/* * Copyright (c) Contributors to the Open 3D Engine Project. * For complete copyright and license terms please see the LICENSE at the root of this distribution. * * SPDX-License-Identifier: Apache-2.0 OR MIT * */ #include #include #include #include #include #include #include #include #include #include using namespace Terrain; bool TerrainLayerPriorityComparator::operator()(const AZ::EntityId& layer1id, const AZ::EntityId& layer2id) const { // Comparator for insertion/keylookup. // Sorts into layer/priority order, highest priority first. AZ::u32 priority1, layer1; Terrain::TerrainSpawnerRequestBus::Event(layer1id, &Terrain::TerrainSpawnerRequestBus::Events::GetPriority, layer1, priority1); AZ::u32 priority2, layer2; Terrain::TerrainSpawnerRequestBus::Event(layer2id, &Terrain::TerrainSpawnerRequestBus::Events::GetPriority, layer2, priority2); if (layer1 < layer2) { return false; } else if (layer1 > layer2) { return true; } if (priority1 != priority2) { return priority1 > priority2; } return layer1id > layer2id; } TerrainSystem::TerrainSystem() { Terrain::TerrainSystemServiceRequestBus::Handler::BusConnect(); AZ::TickBus::Handler::BusConnect(); m_currentSettings.m_systemActive = false; m_currentSettings.m_worldBounds = AZ::Aabb::CreateNull(); m_requestedSettings = m_currentSettings; m_requestedSettings.m_worldBounds = AZ::Aabb::CreateFromMinMax(AZ::Vector3(-512.0f), AZ::Vector3(512.0f)); } TerrainSystem::~TerrainSystem() { AZ::TickBus::Handler::BusDisconnect(); Terrain::TerrainSystemServiceRequestBus::Handler::BusDisconnect(); Deactivate(); } void TerrainSystem::Activate() { AzFramework::Terrain::TerrainDataNotificationBus::Broadcast( &AzFramework::Terrain::TerrainDataNotificationBus::Events::OnTerrainDataCreateBegin); m_dirtyRegion = AZ::Aabb::CreateNull(); m_terrainHeightDirty = true; m_terrainSettingsDirty = true; m_requestedSettings.m_systemActive = true; { AZStd::shared_lock lock(m_areaMutex); m_registeredAreas.clear(); } AzFramework::Terrain::TerrainDataRequestBus::Handler::BusConnect(); // Register any terrain spawners that were already active before the terrain system activated. auto enumerationCallback = [&]([[maybe_unused]] Terrain::TerrainSpawnerRequests* terrainSpawner) -> bool { AZ::EntityId areaId = *(Terrain::TerrainSpawnerRequestBus::GetCurrentBusId()); RegisterArea(areaId); // Keep Enumerating return true; }; Terrain::TerrainSpawnerRequestBus::EnumerateHandlers(enumerationCallback); AzFramework::Terrain::TerrainDataNotificationBus::Broadcast( &AzFramework::Terrain::TerrainDataNotificationBus::Events::OnTerrainDataCreateEnd); } void TerrainSystem::Deactivate() { AzFramework::Terrain::TerrainDataNotificationBus::Broadcast( &AzFramework::Terrain::TerrainDataNotificationBus::Events::OnTerrainDataDestroyBegin); AzFramework::Terrain::TerrainDataRequestBus::Handler::BusDisconnect(); { AZStd::shared_lock lock(m_areaMutex); m_registeredAreas.clear(); } m_dirtyRegion = AZ::Aabb::CreateNull(); m_terrainHeightDirty = true; m_terrainSettingsDirty = true; m_requestedSettings.m_systemActive = false; AzFramework::Terrain::TerrainDataNotificationBus::Broadcast( &AzFramework::Terrain::TerrainDataNotificationBus::Events::OnTerrainDataDestroyEnd); } void TerrainSystem::SetTerrainAabb(const AZ::Aabb& worldBounds) { m_requestedSettings.m_worldBounds = worldBounds; m_terrainSettingsDirty = true; } void TerrainSystem::SetTerrainHeightQueryResolution(AZ::Vector2 queryResolution) { m_requestedSettings.m_heightQueryResolution = queryResolution; m_terrainSettingsDirty = true; } AZ::Aabb TerrainSystem::GetTerrainAabb() const { return