Added default material return when no mapping is assigned.
Signed-off-by: sphrose <82213493+sphrose@users.noreply.github.com>
This commit is contained in:
@@ -284,7 +284,18 @@ namespace Terrain
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}
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}
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uint8_t TerrainPhysicsColliderComponent::FindSurfaceTagIndex(const SurfaceData::SurfaceTag tag) const
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uint8_t TerrainPhysicsColliderComponent::GetMaterialIdIndex(const Physics::MaterialId& materialId, const AZStd::vector<Physics::MaterialId>& materialList) const
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{
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const auto& materialIter = AZStd::find(materialList.begin(), materialList.end(), materialId);
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if (materialIter != materialList.end())
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{
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return static_cast<uint8_t>(materialIter - materialList.begin());
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}
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return 0;
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}
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Physics::MaterialId TerrainPhysicsColliderComponent::FindMaterialIdForSurfaceTag(const SurfaceData::SurfaceTag tag) const
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{
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uint8_t index = 0;
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@@ -292,12 +303,13 @@ namespace Terrain
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{
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if (mapping.m_surfaceTag == tag)
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{
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return index;
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return mapping.m_materialId;
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}
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index++;
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}
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return InvalidSurfaceTagIndex;
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// If this surface isn't mapped, use the default material.
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return Physics::MaterialId();
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}
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void TerrainPhysicsColliderComponent::GenerateHeightsAndMaterialsInBounds(
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@@ -317,6 +329,8 @@ namespace Terrain
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heightMaterials.clear();
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heightMaterials.reserve(gridWidth * gridHeight);
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AZStd::vector<Physics::MaterialId> materialList = GetMaterialList();
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for (int32_t row = 0; row < gridHeight; row++)
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{
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const float y = row * gridResolution.GetY() + worldSize.GetMin().GetY();
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@@ -346,7 +360,10 @@ namespace Terrain
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Physics::HeightMaterialPoint point;
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point.m_height = height - worldCenterZ;
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point.m_quadMeshType = terrainExists ? Physics::QuadMeshType::SubdivideUpperLeftToBottomRight : Physics::QuadMeshType::Hole;
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point.m_materialIndex = FindSurfaceTagIndex(surfaceWeight.m_surfaceType);
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Physics::MaterialId materialId = FindMaterialIdForSurfaceTag(surfaceWeight.m_surfaceType);
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point.m_materialIndex = GetMaterialIdIndex(materialId, materialList);
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heightMaterials.emplace_back(point);
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}
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}
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@@ -391,11 +408,17 @@ namespace Terrain
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AZStd::vector<Physics::MaterialId> TerrainPhysicsColliderComponent::GetMaterialList() const
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{
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AZStd::vector<Physics::MaterialId> materialList;
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materialList.reserve(m_configuration.m_surfaceMaterialMappings.size());
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// Ensure the list contains the default material as the first entry.
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materialList.emplace_back(Physics::MaterialId());
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for (auto& mapping : m_configuration.m_surfaceMaterialMappings)
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{
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materialList.emplace_back(mapping.m_materialId);
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const auto& existingInstance = AZStd::find(materialList.begin(), materialList.end(), mapping.m_materialId);
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if (existingInstance == materialList.end())
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{
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materialList.emplace_back(mapping.m_materialId);
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}
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}
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return materialList;
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