misc small terrain bugfixes (#5834)

* Removed "chatty" profile markers.
These three markers were making terrain refreshes take ~200% longer in profile builds.

Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>

* Terrain surface data wasn't updating its AABB correctly.
The code was making an invalid assumption that changes to the world bounds would result in an invalid dirtyRegion.  It actually gets a valid region encapsulating the old and new bounds.  The fix is an additional check to see if the terrain bounds changed.

Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>

* Addressed previous PR feedback that terrainSystem ought to be a local variable in each test.

Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
This commit is contained in:
Mike Balfour
2021-11-23 09:21:27 -06:00
committed by GitHub
parent ea0afae502
commit 39ba06b84e
5 changed files with 40 additions and 47 deletions
@@ -324,8 +324,6 @@ namespace GradientSignal
void GradientTransformComponent::TransformPositionToUVW(const AZ::Vector3& inPosition, AZ::Vector3& outUVW, const bool shouldNormalizeOutput, bool& wasPointRejected) const
{
AZ_PROFILE_FUNCTION(Entity);
AZStd::lock_guard<decltype(m_cacheMutex)> lock(m_cacheMutex);
//transforming coordinate into "local" relative space of shape bounds
@@ -191,8 +191,6 @@ namespace GradientSignal
float ImageGradientComponent::GetValue(const GradientSampleParams& sampleParams) const
{
AZ_PROFILE_FUNCTION(Entity);
AZ::Vector3 uvw = sampleParams.m_position;
bool wasPointRejected = false;
@@ -153,8 +153,6 @@ namespace GradientSignal
float GetValueFromImageAsset(const AZ::Data::Asset<ImageAsset>& imageAsset, const AZ::Vector3& uvw, float tilingX, float tilingY, float defaultValue)
{
AZ_PROFILE_FUNCTION(Entity);
if (imageAsset.IsReady())
{
const auto& image = imageAsset.Get();
@@ -214,10 +214,10 @@ namespace Terrain
{
AZ_Assert((m_providerHandle != SurfaceData::InvalidSurfaceDataRegistryHandle), "Invalid surface data handle");
// Our terrain was valid before and after, it just changed in some way. If we have a valid dirty region passed in
// then it's possible that the heightmap has been modified in the Editor. Otherwise, just notify that the entire
// terrain has changed in some way.
if (dirtyRegion.IsValid())
// Our terrain was valid before and after, it just changed in some way. If we have a valid dirty region, and the terrain
// bounds themselves haven't changed, just notify that our terrain data has changed within the bounds. Otherwise, notify
// that the entire terrain provider needs to be updated, since it either has new bounds or the entire set of data is dirty.
if (dirtyRegion.IsValid() && m_terrainBounds.IsClose(terrainBoundsBeforeUpdate))
{
SurfaceData::SurfaceDataSystemRequestBus::Broadcast(
&SurfaceData::SurfaceDataSystemRequestBus::Events::RefreshSurfaceData, dirtyRegion);
+36 -37
View File
@@ -41,7 +41,6 @@ namespace UnitTest
};
AZ::ComponentApplication m_app;
AZStd::unique_ptr<Terrain::TerrainSystem> m_terrainSystem;
AZStd::unique_ptr<NiceMock<UnitTest::MockBoxShapeComponentRequests>> m_boxShapeRequests;
AZStd::unique_ptr<NiceMock<UnitTest::MockShapeComponentRequests>> m_shapeRequests;
@@ -59,7 +58,6 @@ namespace UnitTest
void TearDown() override
{
m_terrainSystem.reset();
m_boxShapeRequests.reset();
m_shapeRequests.reset();
m_terrainAreaHeightRequests.reset();
@@ -96,16 +94,17 @@ namespace UnitTest
// Create a terrain system with reasonable defaults for testing, but with the ability to override the defaults
// on a test-by-test basis.
void CreateAndActivateTerrainSystem(
AZStd::unique_ptr<Terrain::TerrainSystem> CreateAndActivateTerrainSystem(
AZ::Vector2 queryResolution = AZ::Vector2(1.0f),
AZ::Aabb worldBounds = AZ::Aabb::CreateFromMinMax(AZ::Vector3(-128.0f), AZ::Vector3(128.0f)))
{
// Create the terrain system and give it one tick to fully initialize itself.
