;Sgn[X]=1.f;UVs.Set(X,0,FVector2f(P[I].X/100.f,P[I].Y/100.f));
}
for(int32 I=0;I+2<Tri.Num();I+=3){FVertexInstanceID T3[3]={VI[Tri[I]],VI[Tri[I+1]],VI[Tri[I+2]]};MD.CreateTriangle(G,MakeArrayView(T3,3));}
UStaticMesh* SM=NewObject<UStaticMesh>(Outer);
SM->GetStaticMaterials().Add(FStaticMaterial(Mat,FName(TEXT("M0"))));
UStaticMesh::FBuildMeshDescriptionsParams BP;BP.bFastBuild=true;BP.bMarkPackageDirty=false;BP.bCommitMeshDescription=false;BP.bBuildSimpleCollision=false;
TArray<const FMeshDescription*> L;L.Add(&MD);
return SM->BuildFromMeshDescriptions(L,BP)?SM:nullptr;
}
}
void APipelineCapture::ParseV10Real(const TCHAR* Cmd)
{
V10Real=FParse::Param(Cmd,TEXT("DatasetV10Real"));
if(!V10Real)return;
V10Photo=true;DynamicEvents=false; // the v4 dynamic events spawn authored props during the run
FString B;
if(FParse::Value(Cmd,TEXT("DatasetV10Biome="),B))
{
static const TCHAR* Old[4][2]={{TEXT("forest"),TEXT("conifer_forest")},{TEXT("meadow"),TEXT("spring_meadow")},{TEXT("arid"),TEXT("semi_desert")},{TEXT("coast"),TEXT("rocky_coast")}};
for(int32 I=0;I<4;I++)if(B.Equals(Old[I][0],ESearchCase::IgnoreCase))B=Old[I][1];
for(int32 I=0;I<V10NumVars;I++)if(B.Equals(V10Vars[I].Name,ESearchCase::IgnoreCase))V10VarForced=I;
}
{float E=0;if(FParse::Value(Cmd,TEXT("DatasetV10NaniteEdge="),E)&&E>0)if(IConsoleVariable* Cv=IConsoleManager::Get().FindConsoleVariable(TEXT("r.Nanite.MaxPixelsPerEdge")))Cv->Set(E,ECVF_SetByCode);} // tests
FParse::Value(Cmd,TEXT("DatasetV10AOFix="),V10AOFix);FParse::Value(Cmd,TEXT("DatasetV10GrassShadow="),V10GrassShadow);FParse::Value(Cmd,TEXT("DatasetV10Light="),V10LightForced);
FParse::Value(Cmd,TEXT("DatasetV10Density="),V10Density);FParse::Value(Cmd,TEXT("DatasetV10FovMin="),V10FovMin);FParse::Value(Cmd,TEXT("DatasetV10FovMax="),V10FovMax);
int32 Seed=0;FParse::Value(Cmd,TEXT("DatasetSeed="),Seed);V10RealSeed=Seed*7307+101;
V10Fov=.5f*(V10FovMin+V10FovMax);
UE_LOG(LogTemp,Display,TEXT("DATASET_V10 real v2: %d biome variants, forced '%s' density %.2f fov %.0f-%.0f"),V10NumVars,V10VarForced>=0?V10Vars[V10VarForced].Name:TEXT("-"),V10Density,V10FovMin,V10FovMax);
}
bool APipelineCapture::V10HfAt(float X,float Y,float& Z,int32& Cls) const
{
if(V10HfNX<2||V10HfNY<2)return false;
const float FX=(X-V10HfOrigin.X)/V10HfStep,FY=(Y-V10HfOrigin.Y)/V10HfStep;
const int32 IX=FMath::FloorToInt(FX),IY=FMath::FloorToInt(FY);
if(IX<0||IY<0||IX>=V10HfNX-1||IY>=V10HfNY-1)return false;
const float AX=FX-IX,AY=FY-IY;
const int32 I00=IY*V10HfNX+IX,I10=I00+1,I01=I00+V10HfNX,I11=I01+1;
if(!V10HfCls[I00]||!V10HfCls[I10]||!V10HfCls[I01]||!V10HfCls[I11])return false;
Z=FMath::Lerp(FMath::Lerp(V10HfZ[I00],V10HfZ[I10],AX),FMath::Lerp(V10HfZ[I01],V10HfZ[I11],AX),AY);
Cls=V10HfCls[(AY<.5f?(AX<.5f?I00:I10):(AX<.5f?I01:I11))];
return true;
}
void APipelineCapture::V10RealBuild()
{
if(!V10Real||!Player)return;
UWorld* World=GetWorld();const double T0=FPlatformTime::Seconds();
V10LoadSets();
FRandomStream R(V10Mix(V10RealSeed,17));
// ---- 1. hide the authored scene ------------------------------------------------------------------------------
int32 HidA=0,HidG=0;
for(TActorIterator<AActor> I(World);I;++I)
{
AActor* A=*I;
if(A==this||Cast<AGameDemoFighter>(A)||A->ActorHasTag(TEXT("whitebox"))||A->ActorHasTag(TEXT("v10_real")))continue;
const int32 S=V10SemOf(A);if(S<1||S>6)continue;
if(S>=3){A->SetActorHiddenInGame(true);A->SetActorEnableCollision(false);HidA++;continue;}
TArray<UPrimitiveComponent*> Cs;A->GetComponents(Cs);
for(UPrimitiveComponent* C:Cs){C->SetVisibility(false,true);V10RealHiddenGround.Add(C);HidG++;}
}
// the host scenes' own lamps / neon / glow (local lights lit the volumetric fog into white halos), decals, water planes,
// particle systems and other unlabelled meshes do not belong in a natural biome either
int32 HidL=0,HidD=0,HidU=0;TMap<FString,int32> UCls;
for(TActorIterator<AActor> I(World);I;++I)
{
AActor* A=*I;if(A==this||A->ActorHasTag(TEXT("whitebox"))||A->ActorHasTag(TEXT("v10_real"))||A->ActorHasTag(TEXT("v4_event")))continue;
bool Fighter=false;for(AActor* P=A;P&&!Fighter;P=P->GetAttachParentActor())Fighter|=Cast<AGameDemoFighter>(P)!=nullptr||Cast<AGameDemoFighter>(P->GetOwner())!=nullptr;
if(Fighter)continue;
TArray<UActorComponent*> Cs;A->GetComponents(Cs);const int32 S=V10SemOf(A);const bool Unlab=S<1||S>6;
for(UActorComponent* C:Cs)
{
if(auto* Lc=Cast<ULocalLightComponent>(C)){if(Lc->IsVisible()){Lc->SetVisibility(false);HidL++;}continue;}
if(auto* Dc=Cast<UDecalComponent>(C)){if(Dc->IsVisible()){Dc->SetVisibility(false);HidD++;}continue;}