m_currentSettings.m_worldBounds; } AZ::Vector2 TerrainSystem::GetTerrainHeightQueryResolution() const { return m_currentSettings.m_heightQueryResolution; } void TerrainSystem::ClampPosition(float x, float y, AZ::Vector2& outPosition, AZ::Vector2& normalizedDelta) const { // Given an input position, clamp the values to our terrain grid, where it will always go to the terrain grid point // at a lower value, whether positive or negative. Ex: 3.3 -> 3, -3.3 -> -4 // Also, return the normalized delta as a value of [0-1) describing what fraction of a grid point the value moved. // Scale the position by the query resolution, so that integer values represent exact steps on the grid, // and fractional values are the amount in-between each grid point, in the range [0-1). AZ::Vector2 normalizedPosition = AZ::Vector2(x, y) / m_currentSettings.m_heightQueryResolution; normalizedDelta = AZ::Vector2( normalizedPosition.GetX() - floor(normalizedPosition.GetX()), normalizedPosition.GetY() - floor(normalizedPosition.GetY())); // Remove the fractional part, then scale back down into world space. outPosition = (normalizedPosition - normalizedDelta) * m_currentSettings.m_heightQueryResolution; } float TerrainSystem::GetHeightSynchronous(float x, float y, Sampler sampler, bool* terrainExistsPtr) const { bool terrainExists = false; float height = m_currentSettings.m_worldBounds.GetMin().GetZ(); AZStd::shared_lock lock(m_areaMutex); switch (sampler) { // Get the value at the requested location, using the terrain grid to bilinear filter between sample grid points. case AzFramework::Terrain::TerrainDataRequests::Sampler::BILINEAR: { // pos0 contains one corner of our grid square, pos1 contains the opposite corner, and normalizedDelta is the fractional // amount the position exists between those corners. // Ex: (3.3, 4.4) would have a pos0 of (3, 4), a pos1 of (4, 5), and a delta of (0.3, 0.4). AZ::Vector2 normalizedDelta; AZ::Vector2 pos0; ClampPosition(x, y, pos0, normalizedDelta); const AZ::Vector2 pos1 = pos0 + m_currentSettings.m_heightQueryResolution; const float heightX0Y0 = GetTerrainAreaHeight(pos0.GetX(), pos0.GetY(), terrainExists); const float heightX1Y0 = GetTerrainAreaHeight(pos1.GetX(), pos0.GetY(), terrainExists); const float heightX0Y1 = GetTerrainAreaHeight(pos0.GetX(), pos1.GetY(), terrainExists); const float heightX1Y1 = GetTerrainAreaHeight(pos1.GetX(), pos1.GetY(), terrainExists); const float heightXY0 = AZ::Lerp(heightX0Y0, heightX1Y0, normalizedDelta.GetX()); const float heightXY1 = AZ::Lerp(heightX0Y1, heightX1Y1, normalizedDelta.GetX()); height = AZ::Lerp(heightXY0, heightXY1, normalizedDelta.GetY()); } break; //! Clamp the input point to the terrain sample grid, then get the height at the given grid location. case AzFramework::Terrain::TerrainDataRequests::Sampler::CLAMP: { AZ::Vector2 normalizedDelta; AZ::Vector2 clampedPosition; ClampPosition(x, y, clampedPosition, normalizedDelta); height = GetTerrainAreaHeight(clampedPosition.GetX(), clampedPosition.GetY(), terrainExists); } break; //! Directly get the value at the location, regardless of terrain sample grid density. case AzFramework::Terrain::TerrainDataRequests::Sampler::EXACT: [[fallthrough]]; default: height = GetTerrainAreaHeight(x, y, terrainExists); break; } // For now, always set terrainExists to true, as we don't have a way to author data for terrain holes yet. if (terrainExistsPtr) { *terrainExistsPtr = terrainExists; } return AZ::GetClamp( height, m_currentSettings.m_worldBounds.GetMin().GetZ(), m_currentSettings.m_worldBounds.GetMax().GetZ()); } float TerrainSystem::GetTerrainAreaHeight(float