m_terrainSystem = AZStd::make_unique<Terrain::TerrainSystem>();
m_terrainSystem->SetTerrainAabb(worldBounds);
m_terrainSystem->SetTerrainHeightQueryResolution(queryResolution);
m_terrainSystem->Activate();
auto terrainSystem = AZStd::make_unique<Terrain::TerrainSystem>();
terrainSystem->SetTerrainAabb(worldBounds);
terrainSystem->SetTerrainHeightQueryResolution(queryResolution);
terrainSystem->Activate();
AZ::TickBus::Broadcast(&AZ::TickBus::Events::OnTick, 0.f, AZ::ScriptTimePoint{});
return terrainSystem;
}
AZStd::unique_ptr<AZ::Entity> CreateAndActivateMockTerrainLayerSpawner(
@@ -144,16 +143,16 @@ namespace UnitTest
{
// Trivially verify that the terrain system can successfully be constructed and destructed without errors.
m_terrainSystem = AZStd::make_unique<Terrain::TerrainSystem>();
auto terrainSystem = AZStd::make_unique<Terrain::TerrainSystem>();
}
TEST_F(TerrainSystemTest, TrivialActivateDeactivate)
{
// Verify that the terrain system can be activated and deactivated without errors.
m_terrainSystem = AZStd::make_unique<Terrain::TerrainSystem>();
m_terrainSystem->Activate();
m_terrainSystem->Deactivate();
auto terrainSystem = AZStd::make_unique<Terrain::TerrainSystem>();
terrainSystem->Activate();
terrainSystem->Deactivate();
}
TEST_F(TerrainSystemTest, CreateEventsCalledOnActivation)
@@ -164,8 +163,8 @@ namespace UnitTest
EXPECT_CALL(mockTerrainListener, OnTerrainDataCreateBegin()).Times(AtLeast(1));
EXPECT_CALL(mockTerrainListener, OnTerrainDataCreateEnd()).Times(AtLeast(1));
m_terrainSystem = AZStd::make_unique<Terrain::TerrainSystem>();
m_terrainSystem->Activate();
auto terrainSystem = AZStd::make_unique<Terrain::TerrainSystem>();
terrainSystem->Activate();
}
TEST_F(TerrainSystemTest, DestroyEventsCalledOnDeactivation)
@@ -176,9 +175,9 @@ namespace UnitTest
EXPECT_CALL(mockTerrainListener, OnTerrainDataDestroyBegin()).Times(AtLeast(1));
EXPECT_CALL(mockTerrainListener, OnTerrainDataDestroyEnd()).Times(AtLeast(1));
m_terrainSystem = AZStd::make_unique<Terrain::TerrainSystem>();
m_terrainSystem->Activate();
m_terrainSystem->Deactivate();
auto terrainSystem = AZStd::make_unique<Terrain::TerrainSystem>();
terrainSystem->Activate();
terrainSystem->Deactivate();
}
TEST_F(TerrainSystemTest, TerrainDoesNotExistWhenNoTerrainLayerSpawnersAreRegistered)
@@ -190,9 +189,9 @@ namespace UnitTest
// a normal facing up the Z axis.
// Create and activate the terrain system with our testing defaults for world bounds and query resolution.
CreateAndActivateTerrainSystem();
auto terrainSystem = CreateAndActivateTerrainSystem();
AZ::Aabb worldBounds = m_terrainSystem->GetTerrainAabb();
AZ::Aabb worldBounds = terrainSystem->GetTerrainAabb();
// Loop through several points within the world bounds, including on the edges, and verify that they all return false for
// terrainExists with default heights and normals.
@@ -203,17 +202,17 @@ namespace UnitTest
AZ::Vector3 position(x, y, 0.0f);
bool terrainExists = true;
float height =
m_terrainSystem->GetHeight(position, AzFramework::Terrain::TerrainDataRequests::Sampler::EXACT, &terrainExists);
terrainSystem->GetHeight(position, AzFramework::Terrain::TerrainDataRequests::Sampler::EXACT, &terrainExists);
EXPECT_FALSE(terrainExists);
EXPECT_FLOAT_EQ(height, worldBounds.GetMin().GetZ());
terrainExists = true;
AZ::Vector3 normal =
m_terrainSystem->GetNormal(position, AzFramework::Terrain::TerrainDataRequests::Sampler::EXACT, &terrainExists);
terrainSystem->GetNormal(position, AzFramework::Terrain::TerrainDataRequests::Sampler::EXACT, &terrainExists);
EXPECT_FALSE(terrainExists);
EXPECT_EQ(normal, AZ::Vector3::CreateAxisZ());
bool isHole = m_terrainSystem->GetIsHoleFromFloats(
bool isHole = terrainSystem->GetIsHoleFromFloats(
position.GetX(), position.GetY(), AzFramework::Terrain::TerrainDataRequests::Sampler::EXACT);
EXPECT_TRUE(isHole);
}
@@ -242,7 +241,7 @@ namespace UnitTest
// Verify that terrain exists within the layer spawner bounds, and doesn't exist outside of it.