auto* Pc=Cast<UPrimitiveComponent>(C);
if(!Unlab||!Pc||!Pc->IsVisible()||Pc->bHiddenInGame||Pc->ComponentHasTag(TEXT("v8fx")))continue;
Pc->SetVisibility(false);HidU++;UCls.FindOrAdd(Pc->GetClass()->GetName())++;
}
}
{FString L;for(const auto& P:UCls)L+=FString::Printf(TEXT("%s:%d "),*P.Key,P.Value);
UE_LOG(LogTemp,Display,TEXT("DATASET_V10 real: lights off %d, decals off %d, unlabelled primitives off %d (%s)"),HidL,HidD,HidU,*L);}
// ---- 2. height field ground ------------------------------------------------------------------------------------
V10S0=Player->GetAuthoredSpawnPosition();const float RefZ=Player->GetActorLocation().Z;
V10Anchors.Reset();V10Anchors.Add(V10S0);
V10SB=V10S0;if(AGameDemoFighter* B=Player->Opponent.Get()){V10SB=B->GetAuthoredSpawnPosition();V10Anchors.Add(V10SB);}
for(const FVector& P:Player->ExplorationWaypoints)if(FVector::Dist2D(P,V10S0)<7000.f)V10Anchors.Add(P);
for(const FVector& P:Player->ExplorationPlaces)if(FVector::Dist2D(P,V10S0)<7000.f)V10Anchors.Add(P);
FBox2D Box(ForceInit);for(const FVector& P:V10Anchors)Box+=FVector2D(P.X,P.Y);
Box=Box.ExpandBy(4800.f);
const FVector2D Ctr=Box.GetCenter();FVector2D Ext=Box.GetExtent();Ext.X=FMath::Min(Ext.X,13000.f);Ext.Y=FMath::Min(Ext.Y,13000.f);
V10HfNX=FMath::CeilToInt(2*Ext.X/V10HfStep)+1;V10HfNY=FMath::CeilToInt(2*Ext.Y/V10HfStep)+1;
V10HfOrigin=FVector(Ctr.X-Ext.X,Ctr.Y-Ext.Y,RefZ);
V10HfZ.SetNumZeroed(V10HfNX*V10HfNY);V10HfCls.SetNumZeroed(V10HfNX*V10HfNY);
FCollisionQueryParams Q(SCENE_QUERY_STAT(V10Ground),true);
for(TActorIterator<AGameDemoFighter> F(World);F;++F)Q.AddIgnoredActor(*F);
int32 Valid=0;
// distance to the places the gameplay uses: no relief there (the characters stand on the authored collision)
const FVector S0=V10S0,SB=V10SB;
auto Busy=[&](const FVector2D& P){float D=RouteDist2D(P);D=FMath::Min(D,FVector2D::Distance(P,FVector2D(S0)));D=FMath::Min(D,FVector2D::Distance(P,FVector2D(SB))-600.f);return D;};
const float Amp=R.FRandRange(8.f,26.f);
for(int32 Y=0;Y<V10HfNY;Y++)for(int32 X=0;X<V10HfNX;X++)
{
const float WX=V10HfOrigin.X+X*V10HfStep,WY=V10HfOrigin.Y+Y*V10HfStep;
FCollisionQueryParams Q2=Q;
for(int32 Pass=0;Pass<4;Pass++)
{
FHitResult H;
if(!World->LineTraceSingleByChannel(H,FVector(WX,WY,RefZ+6000),FVector(WX,WY,RefZ-6000),ECC_Visibility,Q2))break;
const int32 S=V10SemOf(H.GetActor());
if(S!=1&&S!=2){if(H.GetActor())Q2.AddIgnoredActor(H.GetActor());continue;}
const int32 K=Y*V10HfNX+X;
float Z=H.ImpactPoint.Z;
if(S==1)Z+=Amp*FMath::SmoothStep(350.f,1100.f,Busy(FVector2D(WX,WY)))*V10Fbm(WX,WY,900.f,3.1f);
V10HfZ[K]=Z;V10HfCls[K]=(uint8)S;Valid++;break; // class 2 = former paving: rendered / labelled as ground, scattered sparser
}
}
// holes (water, building footprints, gaps between ground pieces) take the nearest valid height; then the steps between
// ground pieces of different levels (platform edges: vertical walls with stretched texture) relax into slopes of at most
// ~30 deg. Cells near the route / spawns keep their traced height (the characters walk on the authored collision there).
int32 Filled=0;
{
TArray<int32> Fq;Fq.Reserve(V10HfNX*V10HfNY);for(int32 K=0;K<V10HfNX*V10HfNY;K++)if(V10HfCls[K])Fq.Add(K);
for(int32 H=0;H<Fq.Num();H++)
{
const int32 K=Fq[H],X=K%V10HfNX,Y=K/V10HfNX;
const int32 Nb[4][2]={{X-1,Y},{X+1,Y},{X,Y-1},{X,Y+1}};
for(const auto& B:Nb)if(B[0]>=0&&B[1]>=0&&B[0]<V10HfNX&&B[1]<V10HfNY)
{const int32 J=B[1]*V10HfNX+B[0];if(!V10HfCls[J]){V10HfCls[J]=1;V10HfZ[J]=V10HfZ[K];Fq.Add(J);Filled++;}}
}
}
{
TArray<float> Wt;Wt.SetNumUninitialized(V10HfNX*V10HfNY);
for(int32 K=0;K<V10HfNX*V10HfNY;K++)Wt[K]=FMath::SmoothStep(150.f,600.f,Busy(FVector2D(V10HfOrigin.X+(K%V10HfNX)*V10HfStep,V10HfOrigin.Y+(K/V10HfNX)*V10HfStep)));
const float MaxStep=.55f*V10HfStep;TArray<float> Z2=V10HfZ;
for(int32 It=0;It<120;It++)
{
for(int32 Y=0;Y<V10HfNY;Y++)for(int32 X=0;X<V10HfNX;X++)
{
const int32 K=Y*V10HfNX+X;if(Wt[K]<=0.f)continue;
float Lo=-1e9f,Hi=1e9f;
for(int32 DY=-1;DY<=1;DY++)for(int32 DX=-1;DX<=1;DX++)
{
if(!DX&&!DY)continue;const int32 XX=X+DX,YY=Y+DY;if(XX<0||YY<0||XX>=V10HfNX||YY>=V10HfNY)continue;
const float Zn=V10HfZ[YY*V10HfNX+XX],M=MaxStep*((DX&&DY)?1.414f:1.f);Lo=FMath::Max(Lo,Zn-M);Hi=FMath::Min(Hi,Zn+M);
}
const float T=Lo<=Hi?FMath::Clamp(V10HfZ[K],Lo,Hi):.5f*(Lo+Hi);
Z2[K]=FMath::Lerp(V10HfZ[K],T,Wt[K]);
}
V10HfZ=Z2;
}
}
{ // one ground surface (the authored paving becomes a natural clearing, class 1); vertices relative to the holder at the grid origin
TArray<int32> Map;Map.Init(-1,V10HfNX*V10HfNY);TArray<FVector3f> P,N;TArray<int32> Tri;
