* 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>
* Initial cleanup of GetSurfacePointsFromRegion in prep for bulk API support.
* Removed the generated lookup point from the output structure. Nothing was using it, and by keeping it separate, I can pass it in as a list of points that can be passed throughout the terrain, gradient, and surface data APIs.
* Clarified on the SurfaceProvider bus that GetSurfacePoints() only gets valid XY values on the inPosition.
* Simplified the TerrainSurfaceDataSystemComponent implementation a bit. The EnumerateHandlers() and the terrain Aabb checks were overkill. Also, the terrain Aabb check assumed that the Z value on the inPosition was valid, which it isn't always.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Remove CryCommon dependency.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
These perform bulk queries of the underlying gradients which is much faster than performing a lot of individual queries.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Benchmarks and tests for Image and Constant GetValues
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Verify GetValues for Perlin and Random Gradients
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Standardized the assert format for GetValues().
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* More GetValues unit tests and test cleanup
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Fixed typos
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* GetValues() unit tests for surface gradients.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Benchmarks for ShapeAreaFalloff Gradient
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Added benchmarks for all remaining gradients and cleaned up the helper methods.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Renamed class for better report formatting.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Added missing Mocks dependencies for the Editor tests.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Bumped up terrain world limit to allow up to (and including) 4096 x 4096.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Changed loop calculations to handle floating-point math better.
By looping on floating-point values, query resolutions of unstable values like "0.200000007" would sometimes cause the loop to go one more time than it should.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Change flow so that TerrainSystem stops responding during deactivation.
Some systems might accidentally try to call back to the TerrainSystem inside a DestroyBegin notification, so make sure it stops listening before sending out the notification.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Change gradients to cache and use a GradientTransform instance.
In my local test case, calling EBus on every call took 337 ms, using a lambda to wrap the calls took 197 ms, and using the fully cached version took 170 ms.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Remove the wrappingTransform function and go back to the switch statement.
There was a bit of overhead to each function call due to using AZStd::function that just isn't necessary for this use case.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Add profile markers to the heightfield updates so that they're more visible.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Cleared state while component is deactivated.
The state was getting refreshed even while the component was in a deactivated state, which meant that it wasn't properly notifying of state changes when it became active since it wasn't detecting an actual change. By clearing the state when deactivated, and ensuring the state isn't getting refreshed *while* deactivated, the notifications work properly.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Fixed compile warning on unit test.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Addressed PR feedback - changed comments, reduced mutex scope
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Optimized wireframe drawing.
As a part of rearranging the code to make use of the upcoming ProcessHeightsFromRegion, the number of calls to GetHeight could be reduced, dropping the refresh time in my test case from 2550 ms to 1068 ms.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Change refresh to only happen on wireframe draws.
This helps ensure that multiple data changes in a single frame don't cause multiple refreshes, and prevents us from taking a refresh penalty when the wireframe isn't being drawn at all.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Change debugger to update wireframes incrementally.
This works by having a fixed NxN grid of sectors. The camera is always considered as being in the center of the grid, so anytime the camera's grid square changes, only a subset of sectors are updated to have the new wireframe data.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Bugfix - sector vertex count was 4x too high.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Bugfixes & comments.
Fixed initial "mark dirty" refresh - the dirty region Z value needed to be ignored.
Added copious comments for the math & logic, and simplified some of the math.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Small update to comment for better readability.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Addressed PR feedback.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* 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>
* Adds check to make sure that there are not too many samples created.
Signed-off-by: John Jones-Steele <82226755+jjjoness@users.noreply.github.com>
* Changes made from PR
Signed-off-by: John Jones-Steele <82226755+jjjoness@users.noreply.github.com>
* Changes made from PR 2
Signed-off-by: John Jones-Steele <82226755+jjjoness@users.noreply.github.com>
* Safety commit before merging
Signed-off-by: John Jones-Steele <82226755+jjjoness@users.noreply.github.com>
* Moved from Physics to Terrain
Signed-off-by: John Jones-Steele <82226755+jjjoness@users.noreply.github.com>
* Changes from PR + AR fix
Signed-off-by: John Jones-Steele <82226755+jjjoness@users.noreply.github.com>
* Fixed another AR bug
Signed-off-by: John Jones-Steele <82226755+jjjoness@users.noreply.github.com>
* Fixed another AR compilation bug
Signed-off-by: John Jones-Steele <82226755+jjjoness@users.noreply.github.com>
* More PR changes
Signed-off-by: John Jones-Steele <82226755+jjjoness@users.noreply.github.com>
* Added virtual destructor
Signed-off-by: John Jones-Steele <82226755+jjjoness@users.noreply.github.com>
* Added TestSuite_main_Optimized.py
Signed-off-by: John Jones-Steele <82226755+jjjoness@users.noreply.github.com>
* Changes from PR
Signed-off-by: John Jones-Steele <82226755+jjjoness@users.noreply.github.com>
* Further fixes for PR
Signed-off-by: John Jones-Steele <82226755+jjjoness@users.noreply.github.com>
* Fix to editor_test.py
Signed-off-by: John Jones-Steele <82226755+jjjoness@users.noreply.github.com>
* Testing prefab level
Signed-off-by: John Jones-Steele <82226755+jjjoness@users.noreply.github.com>
* Testing slice level
Signed-off-by: John Jones-Steele <82226755+jjjoness@users.noreply.github.com>
* Testing prefab level
Signed-off-by: John Jones-Steele <82226755+jjjoness@users.noreply.github.com>
* Disabled orefab loading for the time being.