x, float y, bool& terrainExists) const { AZ::Vector3 inPosition((float)x, (float)y, m_currentSettings.m_worldBounds.GetMin().GetZ()); float height = m_currentSettings.m_worldBounds.GetMin().GetZ(); AZStd::shared_lock lock(m_areaMutex); for (auto& [areaId, areaBounds] : m_registeredAreas) { inPosition.SetZ(areaBounds.GetMin().GetZ()); if (areaBounds.Contains(inPosition)) { AZ::Vector3 outPosition; Terrain::TerrainAreaHeightRequestBus::Event( areaId, &Terrain::TerrainAreaHeightRequestBus::Events::GetHeight, inPosition, outPosition, terrainExists); height = outPosition.GetZ(); break; } } return height; } float TerrainSystem::GetHeight(const AZ::Vector3& position, Sampler sampler, bool* terrainExistsPtr) const { return GetHeightSynchronous(position.GetX(), position.GetY(), sampler, terrainExistsPtr); } float TerrainSystem::GetHeightFromVector2(const AZ::Vector2& position, Sampler sampler, bool* terrainExistsPtr) const { return GetHeightSynchronous(position.GetX(), position.GetY(), sampler, terrainExistsPtr); } float TerrainSystem::GetHeightFromFloats(float x, float y, Sampler sampler, bool* terrainExistsPtr) const { return GetHeightSynchronous(x, y, sampler, terrainExistsPtr); } bool TerrainSystem::GetIsHole(const AZ::Vector3& position, Sampler sampler) const { bool terrainExists = false; GetHeightSynchronous(position.GetX(), position.GetY(), sampler, &terrainExists); return !terrainExists; } bool TerrainSystem::GetIsHoleFromVector2(const AZ::Vector2& position, Sampler sampler) const { bool terrainExists = false; GetHeightSynchronous(position.GetX(), position.GetY(), sampler, &terrainExists); return !terrainExists; } bool TerrainSystem::GetIsHoleFromFloats(float x, float y, Sampler sampler) const { bool terrainExists = false; GetHeightSynchronous(x, y, sampler, &terrainExists); return !terrainExists; } AZ::Vector3 TerrainSystem::GetNormalSynchronous(float x, float y, Sampler sampler, bool* terrainExistsPtr) const { AZStd::shared_lock lock(m_areaMutex); bool terrainExists = false; AZ::Vector3 outNormal = AZ::Vector3::CreateAxisZ(); const AZ::Vector2 range = (m_currentSettings.m_heightQueryResolution / 2.0f); const AZ::Vector2 left (x - range.GetX(), y); const AZ::Vector2 right(x + range.GetX(), y); const AZ::Vector2 up (x, y - range.GetY()); const AZ::Vector2 down (x, y + range.GetY()); AZ::Vector3 v1(up.GetX(), up.GetY(), GetHeightSynchronous(up.GetX(), up.GetY(), sampler, &terrainExists)); AZ::Vector3 v2(left.GetX(), left.GetY(), GetHeightSynchronous(left.GetX(), left.GetY(), sampler, &terrainExists)); AZ::Vector3 v3(right.GetX(), right.GetY(), GetHeightSynchronous(right.GetX(), right.GetY(), sampler, &terrainExists)); AZ::Vector3 v4(down.GetX(), down.GetY(), GetHeightSynchronous(down.GetX(), down.GetY(), sampler, &terrainExists)); outNormal = (v3 - v2).Cross(v4 - v1).GetNormalized(); if (terrainExistsPtr) { *terrainExistsPtr = terrainExists; } return outNormal; } AZ::Vector3 TerrainSystem::GetNormal(const AZ::Vector3& position, Sampler sampler, bool* terrainExistsPtr) const { return GetNormalSynchronous(position.GetX(), position.GetY(), sampler, terrainExistsPtr); } AZ::Vector3 TerrainSystem::GetNormalFromVector2(const AZ::Vector2& position, Sampler sampler, bool* terrainExistsPtr) const { return GetNormalSynchronous(position.GetX(), position.GetY(), sampler, terrainExistsPtr); } AZ::Vector3 TerrainSystem::GetNormalFromFloats(float x, float y, Sampler sampler, bool* terrainExistsPtr) const { return GetNormalSynchronous(x, y, sampler, terrainExistsPtr); } AzFramework::SurfaceData::SurfaceTagWeight TerrainSystem::GetMaxSurfaceWeight( const