auto Vtx=[&](int32 X,int32 Y)->int32
{
const int32 K=Y*V10HfNX+X;if(Map[K]>=0)return Map[K];
auto Hz=[&](int32 XX,int32 YY){XX=FMath::Clamp(XX,0,V10HfNX-1);YY=FMath::Clamp(YY,0,V10HfNY-1);const int32 Q3=YY*V10HfNX+XX;return V10HfCls[Q3]?V10HfZ[Q3]:V10HfZ[K];};
const float DX=(Hz(X+1,Y)-Hz(X-1,Y))/(2*V10HfStep),DY=(Hz(X,Y+1)-Hz(X,Y-1))/(2*V10HfStep);
FVector3f Nn(-DX,-DY,1.f);Nn.Normalize();
Map[K]=P.Add(FVector3f(X*V10HfStep,Y*V10HfStep,V10HfZ[K]-RefZ));N.Add(Nn);return Map[K];
};
for(int32 Y=0;Y+1<V10HfNY;Y++)for(int32 X=0;X+1<V10HfNX;X++)
{
const int32 K=Y*V10HfNX+X;const uint8 C[4]={V10HfCls[K],V10HfCls[K+1],V10HfCls[K+V10HfNX],V10HfCls[K+V10HfNX+1]};
if(!C[0]||!C[1]||!C[2]||!C[3])continue;
const int32 A0=Vtx(X,Y),A1=Vtx(X+1,Y),A2=Vtx(X,Y+1),A3=Vtx(X+1,Y+1);
// front faces: UE triangle normal is (C-A)x(B-A) -> (v00, v01, v10) and (v10, v01, v11) face +Z
Tri.Append({A0,A2,A1,A1,A2,A3});
}
AActor* H=World->SpawnActor<AActor>(AActor::StaticClass(),FTransform(V10HfOrigin));
if(H)
{
USceneComponent* HR=NewObject<USceneComponent>(H);H->SetRootComponent(HR);HR->RegisterComponent();HR->SetWorldLocation(V10HfOrigin);
H->Tags.Add(FName(TEXT("semantic:1")));H->Tags.Add(TEXT("v4_event"));H->Tags.Add(TEXT("v10_real"));
if(UStaticMesh* M=V10BuildGrid(H,P,N,Tri,V10Mat?V10Mat.Get():nullptr))
{
V10RealKeep.Add(M);
auto* C=NewObject<UStaticMeshComponent>(H);C->SetupAttachment(HR);C->SetMobility(EComponentMobility::Movable);C->SetStaticMesh(M);
C->SetCollisionEnabled(ECollisionEnabled::NoCollision);C->SetCastShadow(true);C->ComponentTags.Add(TEXT("v10_ground"));C->SetTextureForceResidentFlag(true);
C->RegisterComponent();C->SetRelativeTransform(FTransform::Identity);H->AddInstanceComponent(C);V10RealGround.Add(C);
V10RealCounts.Add(TEXT("ground_tris"),Tri.Num()/3);
}
}
}
// ---- 3. the whole asset catalog, textures forced resident (every look re-scatters another biome) -----------------
GV10All.Reset();int32 NTex=0;TSet<UTexture*> SeenTex;
{
FString S;
if(FFileHelper::LoadFileToString(S,*(FPaths::ProjectContentDir()/TEXT("Xfer/V10/v10_models.json"))))
{
TSharedPtr<FJsonObject> O;const TSharedRef<TJsonReader<>> Rd=TJsonReaderFactory<>::Create(S);
const TArray<TSharedPtr<FJsonValue>>* A;
if(FJsonSerializer::Deserialize(Rd,O)&&O.IsValid()&&O->TryGetArrayField(TEXT("meshes"),A))for(const auto& V:*A)
{
const TSharedPtr<FJsonObject> T=V->AsObject();if(!T)continue;
FV10Mesh M;M.Id=T->GetStringField(TEXT("id"));M.Kind=T->GetStringField(TEXT("kind"));M.Foliage=T->GetBoolField(TEXT("foliage"));
{bool Skip=false;for(const TCHAR* X:{TEXT("mountainside"),TEXT("rock_face_"),TEXT("coastal_cliff_"),TEXT("coast_line_"),TEXT("coast_land_rocks_"),TEXT("namaqualand_cliff_"),TEXT("grass_medium_01"),TEXT("celandine_01")})Skip|=M.Id.StartsWith(X);
static TArray<FString> Excl;static bool ExclInit=false;if(!ExclInit){ExclInit=true;FString E;if(FParse::Value(FCommandLine::Get(),TEXT("DatasetV10Exclude="),E))E.ParseIntoArray(Excl,TEXT("+"));}
for(const FString& X:Excl)Skip|=M.Id.StartsWith(X);if(Skip)continue;}
// scanned cliff faces are open shells; grass_medium_01 / celandine_01 ship dirty opacity maps (grey padding blocks around the blades render as dark patches)
const TArray<TSharedPtr<FJsonValue>>* Bs;if(T->TryGetArrayField(TEXT("biomes"),Bs))for(const auto& B:*Bs)M.Biomes.Add(B->AsString());
const TArray<TSharedPtr<FJsonValue>>* Sz;if(T->TryGetArrayField(TEXT("size"),Sz)&&Sz->Num()==3)M.Size=FVector((*Sz)[0]->AsNumber(),(*Sz)[1]->AsNumber(),(*Sz)[2]->AsNumber());
M.MinZ=T->GetNumberField(TEXT("min_z"));
if(M.Kind==TEXT("debris")&&FMath::Max(M.Size.X,M.Size.Y)>120.f)M.Kind=TEXT("log");
if(M.Kind==TEXT("rock")&&FMath::Max(M.Size.X,M.Size.Y)>=70.f)M.Kind=TEXT("rockbig");
if(M.Kind==TEXT("rockbig")&&FMath::Max(M.Size.X,M.Size.Y)>1400.f)continue; // cliffs / shore shelves: larger than the play spaces
if(M.Kind==TEXT("shrub")&&FMath::Max3(M.Size.X,M.Size.Y,M.Size.Z)<70.f)M.Kind=TEXT("plant");
M.Mesh=LoadObject<UStaticMesh>(nullptr,*T->GetStringField(TEXT("mesh")));if(!M.Mesh)continue;
const TArray<TSharedPtr<FJsonValue>>* Ms;
if(T->TryGetArrayField(TEXT("materials"),Ms))for(const auto& X:*Ms)
{
UMaterialInterface* Mi=X->AsString().IsEmpty()?nullptr:LoadObject<UMaterialInterface>(nullptr,*X->AsString());M.Mats.Add(Mi);
if(!Mi)continue;
V10RealKeep.Add(Mi);
for(const TCHAR* Pn:{TEXT("BC"),TEXT("NM"),TEXT("RT"),TEXT("OP")})
{
UTexture* Tx=nullptr;
if(Mi->GetTextureParameterValue(FHashedMaterialParameterInfo(FName(Pn)),Tx)&&Tx&&!SeenTex.Contains(Tx)){SeenTex.Add(Tx);V10RealKeep.Add(Tx);Tx->SetForceMipLevelsToBeResident(1e6f);NTex++;}
