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feat(ugc): make models like LU Toolbox does, within CPU and memory budgets
Parity with LU Toolbox's Process Model, Bake Lighting and icon renderer, with its defaults as the settings' defaults: - Colors from its LU palette (UgcPalette: LU colors, LDD colors mapped to the nearest LU one, unknown ones black), transparent bricks at 58.82% opacity, a brick transparent only when all of its materials are. - Color variation: each brick's material gets its HSV value shifted in a 2.224 gamma by up to 5% (times the color's own amount), from a random number of the model, brick and material, so reprocessing gives the same colors in every LOD. Icons get none, and the icon renderer's color corrections. - LODs 0 and 2 with its distance logic, written as NiLODNode/NiRangeLODData like its exports and the game's own brick models, shapes divided at 65535 vertices along the longest side like divide_mesh. - Ambient occlusion like its AO-only bake: 64 rays per vertex, distance 5, after hidden surface removal, transparent bricks neither baked nor occluding, glow colors added. - Icons from its icon scene: 50 mm lens at 53.4/19.5 degrees, sun of 2.5 at 21/50.3 degrees with soft shadows, grey world light with occlusion; LOD 0's hidden surface removal and occlusion are reused for them. - Optional ground plane for hidden surface removal; stats.json per model and the previous version's previews kept for comparing. Budgets, applied live on config reload: max_cpu_percent (workers account their thread CPU time and sleep to stay under it, long renders included), worker_nice, max_memory_mb (jobs are estimated from their brick count and wait until they fit), max_model_bricks and pause_hours. /status and the traffic report show CPU, memory and throttling. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -64,7 +64,12 @@ namespace UgcBricks {
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Material GetMaterial(uint32_t id) const;
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// Every geometry file of a design, in order (.g, .g1, ...); empty when the design has none. Loaded once.
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std::shared_ptr<const std::vector<Geometry>> GetDesign(uint32_t design);
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// `lod`: the brickprimitives level, the library's own when omitted; a design without that level uses the
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// next more detailed one.
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std::shared_ptr<const std::vector<Geometry>> GetDesign(uint32_t design, std::optional<uint32_t> lod = std::nullopt);
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// Designs loaded (for the memory report)
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size_t CachedDesigns() const;
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const std::filesystem::path& GetResPath() const { return m_Res; }
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@@ -72,7 +77,7 @@ namespace UgcBricks {
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std::filesystem::path m_Res;
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uint32_t m_Lod;
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std::map<uint32_t, Material> m_Materials;
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std::mutex m_Mutex;
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std::map<uint32_t, std::shared_ptr<const std::vector<Geometry>>> m_Designs;
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mutable std::mutex m_Mutex;
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std::map<uint64_t, std::shared_ptr<const std::vector<Geometry>>> m_Designs; // lod << 32 | design
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};
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}
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