Signed-off-by: John Jones-Steele <82226755+jjjoness@users.noreply.github.com>
* First commit
Signed-off-by: John Jones-Steele <82226755+jjjoness@users.noreply.github.com>
* completed changes
Signed-off-by: John Jones-Steele <82226755+jjjoness@users.noreply.github.com>
Use Ground Plane non functional
Added functionality to the "Use Ground Plane" toggle. Now, when it's enabled, the Terrain Layer Spawner will always provide valid terrain data at the minimum height of the spawner box, even if no Terrain Height Gradient List exists. If it's disabled, it won't provide any terrain data unless the Terrain Height Gradient List exists.
The "Use Ground Plane" toggle is now functional. When disabled, the terrain layer spawner will say "terrain exists = false" for any point in its bounds unless there's also a Terrain Height Gradient List component with a valid entry. When enabled, it will always say "terrain exists = true", and it will return the min height of the spawner box as the ground plane if there's no valid Terrain Height Gradient List height provider.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
If a terrain layer spawner went outside the world bounds, the debug wireframe wouldn't update correctly because the heights were outside the wireframe sector AABBs. Adjusted the logic to account for this.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
Using the Altitude Gradient as an input to the Height Gradient List can cause infinite recursion since it is both setting and fetching the same height value. Added guards to warn if this occurs and gracefully handles the situation.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Fix notifications for surface data changes.
Separated the notifications from the surface component and the height component to add a reason to a RefreshArea request. This makes it possible to distinguish between surface changes and height changes and provide the appropriate OnTerrainDataChanged flags.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Reworked to use a changeMask instead of separate calls.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* PR Feedback
Judicious use of "using" to reduce a bunch of bulky namespaces.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Terrain API fixups
Moved SurfaceData definitions in AzFramework out of terrain into separate files.
Added some missing API calls: Get*FromVector2, GetSurfacePoint*
Changed OrderedSurfaceTagWeightSet to SurfaceTagWeightList
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* PR feedback - remove IsClose check.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Fixed PhysX test compile failures by redcoding a bunch of "dummy terrain" implementation that's unused.
It was originally added for the PhysX Terrain component, but that component is long gone and has been superceded by the more generic PhysX Heightfield Collider.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Fixed up failing terrain unit tests.
Added API changes, and changed the assumption on where the surface weight sort is taking place. The component is no longer expected to provide the sorted list, it only needs to be sorted at the end coming out of the terrain system, so the unit tests have been modified to reflect that.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* New Heightfield Components
Signed-off-by: John Jones-Steele <jjjoness@amazon.com>
* Misc PR fixes
* Fixed linux build failure from bad #include
* Renamed "Terrain Physics Collider" to "Terrain Physics Heightfield Collider" per physics team feedback
* Fixed 1/5 -> 1/4 typo in a comment
* Added missing member copies in HeightfieldShapeConfiguration
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Addressed PR feedback
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Changes from review
Signed-off-by: John Jones-Steele <jjjoness@amazon.com>
* Remove tabs accidently added
Signed-off-by: John Jones-Steele <jjjoness@amazon.com>
* Fixed overly complicated scaling math.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Added comments to make it more obvious what's happening on CreateEnd / DestroyBegin.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Moved Heightfield CreatePxGeometryFromConfig into its own function
Signed-off-by: John Jones-Steele <jjjoness@amazon.com>
Co-authored-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Feature processor now pulls data instead of the render component pushing it. This results in fewer and cheaper heightmap rebuilds. The feature processor can also handle dirty regions correctly now, although it doesn't seem like they are being passed in correctly yet.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Fixing issues with initialization, dirty region tracking, and total rendered world size.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Fixing bug with resizing the world
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Decreasing the scope of a mutex
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Fixes from PR review
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Fixed a math issue with float rounding. Fixed static AZ::Name usage.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Removing unused variable
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Bugfixes for terrain surface data.
1. Changed the TerrainSurfaceDataSystem component to query for all the surface types, now that we have them.
2. Added dependency tracking to the TerrainSurfaceGradientList component so that it will refresh terrain data when any of its data changes.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Addressed PR feedback
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>