You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
139 lines
6.2 KiB
C++
139 lines
6.2 KiB
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
|
|
*
|
|
*/
|
|
|
|
#pragma once
|
|
|
|
#include <AzCore/Asset/AssetCommon.h>
|
|
#include <AzCore/Component/Component.h>
|
|
#include <AzCore/Math/Vector3.h>
|
|
#include <AzFramework/Entity/EntityDebugDisplayBus.h>
|
|
#include <AzFramework/Terrain/TerrainDataRequestBus.h>
|
|
#include <AzFramework/Visibility/BoundsBus.h>
|
|
#include <TerrainSystem/TerrainSystem.h>
|
|
|
|
namespace LmbrCentral
|
|
{
|
|
template<typename, typename>
|
|
class EditorWrappedComponentBase;
|
|
}
|
|
|
|
namespace Terrain
|
|
{
|
|
class TerrainWorldDebuggerConfig
|
|
: public AZ::ComponentConfig
|
|
{
|
|
public:
|
|
AZ_CLASS_ALLOCATOR(TerrainWorldDebuggerConfig, AZ::SystemAllocator, 0);
|
|
AZ_RTTI(TerrainWorldDebuggerConfig, "{92686FA9-2C0B-47F1-8E2D-F2F302CDE5AA}", AZ::ComponentConfig);
|
|
static void Reflect(AZ::ReflectContext* context);
|
|
|
|
bool m_drawWireframe{ true };
|
|
bool m_drawWorldBounds{ true };
|
|
};
|
|
|
|
|
|
class TerrainWorldDebuggerComponent
|
|
: public AZ::Component
|
|
, private AzFramework::EntityDebugDisplayEventBus::Handler
|
|
, private AzFramework::BoundsRequestBus::Handler
|
|
, private AzFramework::Terrain::TerrainDataNotificationBus::Handler
|
|
{
|
|
public:
|
|
template<typename, typename>
|
|
friend class LmbrCentral::EditorWrappedComponentBase;
|
|
AZ_COMPONENT(TerrainWorldDebuggerComponent, "{ECA1F4CB-5395-41FD-B6ED-FFD2C80096E2}");
|
|
static void GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& services);
|
|
static void GetIncompatibleServices(AZ::ComponentDescriptor::DependencyArrayType& services);
|
|
static void GetRequiredServices(AZ::ComponentDescriptor::DependencyArrayType& services);
|
|
static void Reflect(AZ::ReflectContext* context);
|
|
|
|
TerrainWorldDebuggerComponent(const TerrainWorldDebuggerConfig& configuration);
|
|
TerrainWorldDebuggerComponent() = default;
|
|
~TerrainWorldDebuggerComponent() override;
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
// AZ::Component interface implementation
|
|
void Activate() override;
|
|
void Deactivate() override;
|
|
bool ReadInConfig(const AZ::ComponentConfig* baseConfig) override;
|
|
bool WriteOutConfig(AZ::ComponentConfig* outBaseConfig) const override;
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
// EntityDebugDisplayEventBus
|
|
|
|
// Ideally this would use ViewportDebugDisplayEventBus::DisplayViewport, but that doesn't currently work in game mode,
|
|
// so instead we use this plus the BoundsRequestBus with a large AABB to get ourselves rendered.
|
|
void DisplayEntityViewport(
|
|
const AzFramework::ViewportInfo& viewportInfo, AzFramework::DebugDisplayRequests& debugDisplay) override;
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
// BoundsRequestBus
|
|
AZ::Aabb GetWorldBounds() override;
|
|
AZ::Aabb GetLocalBounds() override;
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
// AzFramework::Terrain::TerrainDataNotificationBus
|
|
void OnTerrainDataChanged(const AZ::Aabb& dirtyRegion, TerrainDataChangedMask dataChangedMask) override;
|
|
|
|
private:
|
|
|
|
TerrainWorldDebuggerConfig m_configuration;
|
|
|
|
// Cache our debug wireframe representation in "sectors" of data so that we can easily control how far out we draw
|
|
// the wireframe representation in each direction.
|
|
struct WireframeSector
|
|
{
|
|
WireframeSector() = default;
|
|
~WireframeSector() = default;
|
|
WireframeSector(const WireframeSector& other);
|
|
WireframeSector(WireframeSector&& other);
|
|
WireframeSector& operator=(const WireframeSector& other);
|
|
WireframeSector& operator=(WireframeSector&& other);
|
|
|
|
void Reset();
|
|
|
|
// This should only be called within the scope of a lock on m_sectorStateMutex.
|
|
void SetDirty();
|
|
|
|
AZStd::shared_ptr<AzFramework::Terrain::TerrainDataRequests::TerrainJobContext> m_jobContext;
|
|
AZStd::unique_ptr<AZStd::semaphore> m_jobCompletionEvent;
|
|
AZStd::recursive_mutex m_sectorStateMutex;
|
|
AZ::Aabb m_aabb{ AZ::Aabb::CreateNull() };
|
|
AZStd::vector<AZ::Vector3> m_lineVertices;
|
|
AZStd::vector<float> m_rowHeights;
|
|
float m_previousHeight = 0.0f;
|
|
bool m_isDirty{ true };
|
|
};
|
|
|
|
void RebuildSectorWireframe(WireframeSector& sector, float gridResolution);
|
|
void MarkDirtySectors(const AZ::Aabb& dirtyRegion);
|
|
void DrawWorldBounds(AzFramework::DebugDisplayRequests& debugDisplay);
|
|
void DrawWireframe(const AzFramework::ViewportInfo& viewportInfo, AzFramework::DebugDisplayRequests& debugDisplay);
|
|
|
|
// Each sector contains an N x N grid of squares that it will draw. Since this is a count of the number of terrain grid points
|
|
// in each direction, the actual world size will depend on the terrain grid resolution in each direction.
|
|
static constexpr int32_t SectorSizeInGridPoints = 10;
|
|
|
|
// For each grid point we will draw half a square ( _| ), so we need 4 vertices for the two lines.
|
|
static constexpr int32_t VerticesPerGridPoint = 4;
|
|
|
|
// Pre-calculate the total number of vertices per sector (N x N grid points, with 4 vertices per grid point)
|
|
static constexpr int32_t VerticesPerSector = (SectorSizeInGridPoints * SectorSizeInGridPoints) * VerticesPerGridPoint;
|
|
|
|
// AuxGeom has limits to the number of lines it can draw in a frame, so we'll cap how many total sectors to draw.
|
|
static constexpr int32_t MaxVerticesToDraw = 500000;
|
|
static constexpr int32_t MaxSectorsToDraw = MaxVerticesToDraw / VerticesPerSector;
|
|
|
|
// Structure to keep track of all our current wireframe sectors, so that we don't have to recalculate them every frame.
|
|
AZStd::vector<WireframeSector> m_wireframeSectors;
|
|
|
|
// The size in sectors of our wireframe grid in each direction (i.e. a 5 x 5 sector grid has a sectorGridSize of 5)
|
|
int32_t m_sectorGridSize{ 0 };
|
|
};
|
|
}
|