AZ::Vector3& position, Sampler sampleFilter, bool* terrainExistsPtr) const { return GetMaxSurfaceWeightFromFloats(position.GetX(), position.GetY(), sampleFilter, terrainExistsPtr); } AzFramework::SurfaceData::SurfaceTagWeight TerrainSystem::GetMaxSurfaceWeightFromVector2(const AZ::Vector2& inPosition, Sampler sampleFilter, bool* terrainExistsPtr) const { return GetMaxSurfaceWeightFromFloats(inPosition.GetX(), inPosition.GetY(), sampleFilter, terrainExistsPtr); } AzFramework::SurfaceData::SurfaceTagWeight TerrainSystem::GetMaxSurfaceWeightFromFloats( const float x, const float y, Sampler sampleFilter, bool* terrainExistsPtr) const { if (terrainExistsPtr) { *terrainExistsPtr = true; } AzFramework::SurfaceData::SurfaceTagWeightList weightSet; GetOrderedSurfaceWeights(x, y, sampleFilter, weightSet, terrainExistsPtr); if (weightSet.empty()) { return {}; } return *weightSet.begin(); } void TerrainSystem::GetSurfacePoint( const AZ::Vector3& inPosition, AzFramework::SurfaceData::SurfacePoint& outSurfacePoint, Sampler sampleFilter, bool* terrainExistsPtr) const { outSurfacePoint.m_position = inPosition; outSurfacePoint.m_position.SetZ(GetHeightSynchronous(inPosition.GetX(), inPosition.GetY(), sampleFilter, terrainExistsPtr)); outSurfacePoint.m_normal = GetNormalSynchronous(inPosition.GetX(), inPosition.GetY(), sampleFilter, nullptr); GetSurfaceWeights(inPosition, outSurfacePoint.m_surfaceTags, sampleFilter, nullptr); } void TerrainSystem::GetSurfacePointFromVector2( const AZ::Vector2& inPosition, AzFramework::SurfaceData::SurfacePoint& outSurfacePoint, Sampler sampleFilter, bool* terrainExistsPtr) const { GetSurfacePoint(AZ::Vector3(inPosition.GetX(), inPosition.GetY(), 0.0f), outSurfacePoint, sampleFilter, terrainExistsPtr); } void TerrainSystem::GetSurfacePointFromFloats( float x, float y, AzFramework::SurfaceData::SurfacePoint& outSurfacePoint, Sampler sampleFilter, bool* terrainExistsPtr) const { GetSurfacePoint(AZ::Vector3(x, y, 0.0f), outSurfacePoint, sampleFilter, terrainExistsPtr); } AZ::EntityId TerrainSystem::FindBestAreaEntityAtPosition(float x, float y, AZ::Aabb& bounds) const { AZ::Vector3 inPosition = AZ::Vector3(x, y, 0); // Find the highest priority layer that encompasses this position AZStd::shared_lock lock(m_areaMutex); // The areas are sorted into priority order: the first area that contains inPosition is the most suitable. for (const auto& [areaId, areaBounds] : m_registeredAreas) { inPosition.SetZ(areaBounds.GetMin().GetZ()); if (areaBounds.Contains(inPosition)) { bounds = areaBounds; return areaId; } } return AZ::EntityId(); } void TerrainSystem::GetOrderedSurfaceWeights( const float x, const float y, [[maybe_unused]] Sampler sampler, AzFramework::SurfaceData::SurfaceTagWeightList& outSurfaceWeights, bool* terrainExistsPtr) const { AZ::Aabb bounds; AZ::EntityId bestAreaId = FindBestAreaEntityAtPosition(x, y, bounds); if (terrainExistsPtr) { GetHeightFromFloats(x, y, AzFramework::Terrain::TerrainDataRequests::Sampler::EXACT, terrainExistsPtr); } outSurfaceWeights.clear(); if (!bestAreaId.IsValid()) { return; } const AZ::Vector3 inPosition = AZ::Vector3(x, y, 0.0f); // Get all the surfaces with weights at the given point. Terrain::TerrainAreaSurfaceRequestBus::Event( bestAreaId, &Terrain::TerrainAreaSurfaceRequestBus::Events::GetSurfaceWeights, inPosition, outSurfaceWeights); AZStd::sort(outSurfaceWeights.begin(), outSurfaceWeights.end(), AzFramework::SurfaceData::SurfaceTagWeightComparator()); } void TerrainSystem::GetSurfaceWeights( const AZ::Vector3& inPosition, AzFramework::SurfaceData::SurfaceTagWeightList& outSurfaceWeights, Sampler