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

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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
*
*/
#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 };
};
}