}
}
V10RealKeep.Add(M.Mesh);GV10All.Add(M);
}
}
}
// zone of the visible play space (within ~26 m of the route / anchors) and its area
const FVector2D Lo(V10HfOrigin.X,V10HfOrigin.Y),Hi(V10HfOrigin.X+(V10HfNX-1)*V10HfStep,V10HfOrigin.Y+(V10HfNY-1)*V10HfStep);
int32 ZoneHit=0,ZoneTry=0;
for(int32 I=0;I<4000;I++)
{
ZoneTry++;const FVector2D P(R.FRandRange(Lo.X,Hi.X),R.FRandRange(Lo.Y,Hi.Y));
bool In=RouteDist2D(P)<2600.f;for(const FVector& A:V10Anchors)In|=FVector2D::Distance(P,FVector2D(A.X,A.Y))<3000.f;ZoneHit+=In;
}
V10AreaM2=(Hi.X-Lo.X)*(Hi.Y-Lo.Y)/1e4f*ZoneHit/FMath::Max(1,ZoneTry);
V10RealCounts.Add(TEXT("hidden_actors"),HidA);V10RealCounts.Add(TEXT("hidden_ground_components"),HidG);V10RealCounts.Add(TEXT("catalog_meshes"),GV10All.Num());
V10RealCounts.Add(TEXT("resident_textures"),NTex);V10RealCounts.Add(TEXT("zone_m2"),FMath::RoundToInt(V10AreaM2));V10RealCounts.Add(TEXT("relief_cm"),FMath::RoundToInt(Amp));V10RealCounts.Add(TEXT("holes_filled"),Filled);V10RealCounts.Add(TEXT("lights_off"),HidL);V10RealCounts.Add(TEXT("unlabelled_off"),HidU);
UE_LOG(LogTemp,Display,TEXT("DATASET_V10 real: hidden %d actors / %d ground comps, height field %dx%d (%d valid, relief %.0f cm), catalog %d meshes, %d textures resident, zone %.0f m2, %.1fs"),
HidA,HidG,V10HfNX,V10HfNY,Valid,Amp,GV10All.Num(),NTex,V10AreaM2,FPlatformTime::Seconds()-T0);
}
// a new biome variant for a new look: material parameters + re-scatter (called from V10PhotoLook, i.e. only on the cut grid)
void APipelineCapture::V10RealNewVariant(FV9Look& L)
{
if(!V10Real)return;
FRandomStream R(V10Mix(V10RealSeed,++V10LookN));
int32 Var=V10VarForced;
if(Var<0){Var=R.RandRange(0,V10NumVars-1);if(Var==V10Var&&V10NumVars>1)Var=(Var+1+R.RandRange(0,V10NumVars-2))%V10NumVars;}
V10Var=Var;const FV10Variant& V=V10Vars[Var];
V10VarName=V.Name;V10VarLights=V.Lights;V10VarGround=V.Ground;V10VarSide=V.Side;V10VarCover=V.Cover;V10VarGCov0=V.GCov0;V10VarGCov1=V.GCov1;V10VarWet=V.Wet;
L.Biome=V.Name;V10VarLog.AddUnique(V.Name);
V10RealScatterNow(Var,R.RandRange(1,1<<30));
}
void APipelineCapture::V10RealScatterNow(int32 Var,int32 Seed)
{
UWorld* World=GetWorld();const double T0=FPlatformTime::Seconds();
const FV10Variant& V=V10Vars[FMath::Clamp(Var,0,V10NumVars-1)];const int32 Bi=V.Base;
FRandomStream R(Seed);
// ---- remove the previous look's instances and whitebox twins ----------------------------------------------------
for(const TWeakObjectPtr<UPrimitiveComponent>& W:V10RealTwins)if(UPrimitiveComponent* C=W.Get()){WhiteboxComponents.Remove(C);if(Whitebox)Whitebox->RemoveShowOnlyComponent(C);C->DestroyComponent();}
V10RealTwins.Reset();
for(const TWeakObjectPtr<UInstancedStaticMeshComponent>& W:V10RealScatter)if(UInstancedStaticMeshComponent* C=W.Get())C->DestroyComponent();
V10RealScatter.Reset();V10RealMIDs.Reset();V10LookCounts.Reset();
// ---- per-look material variants (season tint, cover, wetness) ----------------------------------------------------
const FLinearColor Fol=FLinearColor::LerpUsingHSV(V.Fol0,V.Fol1,R.FRand());const float CovAmt=R.FRandRange(V.Cov0,V.Cov1);const FV10Season* Sea=V10SeasonOf(V.Name);
TMap<UMaterialInterface*,UMaterialInterface*> MidOf;
auto Mat=[&](UMaterialInterface* Mi)->UMaterialInterface*
{
if(!Mi)return nullptr;if(UMaterialInterface** F=MidOf.Find(Mi))return *F;
UMaterialInstanceDynamic* D=UMaterialInstanceDynamic::Create(Mi,this);
const bool Fo=V10IsFoliageMat(Mi);
// per material a little hue / value jitter around the season tint (not every plant turns at once)
const FLinearColor J(R.FRandRange(.94f,1.06f),R.FRandRange(.94f,1.06f),R.FRandRange(.92f,1.08f));
if(Fo)D->SetVectorParameterValue(TEXT("Tint"),FLinearColor::LerpUsingHSV(FLinearColor::White,Fol,R.FRandRange(.6f,1.f))*J*(1.f-.22f*V.Wet));
else if(V.Wet>0)D->SetVectorParameterValue(TEXT("Tint"),FLinearColor(1,1,1)*(1.f-.25f*V.Wet));
if(Fo){D->SetScalarParameterValue(TEXT("Bright"),R.FRandRange(.96f,1.08f));D->SetScalarParameterValue(TEXT("AOScale"),.3f);D->SetScalarParameterValue(TEXT("SSSAmt"),.3f);}
if(Fo&&Sea) // a quarter of the plants lag behind (greener)
{
D->SetVectorParameterValue(TEXT("SeasonCol"),Sea->Col*FLinearColor(R.FRandRange(.9f,1.1f),R.FRandRange(.85f,1.15f),R.FRandRange(.8f,1.2f)));
D->SetScalarParameterValue(TEXT("SeasonAmt"),R.FRandRange(Sea->A0,Sea->A1)*(R.FRand()<.25f?.4f:1.f));
}
D->SetVectorParameterValue(TEXT("CovColor"),V.Cov*R.FRandRange(.9f,1.1f));D->SetScalarParameterValue(TEXT("CovAmt"),CovAmt*(Fo?(Sea&&Sea->FolCov?.6f:0.f):1.f));D->SetScalarParameterValue(TEXT("CovRough"),V.CovRough);D->SetScalarParameterValue(TEXT("CovDetail"),V.Cov.GetLuminance()>.5f?.35f:.85f);