// Create and activate the terrain system with our testing defaults for world bounds and query resolution.
CreateAndActivateTerrainSystem();
auto terrainSystem = CreateAndActivateTerrainSystem();
// Create a box that's twice as big as the layer spawner box. Loop through it and verify that points within the layer box contain
// terrain and the expected height & normal values, and points outside the layer box don't contain terrain.
@@ -255,9 +254,9 @@ namespace UnitTest
{
AZ::Vector3 position(x, y, 0.0f);
bool heightQueryTerrainExists = false;
float height = m_terrainSystem->GetHeight(
float height = terrainSystem->GetHeight(
position, AzFramework::Terrain::TerrainDataRequests::Sampler::EXACT, &heightQueryTerrainExists);
bool isHole = m_terrainSystem->GetIsHoleFromFloats(
bool isHole = terrainSystem->GetIsHoleFromFloats(
position.GetX(), position.GetY(), AzFramework::Terrain::TerrainDataRequests::Sampler::EXACT);
if (spawnerBox.Contains(AZ::Vector3(position.GetX(), position.GetY(), spawnerBox.GetMin().GetZ())))
@@ -297,7 +296,7 @@ namespace UnitTest
// Create and activate the terrain system with our testing defaults for world bounds, and a query resolution that exactly matches
// the frequency of our sine wave. If our height queries rely on the query resolution, we should always get a value of 0.
const AZ::Vector2 queryResolution(frequencyMeters);
CreateAndActivateTerrainSystem(queryResolution);
auto terrainSystem = CreateAndActivateTerrainSystem(queryResolution);
// Test an arbitrary set of points that should all produce non-zero heights with the EXACT sampler. They're not aligned with the
// query resolution, or with the 0 points on the sine wave.
@@ -307,7 +306,7 @@ namespace UnitTest
AZ::Vector3 position(nonZeroPoint.GetX(), nonZeroPoint.GetY(), 0.0f);
bool heightQueryTerrainExists = false;
float height =
m_terrainSystem->GetHeight(position, AzFramework::Terrain::TerrainDataRequests::Sampler::EXACT, &heightQueryTerrainExists);
terrainSystem->GetHeight(position, AzFramework::Terrain::TerrainDataRequests::Sampler::EXACT, &heightQueryTerrainExists);
// We've chosen a bunch of places on the sine wave that should return a non-zero positive or negative value.
constexpr float epsilon = 0.0001f;
@@ -322,7 +321,7 @@ namespace UnitTest
AZ::Vector3 position(zeroPoint.GetX(), zeroPoint.GetY(), 0.0f);
bool heightQueryTerrainExists = false;
float height =
m_terrainSystem->GetHeight(position, AzFramework::Terrain::TerrainDataRequests::Sampler::EXACT, &heightQueryTerrainExists);
terrainSystem->GetHeight(position, AzFramework::Terrain::TerrainDataRequests::Sampler::EXACT, &heightQueryTerrainExists);
constexpr float epsilon = 0.0001f;
EXPECT_NEAR(height, 0.0f, epsilon);
@@ -348,7 +347,7 @@ namespace UnitTest
// Create and activate the terrain system with our testing defaults for world bounds, and a query resolution at 0.25 meter
// intervals.
const AZ::Vector2 queryResolution(0.25f);
CreateAndActivateTerrainSystem(queryResolution);
auto terrainSystem = CreateAndActivateTerrainSystem(queryResolution);
// Test some points and verify that the results always go "downward", whether they're in positive or negative space.
// (Z contains the the expected result for convenience).
