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o3de/Gems/Terrain/Code/Source/Components/TerrainHeightGradientListCo...

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C++

/*
* 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 <Components/TerrainHeightGradientListComponent.h>
#include <AzCore/Asset/AssetManagerBus.h>
#include <AzCore/Component/Entity.h>
#include <AzCore/Asset/AssetManager.h>
#include <AzCore/RTTI/BehaviorContext.h>
#include <AzCore/Serialization/EditContext.h>
#include <AzCore/Serialization/SerializeContext.h>
#include <AzCore/Math/Aabb.h>
#include <AzCore/std/smart_ptr/make_shared.h>
#include <GradientSignal/Ebuses/GradientRequestBus.h>
#include <SurfaceData/SurfaceDataProviderRequestBus.h>
namespace Terrain
{
void TerrainHeightGradientListConfig::Reflect(AZ::ReflectContext* context)
{
AZ::SerializeContext* serialize = azrtti_cast<AZ::SerializeContext*>(context);
if (serialize)
{
serialize->Class<TerrainHeightGradientListConfig, AZ::ComponentConfig>()
->Version(1)
->Field("GradientEntities", &TerrainHeightGradientListConfig::m_gradientEntities)
;
AZ::EditContext* edit = serialize->GetEditContext();
if (edit)
{
edit->Class<TerrainHeightGradientListConfig>(
"Terrain Height Gradient List Component", "Provide height data for a region of the world")
->ClassElement(AZ::Edit::ClassElements::EditorData, "")
->Attribute(AZ::Edit::Attributes::Visibility, AZ::Edit::PropertyVisibility::ShowChildrenOnly)
->Attribute(AZ::Edit::Attributes::AutoExpand, true)
->DataElement(0, &TerrainHeightGradientListConfig::m_gradientEntities, "Gradient Entities", "Ordered list of gradients to use as height providers.")
->Attribute(AZ::Edit::Attributes::AutoExpand, true)
->Attribute(AZ::Edit::Attributes::ContainerCanBeModified, true)
->Attribute(AZ::Edit::Attributes::RequiredService, AZ_CRC_CE("GradientService"))
;
}
if (auto behaviorContext = azrtti_cast<AZ::BehaviorContext*>(context))
{
behaviorContext->Class<TerrainHeightGradientListConfig>()
->Attribute(AZ::Script::Attributes::Category, "Terrain")
->Constructor()
->Property("gradientEntities", BehaviorValueProperty(&TerrainHeightGradientListConfig::m_gradientEntities))
;
}
}
}
void TerrainHeightGradientListComponent::GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& services)
{
services.push_back(AZ_CRC_CE("TerrainHeightProviderService"));
}
void TerrainHeightGradientListComponent::GetIncompatibleServices(AZ::ComponentDescriptor::DependencyArrayType& services)
{
services.push_back(AZ_CRC_CE("TerrainHeightProviderService"));
services.push_back(AZ_CRC_CE("GradientService"));
}
void TerrainHeightGradientListComponent::GetRequiredServices(AZ::ComponentDescriptor::DependencyArrayType& services)
{
services.push_back(AZ_CRC_CE("TerrainAreaService"));
services.push_back(AZ_CRC_CE("AxisAlignedBoxShapeService"));
}
void TerrainHeightGradientListComponent::Reflect(AZ::ReflectContext* context)
{
TerrainHeightGradientListConfig::Reflect(context);
AZ::SerializeContext* serialize = azrtti_cast<AZ::SerializeContext*>(context);
if (serialize)
{
serialize->Class<TerrainHeightGradientListComponent, AZ::Component>()
->Version(0)
->Field("Configuration", &TerrainHeightGradientListComponent::m_configuration)
;
}
}
TerrainHeightGradientListComponent::TerrainHeightGradientListComponent(const TerrainHeightGradientListConfig& configuration)
: m_configuration(configuration)
{
}
void TerrainHeightGradientListComponent::Activate()
{
LmbrCentral::DependencyNotificationBus::Handler::BusConnect(GetEntityId());
Terrain::TerrainAreaHeightRequestBus::Handler::BusConnect(GetEntityId());
AzFramework::Terrain::TerrainDataNotificationBus::Handler::BusConnect();
// Make sure we get update notifications whenever this entity or any dependent gradient entity changes in any way.