if(V.Wet>0)D->SetScalarParameterValue(TEXT("RMul"),FMath::Lerp(1.f,.6f,V.Wet)); // wet, not mirror: a top-down sun glint flooded whole frames
V10RealMIDs.Add(D);MidOf.Add(Mi,D);return D;
};
// ---- scatter ---------------------------------------------------------------------------------------------------
TArray<FString> AssetTags;FString(V.Assets).ParseIntoArray(AssetTags,TEXT(" "));
TArray<const FV10Mesh*> Pool;for(const FV10Mesh& M:GV10All){bool In=false;for(const FString& T:AssetTags)In|=M.Biomes.Contains(T);if(In)Pool.Add(&M);}
TMap<UStaticMesh*,TArray<FTransform>> Inst;TMap<UStaticMesh*,int32> MeshSem;TMap<UStaticMesh*,bool> MeshBig;TMap<UStaticMesh*,const FV10Mesh*> MeshInfo;
TMap<FIntPoint,TArray<FVector4f>> BigGrid; // x, y, radius for big object spacing (5 m cells)
auto BigFree=[&](const FVector2D& P,float Rad)
{
const FIntPoint C0(FMath::FloorToInt(P.X/500.f),FMath::FloorToInt(P.Y/500.f));const int32 Rr=FMath::CeilToInt((Rad+700.f)/500.f);
for(int32 Y=-Rr;Y<=Rr;Y++)for(int32 X=-Rr;X<=Rr;X++)if(const TArray<FVector4f>* L=BigGrid.Find(C0+FIntPoint(X,Y)))
for(const FVector4f& B:*L)if(FVector2D::Distance(P,FVector2D(B.X,B.Y))<(Rad+B.Z)*.85f)return false;
return true;
};
const FVector2D Lo(V10HfOrigin.X,V10HfOrigin.Y),Hi(V10HfOrigin.X+(V10HfNX-1)*V10HfStep,V10HfOrigin.Y+(V10HfNY-1)*V10HfStep);
auto Zone=[&](const FVector2D& P){if(RouteDist2D(P)<2600.f)return true;for(const FVector& A:V10Anchors)if(FVector2D::Distance(P,FVector2D(A.X,A.Y))<3000.f)return true;return false;};
const FVector S0=V10S0,SB=V10SB;
const float Global=V10Density*R.FRandRange(.6f,1.4f); // per look: sparser / denser
const bool OpenClearing=R.FRand()<.25f; // the former paving: an open clearing or overgrown
const float NoiseShift=R.FRandRange(0.f,100.f);
int32 Rej[4]={0,0,0,0};
for(int32 KI=0;KI<UE_ARRAY_COUNT(V10Kinds);KI++)
{
const FV10KindCfg& K=V10Kinds[KI];
TArray<const FV10Mesh*> Ms;for(const FV10Mesh* M:Pool)if(M->Kind==K.Kind)Ms.Add(M);
if(!Ms.Num()){V10LookCounts.Add(K.Kind,0);continue;}
const int32 Want=FMath::Min(FMath::RoundToInt(K.Dens[Bi]*V.Mul[KI]*Global*V10AreaM2),K.Big?4000:160000);
int32 Placed=0;const float NoiseOff=KI*13.7f+NoiseShift;
// small kinds come in clusters (a few clumps of one or two species around a centre, gaussian spread) with bare ground in
// between, the way ground cover grows; big objects are placed one by one with clearances
const float MeanN=K.Big?1.f:KI==0?18.f:KI==1?6.f:KI==2?4.f:5.f;
const float CR0=KI==0?60.f:KI==1?40.f:KI==2?50.f:40.f,CR1=KI==0?220.f:KI==1?150.f:KI==2?200.f:150.f;
auto PlaceAt=[&](const FVector2D& P,const FV10Mesh& M,float Sc)->bool
{
float Z;int32 Cls;if(!V10HfAt(P.X,P.Y,Z,Cls)){Rej[2]++;return false;}
if(Cls==2&&OpenClearing&&R.FRand()>(K.Big?.35f:.5f))return false;
const bool Rock=K.Sem==4,Tree=M.Kind==TEXT("tree"),Grass=M.Kind==TEXT("grass")||M.Kind==TEXT("debris");
const float Rad=.5f*FMath::Max(M.Size.X,M.Size.Y)*Sc;
if(K.Big)
{
// trees: the trunk keeps clear of the route, the canopy may reach over its edge (depth / shade in the frame)
const float RR=Tree?.35f*Rad:Rad,Clear=Tree?160.f:M.Kind==TEXT("prop")?140.f:170.f;
if(RouteDist2D(P)<RR+Clear||FVector2D::Distance(P,FVector2D(S0))<RR+550.f||FVector2D::Distance(P,FVector2D(SB))<RR+850.f){Rej[3]++;return false;}
const float SpR=Tree?.6f*Rad:Rad;
if(!BigFree(P,SpR)){Rej[3]++;return false;}
BigGrid.FindOrAdd(FIntPoint(FMath::FloorToInt(P.X/500.f),FMath::FloorToInt(P.Y/500.f))).Add(FVector4f(P.X,P.Y,SpR,0));
}
else if(Rock&&RouteDist2D(P)<60.f+Rad){Rej[3]++;return false;}
const float Tilt=Rock?12.f:Tree?3.f:M.Kind==TEXT("log")||Grass?4.f:6.f;
const FRotator Rot(R.FRandRange(-Tilt,Tilt),R.FRandRange(0.f,360.f),R.FRandRange(-Tilt,Tilt));
const float Sink=M.Size.Z*Sc*(Rock?R.FRandRange(.1f,.3f):Tree?.04f:M.Kind==TEXT("log")?.12f:.03f)+M.MinZ*Sc;
const FVector S3=FVector(Sc)*FVector(R.FRandRange(.92f,1.08f),R.FRandRange(.92f,1.08f),R.FRandRange(.9f,1.1f));
Inst.FindOrAdd(M.Mesh).Add(FTransform(Rot,FVector(P.X,P.Y,Z-Sink),S3));MeshSem.Add(M.Mesh,K.Sem);MeshBig.Add(M.Mesh,K.Big||Rock);MeshInfo.Add(M.Mesh,&M);
return true;
};
auto PickMesh=[&]()->const FV10Mesh*
{
const FV10Mesh* Pk=Ms[R.RandRange(0,Ms.Num()-1)];
if(KI==0)for(int32 Tr=0;Tr<3&&FMath::Max(Pk->Size.X,Pk->Size.Y)<20.f;Tr++)Pk=Ms[R.RandRange(0,Ms.Num()-1)];
return Pk;
};
for(int32 Try=0;Try<Want*6&&Placed<Want;Try++)
{
const FVector2D P0(R.FRandRange(Lo.X,Hi.X),R.FRandRange(Lo.Y,Hi.Y));