sampleFilter, bool* terrainExistsPtr) const { GetOrderedSurfaceWeights(inPosition.GetX(), inPosition.GetY(), sampleFilter, outSurfaceWeights, terrainExistsPtr); } void TerrainSystem::GetSurfaceWeightsFromVector2( const AZ::Vector2& inPosition, AzFramework::SurfaceData::SurfaceTagWeightList& outSurfaceWeights, Sampler sampleFilter, bool* terrainExistsPtr) const { GetOrderedSurfaceWeights(inPosition.GetX(), inPosition.GetY(), sampleFilter, outSurfaceWeights, terrainExistsPtr); } void TerrainSystem::GetSurfaceWeightsFromFloats( float x, float y, AzFramework::SurfaceData::SurfaceTagWeightList& outSurfaceWeights, Sampler sampleFilter, bool* terrainExistsPtr) const { GetOrderedSurfaceWeights(x, y, sampleFilter, outSurfaceWeights, terrainExistsPtr); } const char* TerrainSystem::GetMaxSurfaceName( [[maybe_unused]] const AZ::Vector3& position, [[maybe_unused]] Sampler sampleFilter, [[maybe_unused]] bool* terrainExistsPtr) const { // For now, always set terrainExists to true, as we don't have a way to author data for terrain holes yet. if (terrainExistsPtr) { *terrainExistsPtr = true; } return ""; } /* void TerrainSystem::ProcessHeightsFromRegion(const AZ::Aabb& inRegion, const AZ::Vector2 stepSize, Sampler sampleFilter, SurfacePointRegionFillCallback perPositionCallback, TerrainDataReadyCallback onComplete) { // Don't bother processing if we don't have a callback if (!perPositionCallback) { return; } uint32_t numSamplesX = static_cast((inRegion.GetMax().GetX() - inRegion.GetMin().GetX()) / stepSize.GetX()); uint32_t numSamplesY = static_cast((inRegion.GetMax().GetY() - inRegion.GetMin().GetY()) / stepSize.GetY()); for (uint32_t y = 0; y < numSamplesY; y++) { for (uint32_t x = 0; x < numSamplesX; x++) { float fx = (float)(inRegion.GetMin().GetX() + (x * stepSize.GetX())); float fy = (float)(inRegion.GetMin().GetY() + (y * stepSize.GetY())); SurfaceData::SurfacePoint surfacePoint; GetHeight(AZ::Vector3(fx, fy, 0.0f), sampleFilter, surfacePoint.m_position); perPositionCallback(surfacePoint, x, y); } } if (onComplete) { onComplete(); } } void TerrainSystem::ProcessSurfacePointsFromRegion(const AZ::Aabb& inRegion, const AZ::Vector2 stepSize, Sampler sampleFilter, SurfacePointRegionFillCallback perPositionCallback, TerrainDataReadyCallback onComplete) { // Don't bother processing if we don't have a callback if (!perPositionCallback) { return; } uint32_t numSamplesX = static_cast((inRegion.GetMax().GetX() - inRegion.GetMin().GetX()) / stepSize.GetX()); uint32_t numSamplesY = static_cast((inRegion.GetMax().GetY() - inRegion.GetMin().GetY()) / stepSize.GetY()); for (uint32_t y = 0; y < numSamplesY; y++) { for (uint32_t x = 0; x < numSamplesX; x++) { float fx = (float)(inRegion.GetMin().GetX() + (x * stepSize.GetX())); float fy = (float)(inRegion.GetMin().GetY() + (y * stepSize.GetY())); SurfaceData::SurfacePoint surfacePoint; GetSurfacePoint(AZ::Vector3(fx, fy, inRegion.GetMin().GetZ()), sampleFilter, surfacePoint); perPositionCallback(surfacePoint, x, y); } } if (onComplete) { onComplete(); } } */ void TerrainSystem::RegisterArea(AZ::EntityId areaId) { AZStd::unique_lock lock(m_areaMutex); AZ::Aabb aabb = AZ::Aabb::CreateNull(); LmbrCentral::ShapeComponentRequestsBus::EventResult(aabb, areaId, &LmbrCentral::ShapeComponentRequestsBus::Events::GetEncompassingAabb); m_registeredAreas[areaId] = aabb; m_dirtyRegion.AddAabb(aabb); m_terrainHeightDirty = true; } void TerrainSystem::UnregisterArea(AZ::EntityId areaId) { AZStd::unique_lock lock(m_areaMutex); // Remove the data for this entity from the registered areas. // Erase_if is used as erase would use the comparator