Making terrain query resolution a single float instead of a Vector2 (#7186)
* Making terrain query resolution a single float instead of a Vector2 Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Keeping the concept of different x/y step sizes in region queries since that may be useful and is separate from query resolution. Also keeping the concept of different x/y step sizes in physics since that's independent of the terrain gem. Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Formatting cleanups Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * A few more minor cleanups Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Added support to convert serialized Vector2 query resolution to a single float. Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Switch ray intersection check back to using separate values for x and y resolution Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Fixing new unit tests added to use float query resolution. Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Updating automated test Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
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@@ -317,8 +317,8 @@ void CGameExporter::ExportLevelInfo(const QString& path)
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root->setAttr("Name", levelName.toUtf8().data());
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auto terrain = AzFramework::Terrain::TerrainDataRequestBus::FindFirstHandler();
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const AZ::Aabb terrainAabb = terrain ? terrain->GetTerrainAabb() : AZ::Aabb::CreateFromPoint(AZ::Vector3::CreateZero());
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const AZ::Vector2 terrainGridResolution = terrain ? terrain->GetTerrainHeightQueryResolution() : AZ::Vector2::CreateOne();
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const int compiledHeightmapSize = static_cast<int>(terrainAabb.GetXExtent() / terrainGridResolution.GetX());
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const float terrainGridResolution = terrain ? terrain->GetTerrainHeightQueryResolution() : 1.0f;
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const int compiledHeightmapSize = static_cast<int>(terrainAabb.GetXExtent() / terrainGridResolution);
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root->setAttr("HeightmapSize", compiledHeightmapSize);
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//////////////////////////////////////////////////////////////////////////
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@@ -378,7 +378,7 @@ namespace Physics
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m_cachedNativeHeightfield = cachedNativeHeightfield;
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}
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AZ::Vector2 HeightfieldShapeConfiguration::GetGridResolution() const
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const AZ::Vector2& HeightfieldShapeConfiguration::GetGridResolution() const
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{
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return m_gridResolution;
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}
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@@ -221,7 +221,7 @@ namespace Physics
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const void* GetCachedNativeHeightfield() const;
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void* GetCachedNativeHeightfield();
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void SetCachedNativeHeightfield(void* cachedNativeHeightfield);
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AZ::Vector2 GetGridResolution() const;
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const AZ::Vector2& GetGridResolution() const;
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void SetGridResolution(const AZ::Vector2& gridSpacing);
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int32_t GetNumColumns() const;
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void SetNumColumns(int32_t numColumns);
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@@ -235,7 +235,7 @@ namespace Physics
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void SetMaxHeightBounds(float maxBounds);
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private:
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//! The number of meters between each heightfield sample.
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//! The number of meters between each heightfield sample in x and y.
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AZ::Vector2 m_gridResolution{ 1.0f };
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//! The number of columns in the heightfield sample grid.
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int32_t m_numColumns{ 0 };
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@@ -50,8 +50,8 @@ namespace AzFramework
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static AZ::Vector3 GetDefaultTerrainNormal() { return AZ::Vector3::CreateAxisZ(); }
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// System-level queries to understand world size and resolution
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virtual AZ::Vector2 GetTerrainHeightQueryResolution() const = 0;
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virtual void SetTerrainHeightQueryResolution(AZ::Vector2 queryResolution) = 0;
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virtual float GetTerrainHeightQueryResolution() const = 0;
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virtual void SetTerrainHeightQueryResolution(float queryResolution) = 0;
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virtual AZ::Aabb GetTerrainAabb() const = 0;
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virtual void SetTerrainAabb(const AZ::Aabb& worldBounds) = 0;
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@@ -49,8 +49,8 @@ namespace UnitTest
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AzFramework::Terrain::TerrainDataRequestBus::Handler::BusDisconnect();
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}
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MOCK_CONST_METHOD0(GetTerrainHeightQueryResolution, AZ::Vector2());
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MOCK_METHOD1(SetTerrainHeightQueryResolution, void(AZ::Vector2));
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MOCK_CONST_METHOD0(GetTerrainHeightQueryResolution, float());
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MOCK_METHOD1(SetTerrainHeightQueryResolution, void(float));
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MOCK_CONST_METHOD0(GetTerrainAabb, AZ::Aabb());
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MOCK_METHOD1(SetTerrainAabb, void(const AZ::Aabb&));
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MOCK_CONST_METHOD3(GetHeight, float(const AZ::Vector3&, Sampler, bool*));
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