if(!Zone(P0)){Rej[0]++;continue;}
if(K.Cut[Bi]>-1.f&&V10Fbm(P0.X,P0.Y,K.Big?2500.f:1300.f,NoiseOff)<K.Cut[Bi]){Rej[1]++;continue;}
const FV10Mesh* MA=PickMesh();const FV10Mesh* MB=R.FRand()<.4f?PickMesh():MA;
const bool Rock=K.Sem==4,Tree=MA->Kind==TEXT("tree");
auto Scale=[&](const FV10Mesh& M){return Rock?R.FRandRange(K.Big?.7f:.6f,K.Big?1.35f:1.6f):Tree?R.FRandRange(.8f,1.2f):M.Kind==TEXT("prop")?R.FRandRange(.95f,1.05f):KI==0?R.FRandRange(1.f,1.6f):R.FRandRange(.8f,1.3f);};
if(K.Big){if(PlaceAt(P0,*MA,Scale(*MA)))Placed++;continue;}
const int32 N=FMath::Max(1,FMath::RoundToInt(MeanN*R.FRandRange(.3f,1.7f)));const float Rc=R.FRandRange(CR0,CR1);
for(int32 J=0;J<N&&Placed<Want;J++)
{
const float U=FMath::Max(1e-4f,R.FRand()),Rr=FMath::Min(Rc*.5f*FMath::Sqrt(-2.f*FMath::Loge(U)),Rc*1.6f),An=R.FRandRange(0.f,2*UE_PI);
const FV10Mesh& M=*(J%3==2?MB:MA);
if(PlaceAt(P0+FVector2D(FMath::Cos(An),FMath::Sin(An))*Rr,M,Scale(M)))Placed++;
}
}
V10LookCounts.Add(K.Kind,Placed);
}
// ---- components (stencil set here: the label set-up pass ran before the first look) -------------------------------
int32 NComp=0,NInst=0;
for(auto& E:Inst)
{
const int32 S=FMath::Clamp(MeshSem.FindRef(E.Key),0,6);
AActor* H=V10Holder[S].Get();
if(!H)
{
H=World->SpawnActor<AActor>(AActor::StaticClass(),FTransform(V10HfOrigin));if(!H)continue;
USceneComponent* HR=NewObject<USceneComponent>(H);H->SetRootComponent(HR);HR->RegisterComponent();
H->Tags.Add(FName(*FString::Printf(TEXT("semantic:%d"),S)));H->Tags.Add(TEXT("v4_event"));H->Tags.Add(TEXT("v10_real"));V10Holder[S]=H;
}
auto* C=NewObject<UInstancedStaticMeshComponent>(H);C->SetupAttachment(H->GetRootComponent());C->SetMobility(EComponentMobility::Movable);
C->SetStaticMesh(E.Key);C->SetCollisionEnabled(ECollisionEnabled::NoCollision);C->SetCastShadow(true);C->ComponentTags.Add(TEXT("v10_scatter"));
if(const FV10Mesh* Info=MeshInfo.FindRef(E.Key))if(Info->Kind==TEXT("grass")||Info->Kind==TEXT("plant")||Info->Kind==TEXT("debris"))
{ // ground cover shadows: 1 full, 2 no contact shadows (the screen-space ones blacken dense tufts), 0 none
if(V10GrassShadow==0)C->SetCastShadow(false);else if(V10GrassShadow==2)C->bCastContactShadow=false;
// masked cards become solid blobs in the mesh distance fields / Lumen scene: every clump then occludes the sky light
// and leaves a dark halo on the ground. Ground cover stays out of the indirect / distance field lighting.
C->bAffectDistanceFieldLighting=false;C->bAffectDynamicIndirectLighting=false;
}
if(MeshBig.FindRef(E.Key))C->ComponentTags.Add(TEXT("v10_big"));
if(const FV10Mesh* Info=MeshInfo.FindRef(E.Key))for(int32 Sl=0;Sl<Info->Mats.Num();Sl++)if(UMaterialInterface* Mi=Mat(Info->Mats[Sl]))C->SetMaterial(Sl,Mi);
C->SetRenderCustomDepth(true);C->SetCustomDepthStencilValue(S);C->SetTextureForceResidentFlag(true);
C->RegisterComponent();H->AddInstanceComponent(C);C->AddInstances(E.Value,false,true);
V10RealScatter.Add(C);NComp++;NInst+=E.Value.Num();
}
// ---- whitebox twins of the structural objects (rocks, shrubs, trees, logs, props) ----------------------------------
if(Whitebox&&V10WhiteHolder.IsValid())
{
UMaterialInterface* White=LoadObject<UMaterialInterface>(nullptr,TEXT("/Game/Xfer/V10/Materials/M_V10White.M_V10White"));if(!White)White=WhiteMaterialRef;
AActor* H=V10WhiteHolder.Get();
for(const TWeakObjectPtr<UInstancedStaticMeshComponent>& Sw:V10RealScatter)if(UInstancedStaticMeshComponent* C=Sw.Get())
{
if(!C->ComponentHasTag(TEXT("v10_big")))continue;
auto* W=NewObject<UInstancedStaticMeshComponent>(H);W->SetupAttachment(H->GetRootComponent());W->SetMobility(EComponentMobility::Movable);W->SetStaticMesh(C->GetStaticMesh());
for(int32 K=0;K<C->GetNumMaterials();K++)W->SetMaterial(K,White);
W->SetCollisionEnabled(ECollisionEnabled::NoCollision);W->SetCastShadow(false);W->RegisterComponent();H->AddInstanceComponent(W);
TArray<FTransform> T;T.Reserve(C->GetInstanceCount());
for(int32 K=0;K<C->GetInstanceCount();K++){FTransform X;C->GetInstanceTransform(K,X,true);T.Add(X);}
W->AddInstances(T,false,true);
WhiteboxComponents.Add(W);Whitebox->ShowOnlyComponent(W);V10RealTwins.Add(W);
}
}
V10LookCounts.Add(TEXT("instances"),NInst);V10LookCounts.Add(TEXT("components"),NComp);V10LookCounts.Add(TEXT("pool_meshes"),Pool.Num());
V10LookCounts.Add(TEXT("density_x100"),FMath::RoundToInt(Global*100));V10LookCounts.Add(TEXT("open_clearing"),OpenClearing);V10LookCounts.Add(TEXT("whitebox_twins"),V10RealTwins.Num());
UE_LOG(LogTemp,Display,TEXT("DATASET_V10 real look %d: %s pool %d, %d instances in %d components (density %.2f, cover %.2f, wet %.1f, rejects %d/%d/%d/%d) %.1fs"),