to lookup the entity id in the map. // As the comparator will get the new layer/priority data for the entity, the id lookup will fail. AZStd::erase_if( m_registeredAreas, [areaId, this](const auto& item) { auto const& [entityId, aabb] = item; if (areaId == entityId) { m_dirtyRegion.AddAabb(aabb); m_terrainHeightDirty = true; return true; } return false; }); } void TerrainSystem::RefreshArea(AZ::EntityId areaId) { AZStd::unique_lock lock(m_areaMutex); auto areaAabb = m_registeredAreas.find(areaId); AZ::Aabb oldAabb = (areaAabb != m_registeredAreas.end()) ? areaAabb->second : AZ::Aabb::CreateNull(); AZ::Aabb newAabb = AZ::Aabb::CreateNull(); LmbrCentral::ShapeComponentRequestsBus::EventResult(newAabb, areaId, &LmbrCentral::ShapeComponentRequestsBus::Events::GetEncompassingAabb); m_registeredAreas[areaId] = newAabb; AZ::Aabb expandedAabb = oldAabb; expandedAabb.AddAabb(newAabb); m_dirtyRegion.AddAabb(expandedAabb); m_terrainHeightDirty = true; } void TerrainSystem::OnTick(float /*deltaTime*/, AZ::ScriptTimePoint /*time*/) { bool terrainSettingsChanged = false; if (m_terrainSettingsDirty) { terrainSettingsChanged = true; m_terrainSettingsDirty = false; // This needs to happen before the "system active" check below, because activating the system will cause the various // terrain layer areas to request the current world bounds. if (m_requestedSettings.m_worldBounds != m_currentSettings.m_worldBounds) { m_dirtyRegion = m_currentSettings.m_worldBounds; m_dirtyRegion.AddAabb(m_requestedSettings.m_worldBounds); m_terrainHeightDirty = true; m_currentSettings.m_worldBounds = m_requestedSettings.m_worldBounds; } if (m_requestedSettings.m_heightQueryResolution != m_currentSettings.m_heightQueryResolution) { m_dirtyRegion = AZ::Aabb::CreateNull(); m_terrainHeightDirty = true; } m_currentSettings = m_requestedSettings; } if (terrainSettingsChanged || m_terrainHeightDirty) { // Block other threads from accessing the surface data bus while we are in GetValue (which may call into the SurfaceData bus). // We lock our surface data mutex *before* checking / setting "isRequestInProgress" so that we prevent race conditions // that create false detection of cyclic dependencies when multiple requests occur on different threads simultaneously. // (One case where this was previously able to occur was in rapid updating of the Preview widget on the // GradientSurfaceDataComponent in the Editor when moving the threshold sliders back and forth rapidly) auto& surfaceDataContext = SurfaceData::SurfaceDataSystemRequestBus::GetOrCreateContext(false); typename SurfaceData::SurfaceDataSystemRequestBus::Context::DispatchLockGuard scopeLock(surfaceDataContext.m_contextMutex); AzFramework::Terrain::TerrainDataNotifications::TerrainDataChangedMask changeMask = AzFramework::Terrain::TerrainDataNotifications::TerrainDataChangedMask::None; if (terrainSettingsChanged) { changeMask = static_cast( changeMask | AzFramework::Terrain::TerrainDataNotifications::TerrainDataChangedMask::Settings); } if (m_terrainHeightDirty) { changeMask = static_cast( changeMask | AzFramework::Terrain::TerrainDataNotifications::TerrainDataChangedMask::HeightData); } // Make sure to set these *before* calling OnTerrainDataChanged, since it's possible that subsystems reacting to that call will // cause the data to become dirty again. AZ::Aabb dirtyRegion = m_dirtyRegion; m_terrainHeightDirty = false; m_dirtyRegion = AZ::Aabb::CreateNull(); AzFramework::Terrain::TerrainDataNotificationBus::Broadcast( &AzFramework::Terrain::TerrainDataNotificationBus::Events::OnTerrainDataChanged, dirtyRegion, changeMask); } }