@@ -371,7 +370,7 @@ namespace UnitTest
AZ::Vector3 position(testPoint.m_testLocation.GetX(), testPoint.m_testLocation.GetY(), 0.0f);
bool heightQueryTerrainExists = false;
float height =
m_terrainSystem->GetHeight(position, AzFramework::Terrain::TerrainDataRequests::Sampler::CLAMP, &heightQueryTerrainExists);
terrainSystem->GetHeight(position, AzFramework::Terrain::TerrainDataRequests::Sampler::CLAMP, &heightQueryTerrainExists);
constexpr float epsilon = 0.0001f;
EXPECT_NEAR(height, expectedHeight, epsilon);
@@ -410,7 +409,7 @@ namespace UnitTest
// Create and activate the terrain system with our testing defaults for world bounds, and a query resolution at 1 meter intervals.
const AZ::Vector2 queryResolution(frequencyMeters);
CreateAndActivateTerrainSystem(queryResolution);
auto terrainSystem = CreateAndActivateTerrainSystem(queryResolution);
// Test some points and verify that the results are the expected bilinear filtered result,
// whether they're in positive or negative space.
@@ -466,7 +465,7 @@ namespace UnitTest
AZ::Vector3 position(testPoint.m_testLocation.GetX(), testPoint.m_testLocation.GetY(), 0.0f);
bool heightQueryTerrainExists = false;
float height = m_terrainSystem->GetHeight(
float height = terrainSystem->GetHeight(
position, AzFramework::Terrain::TerrainDataRequests::Sampler::BILINEAR, &heightQueryTerrainExists);
// Verify that our height query returned the bilinear filtered result we expect.
@@ -479,7 +478,7 @@ namespace UnitTest
{
// When there is more than one surface/weight defined, they should all be returned in descending weight order.
CreateAndActivateTerrainSystem();
auto terrainSystem = CreateAndActivateTerrainSystem();
const AZ::Aabb aabb = AZ::Aabb::CreateFromMinMax(AZ::Vector3::CreateZero(), AZ::Vector3::CreateOne());
auto entity = CreateAndActivateMockTerrainLayerSpawner(
@@ -508,11 +507,11 @@ namespace UnitTest
AzFramework::SurfaceData::SurfaceTagWeightList outSurfaceWeights;
// Asking for values outside the layer spawner bounds, should result in no results.
m_terrainSystem->GetSurfaceWeights(aabb.GetMax() + AZ::Vector3::CreateOne(), outSurfaceWeights);
terrainSystem->GetSurfaceWeights(aabb.GetMax() + AZ::Vector3::CreateOne(), outSurfaceWeights);
EXPECT_TRUE(outSurfaceWeights.empty());
// Inside the layer spawner box should give us all of the added surface weights.
m_terrainSystem->GetSurfaceWeights(aabb.GetCenter(), outSurfaceWeights);
terrainSystem->GetSurfaceWeights(aabb.GetCenter(), outSurfaceWeights);
EXPECT_EQ(outSurfaceWeights.size(), 3);
@@ -531,7 +530,7 @@ namespace UnitTest
TEST_F(TerrainSystemTest, GetMaxSurfaceWeightsReturnsBiggestValidSurfaceWeight)
{
CreateAndActivateTerrainSystem();
auto terrainSystem = CreateAndActivateTerrainSystem();
const AZ::Aabb aabb = AZ::Aabb::CreateFromMinMax(AZ::Vector3::CreateZero(), AZ::Vector3::CreateOne());
auto entity = CreateAndActivateMockTerrainLayerSpawner(
@@ -562,12 +561,12 @@ namespace UnitTest
// Asking for values outside the layer spawner bounds, should result in an invalid result.
AzFramework::SurfaceData::SurfaceTagWeight tagWeight =
m_terrainSystem->GetMaxSurfaceWeight(aabb.GetMax() + AZ::Vector3::CreateOne());
terrainSystem->GetMaxSurfaceWeight(aabb.GetMax() + AZ::Vector3::CreateOne());
EXPECT_EQ(tagWeight.m_surfaceType, AZ::Crc32(AzFramework::SurfaceData::Constants::s_unassignedTagName));
// Inside the layer spawner box should give us the highest weighted tag (tag1).
tagWeight = m_terrainSystem->GetMaxSurfaceWeight(aabb.GetCenter());
tagWeight = terrainSystem->GetMaxSurfaceWeight(aabb.GetCenter());
EXPECT_EQ(tagWeight.m_surfaceType, tagWeight1.m_surfaceType);
EXPECT_NEAR(tagWeight.m_weight, tagWeight1.m_weight, 0.01f);