V10LookN,V.Name,Pool.Num(),NInst,NComp,Global,CovAmt,V.Wet,Rej[0],Rej[1],Rej[2],Rej[3],FPlatformTime::Seconds()-T0);
}
void APipelineCapture::V10RealWhitebox()
{
if(!V10Real||!Whitebox)return;
UMaterialInterface* White=LoadObject<UMaterialInterface>(nullptr,TEXT("/Game/Xfer/V10/Materials/M_V10White.M_V10White"));
if(!White)White=WhiteMaterialRef;
// the authored structural whitebox describes the hidden scene: out of the whitebox pass
int32 Removed=0;
for(TActorIterator<AActor> I(GetWorld());I;++I)if(I->ActorHasTag(TEXT("whitebox"))&&!Cast<APipelineWhitebox>(*I))
{
TArray<UPrimitiveComponent*> Cs;I->GetComponents(Cs);
for(UPrimitiveComponent* C:Cs){Whitebox->RemoveShowOnlyComponent(C);WhiteboxComponents.Remove(C);C->SetVisibility(false);Removed++;}
}
AActor* H=GetWorld()->SpawnActor<AActor>(AActor::StaticClass(),FTransform(V10HfOrigin));if(!H)return;
USceneComponent* HR=NewObject<USceneComponent>(H);H->SetRootComponent(HR);HR->RegisterComponent();H->Tags.Add(TEXT("whitebox_v10"));V10WhiteHolder=H;
for(const TWeakObjectPtr<UStaticMeshComponent>& G:V10RealGround)if(UStaticMeshComponent* C=G.Get())
{
auto* W=NewObject<UStaticMeshComponent>(H);W->SetupAttachment(HR);W->SetMobility(EComponentMobility::Movable);W->SetStaticMesh(C->GetStaticMesh());W->SetMaterial(0,White);
W->SetCollisionEnabled(ECollisionEnabled::NoCollision);W->SetCastShadow(false);W->RegisterComponent();W->SetWorldTransform(C->GetComponentTransform());H->AddInstanceComponent(W);
WhiteboxComponents.Add(W);Whitebox->ShowOnlyComponent(W);
}
V10RealCounts.Add(TEXT("whitebox_removed"),Removed);
UE_LOG(LogTemp,Display,TEXT("DATASET_V10 real whitebox: %d authored components out, ground twin in (object twins follow every look)"),Removed);
}
void APipelineCapture::V10RealCamera(FMinimalViewInfo& View)
{
if(!V10Real||!Player)return;
// same framing as the orthographic view (frame width W at the pivot = the player), seen through a telephoto lens
const float W=FMath::Max(View.OrthoWidth,300.f);const FVector Fwd=View.Rotation.Vector();
const FVector Pivot=View.Location+Fwd*Player->CameraBoom->TargetArmLength;
const float Fov=FMath::Clamp(V10Fov,10.f,90.f);
V10CamDist=.5f*W/FMath::Tan(FMath::DegreesToRadians(.5f*Fov));
View.ProjectionMode=ECameraProjectionMode::Perspective;View.FOV=Fov;View.Location=Pivot-Fwd*V10CamDist;
// the telephoto camera sits 30-80 m above the ground: height fog over that whole path laid a milky veil over the frame.
// Fog starts near the ground (aerial haze stays for mist / storm looks)
if(UExponentialHeightFogComponent* F=V10Fog.Get())
{
const float St=V10CamDist*(V9Cur.Light==1||V9Cur.Light==7?.6f:.9f);
if(FMath::Abs(F->StartDistance-St)>100.f){F->SetStartDistance(St);F->SetVolumetricFogStartDistance(St);}
}
}
void APipelineCapture::V10RealLookJson(TSharedPtr<FJsonObject> J)
{
if(!V10Real)return;
J->SetStringField(TEXT("v10_variant"),V10VarName);
TSharedPtr<FJsonObject> C=MakeShared<FJsonObject>();for(const auto& P:V10LookCounts)C->SetNumberField(P.Key,P.Value);J->SetObjectField(TEXT("v10_scatter"),C);
}
void APipelineCapture::WriteV10Real(TSharedPtr<FJsonObject> O)
{
if(!V10Real)return;
TSharedPtr<FJsonObject> J=MakeShared<FJsonObject>();
TArray<TSharedPtr<FJsonValue>> Vs;for(const FString& S:V10VarLog)Vs.Add(MakeShared<FJsonValueString>(S));J->SetArrayField(TEXT("variants_used"),Vs);
J->SetStringField(TEXT("forced_variant"),V10VarForced>=0?V10Vars[V10VarForced].Name:TEXT(""));J->SetNumberField(TEXT("variant_count"),V10NumVars);J->SetNumberField(TEXT("density"),V10Density);
J->SetArrayField(TEXT("fov_range_deg"),{MakeShared<FJsonValueNumber>(V10FovMin),MakeShared<FJsonValueNumber>(V10FovMax)});
J->SetNumberField(TEXT("height_field_step_cm"),V10HfStep);J->SetNumberField(TEXT("height_field_nx"),V10HfNX);J->SetNumberField(TEXT("height_field_ny"),V10HfNY);
TSharedPtr<FJsonObject> C=MakeShared<FJsonObject>();for(const auto& P:V10RealCounts)C->SetNumberField(P.Key,P.Value);J->SetObjectField(TEXT("counts"),C);
J->SetStringField(TEXT("assets"),TEXT("Poly Haven CC0 1.0 photo-scanned models and PBR sets (see Content/Xfer/V10/v10_models.json, v10_pbr.json)"));
O->SetObjectField(TEXT("v10_real"),J);
}
// ---- promo cinematic cameras (-DatasetCine=orbit|hero|crane|drone|fight|dolly) ------------------------------------------
// Free camera for showcase footage; every pass (RGB, whitebox, labels, depth) uses the same view, so the structural
// whitebox stays aligned with the render. Off unless -DatasetCine is given.