// We'll use that to notify the terrain system that the height information needs to be refreshed.
m_dependencyMonitor.Reset();
m_dependencyMonitor.ConnectOwner(GetEntityId());
m_dependencyMonitor.ConnectDependency(GetEntityId());
for (auto& entityId : m_configuration.m_gradientEntities)
{
if (entityId != GetEntityId())
{
m_dependencyMonitor.ConnectDependency(entityId);
}
}
// Cache any height data needed and notify that the area has changed.
OnCompositionChanged();
}
void TerrainHeightGradientListComponent::Deactivate()
{
m_dependencyMonitor.Reset();
AzFramework::Terrain::TerrainDataNotificationBus::Handler::BusDisconnect();
Terrain::TerrainAreaHeightRequestBus::Handler::BusDisconnect();
LmbrCentral::DependencyNotificationBus::Handler::BusDisconnect();
// Since this height data will no longer exist, notify the terrain system to refresh the area.
TerrainSystemServiceRequestBus::Broadcast(
&TerrainSystemServiceRequestBus::Events::RefreshArea, GetEntityId(),
AzFramework::Terrain::TerrainDataNotifications::HeightData);
}
bool TerrainHeightGradientListComponent::ReadInConfig(const AZ::ComponentConfig* baseConfig)
{
if (auto config = azrtti_cast<const TerrainHeightGradientListConfig*>(baseConfig))
{
m_configuration = *config;
return true;
}
return false;
}
bool TerrainHeightGradientListComponent::WriteOutConfig(AZ::ComponentConfig* outBaseConfig) const
{
if (auto config = azrtti_cast<TerrainHeightGradientListConfig*>(outBaseConfig))
{
*config = m_configuration;
return true;
}
return false;
}
void TerrainHeightGradientListComponent::GetHeight(
const AZ::Vector3& inPosition,
AZ::Vector3& outPosition,
bool& terrainExists)
{
float maxSample = 0.0f;
terrainExists = false;
AZ_WarningOnce("Terrain", !m_isRequestInProgress, "Detected cyclic dependencies with terrain height entity references");
if (!m_isRequestInProgress)
{
m_isRequestInProgress = true;
GradientSignal::GradientSampleParams params(inPosition);
// Right now, when the list contains multiple entries, we will use the highest point from each gradient.
// This is needed in part because gradients don't really have world bounds, so they exist everywhere but generally have a value
// of 0 outside their data bounds if they're using bounded data. We should examine the possibility of extending the gradient
// API to provide actual bounds so that it's possible to detect if the gradient even 'exists' in an area, at which point we
// could just make this list a prioritized list from top to bottom for any points that overlap.
for (auto& gradientId : m_configuration.m_gradientEntities)
{
if (gradientId.IsValid())
{
// If gradients ever provide bounds, or if we add a value threshold in this component, it would be possible for terrain
// to *not* exist at a specific point.
terrainExists = true;
float sample = 0.0f;
GradientSignal::GradientRequestBus::EventResult(
sample, gradientId, &GradientSignal::GradientRequestBus::Events::GetValue, params);
maxSample = AZ::GetMax(maxSample, sample);
}
}
m_isRequestInProgress = false;
}
const float height = AZ::Lerp(m_cachedShapeBounds.GetMin().GetZ(), m_cachedShapeBounds.GetMax().GetZ(), maxSample);
outPosition.Set(inPosition.GetX(), inPosition.GetY(), AZ::GetClamp(height, m_cachedMinWorldHeight, m_cachedMaxWorldHeight));
}
void TerrainHeightGradientListComponent::GetHeights(
AZStd::span<AZ::Vector3> inOutPositionList, AZStd::span<bool> terrainExistsList)
{
AZ_Assert(
inOutPositionList.size() == terrainExistsList.size(), "The position list size doesn't match the terrainExists list size.");
AZ_WarningOnce("Terrain", !m_isRequestInProgress, "Detected cyclic dependences with terrain height entity references");
if (!m_isRequestInProgress)
{
m_isRequestInProgress = true;
// Start by initializing all our terrainExists flags to false.
