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| // v10 real (-DatasetV10Real, needs -DatasetV9): photoreal outdoor biomes built at run time on the scene's walkable ground, | |
| // 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] | |
| 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; | |
| } | |
| } | |