void V10CineCamera(AGameDemoFighter* Player,FMinimalViewInfo& View,float Time,int32 Frame,USceneCaptureComponent2D* RGBC)
{
static float Fps=30.f;
static int32 Mode=-1;static float Seed=30.f,Speed=1.f,FStop=2.2f,T0=-1.f,LastT=0.f,A0=0.f,DistSm=0.f;
static FVector TSm,CamSm,DirSm,Ctr;static float Rad=0.f;
const TCHAR* Cmd=FCommandLine::Get();
if(Mode<0)
{
FString M;FParse::Value(Cmd,TEXT("DatasetCine="),M);
Mode=M==TEXT("orbit")?1:M==TEXT("hero")?2:M==TEXT("crane")?3:M==TEXT("drone")?4:M==TEXT("fight")?5:M==TEXT("dolly")?6:0;
FParse::Value(Cmd,TEXT("DatasetCineSeed="),Seed);FParse::Value(Cmd,TEXT("DatasetCineSpeed="),Speed);FParse::Value(Cmd,TEXT("DatasetCineFStop="),FStop);{int32 Hz=60,St=2;FParse::Value(Cmd,TEXT("DatasetSimHz="),Hz);FParse::Value(Cmd,TEXT("DatasetStride="),St);Fps=float(Hz)/FMath::Max(1,St);}
if(Mode)UE_LOG(LogTemp,Display,TEXT("DATASET_CINE mode %s seed %.0f speed %.2f fstop %.1f"),*M,Seed,Speed,FStop);
}
if(Mode==0||!Player)return;
UWorld* World=Player->GetWorld();if(!World)return;
AGameDemoFighter* Boss=Player->Opponent.Get();
const FVector P=Player->GetActorLocation();
FVector T=P+FVector(0,0,25);float Sep=0.f;
float FightW=0.f;
if(Mode==5&&Boss){const FVector B=Boss->GetActorLocation();Sep=FVector::Dist2D(P,B);FightW=FMath::Clamp((1000.f-Sep)/450.f,0.f,1.f);T=FMath::Lerp(P,B,.42f*FightW)+FVector(0,0,25.f+20.f*FightW);}
if(T0<0.f)
{
T0=Time;LastT=Time;TSm=T;A0=Player->GetActorRotation().Yaw+180.f+Seed;DirSm=Player->GetActorForwardVector();
FBox B(ForceInit);B+=P;if(Boss)B+=Boss->GetActorLocation();for(const FVector& W:Player->ExplorationWaypoints)B+=W;for(const FVector& W:Player->ExplorationPlaces)B+=W;
Ctr=B.GetCenter();Ctr.Z=P.Z-90.f;Rad=FMath::Max(1500.f,.5f*FVector::Dist2D(B.Min,B.Max));
DistSm=0.f;CamSm=FVector::ZeroVector;
}
static FVector PrevP=P;
const float t=Frame/Fps,Dt=FMath::Clamp(Time-LastT,0.f,.1f);LastT=Time; // shot time runs from the first written frame (warm-up holds the start pose)
auto Ease=[](float U){U=FMath::Clamp(U,0.f,1.f);return U*U*(3.f-2.f*U);};
auto Smooth=[&](float Tau){return Dt<=0.f?0.f:1.f-FMath::Exp(-Dt/Tau);};
TSm=FMath::Lerp(TSm,T,Smooth(Mode==4?2.f:.35f));
float Dist=430.f,Hgt=70.f,Ang=A0,Fov=40.f;FVector Look=TSm;bool Trace=true;
switch(Mode)
{
case 1: Ang=A0+14.f*Speed*t;Dist=520.f;Hgt=125.f;break;
case 2: // chase: low camera behind and beside the player, following the smoothed travel direction
{
const FVector V=Dt>0.f?(P-PrevP)/Dt:FVector::ZeroVector;
if(V.Size2D()>60.f)DirSm=FMath::Lerp(DirSm,V.GetSafeNormal2D(),Smooth(1.1f)).GetSafeNormal2D();
const FVector R=FVector::CrossProduct(FVector::UpVector,DirSm);
const FVector Cam=TSm-DirSm*430.f+R*(85.f*(Seed>=0?1:-1))+FVector(0,0,65);
CamSm=CamSm.IsZero()?Cam:FMath::Lerp(CamSm,Cam,Smooth(.45f));
Dist=-1.f;Fov=40.f;Look=TSm+DirSm*160.f+FVector(0,0,10);break;
}
case 3:{const float U=Ease(t/(12.f/Speed));Dist=FMath::Lerp(280.f,1150.f,U);Hgt=FMath::Lerp(-10.f,980.f,U);Ang=A0+6.f*Speed*t;Fov=45.f;break;}
case 4:{Dist=Rad*1.05f+700.f;Hgt=Rad*.62f+550.f;Ang=A0+4.5f*Speed*t;Fov=50.f;Look=Ctr;Trace=false;break;}
case 5:{Dist=FMath::Lerp(500.f,FMath::Clamp(1.1f*Sep+380.f,480.f,950.f),FightW);Hgt=130.f;Ang=A0+10.f*Speed*t;Fov=42.f;break;}
case 6:{const float U=Ease(t/(10.f/Speed));Dist=FMath::Lerp(950.f,330.f,U);Hgt=FMath::Lerp(260.f,55.f,U);Ang=A0+3.f*Speed*t;Fov=36.f;break;}
}
FVector Cam;
if(Dist>0.f)
{
DistSm=DistSm<=0.f?Dist:FMath::Lerp(DistSm,Dist,Smooth(.6f));
const float Rd=FMath::DegreesToRadians(Ang);
Cam=Look+FVector(FMath::Cos(Rd)*DistSm,FMath::Sin(Rd)*DistSm,Hgt);
}
else Cam=CamSm;
if(Trace)
{
FCollisionQueryParams Q(SCENE_QUERY_STAT(V10Cine),false);Q.AddIgnoredActor(Player);if(Boss)Q.AddIgnoredActor(Boss);
FHitResult H;
// pull in only for real occluders (walls, buildings); shrubs, grass and small props are ignored and passed through
for(int32 It=0;It<8;It++)
{
if(!World->LineTraceSingleByChannel(H,Look,Cam,ECC_Camera,Q))break;
const UPrimitiveComponent* Hc=H.GetComponent();const FVector Ext=Hc?Hc->Bounds.BoxExtent:FVector(1e4);
if(Hc&&Ext.Z<140.f&&FMath::Max(Ext.X,Ext.Y)<400.f){Q.AddIgnoredComponent(Hc);continue;}
Cam=H.Location+(Look-Cam).GetSafeNormal()*30.f;break;
}
if(World->LineTraceSingleByChannel(H,Cam+FVector(0,0,200),Cam-FVector(0,0,400),ECC_Visibility,Q)&&Cam.Z<H.Location.Z+35.f)Cam.Z=H.Location.Z+35.f;
}
if(Mode!=4){const FVector D=Cam-(P+FVector(0,0,40));if(D.Size()<240.f)Cam=P+FVector(0,0,40)+D.GetSafeNormal()*240.f;}
if(Dt>0.f)PrevP=P;
View.ProjectionMode=ECameraProjectionMode::Perspective;View.FOV=Fov;View.Location=Cam;View.Rotation=(Look-Cam).Rotation();
if(RGBC)
{
auto& PP=RGBC->PostProcessSettings;RGBC->ShowFlags.SetDepthOfField(Mode!=4);
PP.bOverride_DepthOfFieldFocalDistance=true;PP.DepthOfFieldFocalDistance=FVector::Dist(Cam,Look);
PP.bOverride_DepthOfFieldFstop=true;PP.DepthOfFieldFstop=Mode==4?16.f:FStop;
PP.bOverride_DepthOfFieldSensorWidth=true;PP.DepthOfFieldSensorWidth=36.f;
}
}
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