AZStd::fill(terrainExistsList.begin(), terrainExistsList.end(), false);
// Create a temporary buffer for storing all the gradient values for the currently-queried gradient.
AZStd::vector<float> curGradientSamples(inOutPositionList.size());
// Create a temporary buffer for storing all the max gradient values.
AZStd::vector<float> maxValueSamples(inOutPositionList.size());
// Right now, when the list contains multiple entries, we will use the highest point from each gradient.
// This is needed in part because gradients don't really have world bounds, so they exist everywhere but generally have a
// value of 0 outside their data bounds if they're using bounded data. We should examine the possibility of extending the
// gradient API to provide actual bounds so that it's possible to detect if the gradient even 'exists' in an area, at which
// point we could just make this list a prioritized list from top to bottom for any points that overlap.
for (auto& gradientId : m_configuration.m_gradientEntities)
{
if (gradientId.IsValid())
{
GradientSignal::GradientRequestBus::Event(
gradientId, &GradientSignal::GradientRequestBus::Events::GetValues, inOutPositionList, curGradientSamples);
for (size_t index = 0; index < maxValueSamples.size(); index++)
{
maxValueSamples[index] = AZ::GetMax(maxValueSamples[index], curGradientSamples[index]);
// If gradients ever provide bounds, or if we add a value threshold in this component, it would be possible for
// terrain to *not* exist at a specific point.
terrainExistsList[index] = true;
}
}
}
for (size_t index = 0; index < inOutPositionList.size(); index++)
{
if (terrainExistsList[index])
{
const float height =
AZ::Lerp(m_cachedShapeBounds.GetMin().GetZ(), m_cachedShapeBounds.GetMax().GetZ(), maxValueSamples[index]);
inOutPositionList[index].SetZ(AZ::GetClamp(height, m_cachedMinWorldHeight, m_cachedMaxWorldHeight));
}
}
m_isRequestInProgress = false;
}
}
void TerrainHeightGradientListComponent::OnCompositionChanged()
{
RefreshMinMaxHeights();
TerrainSystemServiceRequestBus::Broadcast(
&TerrainSystemServiceRequestBus::Events::RefreshArea, GetEntityId(),
AzFramework::Terrain::TerrainDataNotifications::HeightData);
}
void TerrainHeightGradientListComponent::RefreshMinMaxHeights()
{
// Get the height range of our height provider based on the shape component.
LmbrCentral::ShapeComponentRequestsBus::EventResult(m_cachedShapeBounds, GetEntityId(), &LmbrCentral::ShapeComponentRequestsBus::Events::GetEncompassingAabb);
// Get the height range of the entire world
m_cachedHeightQueryResolution = 1.0f;
AzFramework::Terrain::TerrainDataRequestBus::BroadcastResult(
m_cachedHeightQueryResolution, &AzFramework::Terrain::TerrainDataRequestBus::Events::GetTerrainHeightQueryResolution);
AZ::Aabb worldBounds = AZ::Aabb::CreateNull();
AzFramework::Terrain::TerrainDataRequestBus::BroadcastResult(
worldBounds, &AzFramework::Terrain::TerrainDataRequestBus::Events::GetTerrainAabb);
// Save off the min/max heights so that we don't have to re-query them on every single height query.
m_cachedMinWorldHeight = worldBounds.GetMin().GetZ();
m_cachedMaxWorldHeight = worldBounds.GetMax().GetZ();
}
void TerrainHeightGradientListComponent::OnTerrainDataChanged(
[[maybe_unused]] const AZ::Aabb& dirtyRegion, TerrainDataChangedMask dataChangedMask)
{
if (dataChangedMask & TerrainDataChangedMask::Settings)
{
// If the terrain system settings changed, it's possible that the world bounds have changed, which can affect our height data.
// Refresh the min/max heights and notify that the height data for this area needs to be refreshed.
OnCompositionChanged();
}
}
}