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o3de/Gems/Terrain/Code/Tests/TerrainSystemTest.cpp

1063 lines
54 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
*
*/
#include <AzCore/Component/ComponentApplication.h>
#include <AzCore/Memory/MemoryComponent.h>
#include <AzTest/AzTest.h>
#include <TerrainSystem/TerrainSystem.h>
#include <Components/TerrainLayerSpawnerComponent.h>
#include <GradientSignal/Ebuses/MockGradientRequestBus.h>
#include <Tests/Mocks/Terrain/MockTerrainDataRequestBus.h>
#include <Terrain/MockTerrainAreaSurfaceRequestBus.h>
#include <Terrain/MockTerrain.h>
#include <MockAxisAlignedBoxShapeComponent.h>
using ::testing::AtLeast;
using ::testing::FloatNear;
using ::testing::FloatEq;
using ::testing::IsFalse;
using ::testing::Ne;
using ::testing::NiceMock;
using ::testing::Return;
using ::testing::SetArgReferee;
namespace UnitTest
{
class TerrainSystemTest : public ::testing::Test
{
protected:
// Defines a structure for defining both an XY position and the expected height for that position.
struct HeightTestPoint
{
AZ::Vector2 m_testLocation = AZ::Vector2::CreateZero();
float m_expectedHeight = 0.0f;
};
struct NormalTestPoint
{
AZ::Vector2 m_testLocation = AZ::Vector2::CreateZero();
AZ::Vector3 m_expectedNormal = AZ::Vector3::CreateZero();
};
struct HeightTestRegionPoints
{
size_t m_xIndex;
size_t m_yIndex;
float m_expectedHeight;
AZ::Vector2 m_testLocation = AZ::Vector2::CreateZero();
};
struct NormalTestRegionPoints
{
size_t m_xIndex;
size_t m_yIndex;
AZ::Vector3 m_expectedNormal = AZ::Vector3::CreateZero();
AZ::Vector2 m_testLocation = AZ::Vector2::CreateZero();
};
AZ::ComponentApplication m_app;
AZStd::unique_ptr<NiceMock<UnitTest::MockBoxShapeComponentRequests>> m_boxShapeRequests;
AZStd::unique_ptr<NiceMock<UnitTest::MockShapeComponentRequests>> m_shapeRequests;
AZStd::unique_ptr<NiceMock<UnitTest::MockTerrainAreaHeightRequests>> m_terrainAreaHeightRequests;
AZStd::unique_ptr<NiceMock<UnitTest::MockTerrainAreaSurfaceRequestBus>> m_terrainAreaSurfaceRequests;
void SetUp() override
{
AZ::ComponentApplication::Descriptor appDesc;
appDesc.m_memoryBlocksByteSize = 20 * 1024 * 1024;
appDesc.m_recordingMode = AZ::Debug::AllocationRecords::RECORD_NO_RECORDS;
appDesc.m_stackRecordLevels = 20;
m_app.Create(appDesc);
}
void TearDown() override
{
m_boxShapeRequests.reset();
m_shapeRequests.reset();
m_terrainAreaHeightRequests.reset();
m_terrainAreaSurfaceRequests.reset();
m_app.Destroy();
}
AZStd::unique_ptr<AZ::Entity> CreateEntity()
{
return AZStd::make_unique<AZ::Entity>();
}
void ActivateEntity(AZ::Entity* entity)
{
entity->Init();
EXPECT_EQ(AZ::Entity::State::Init, entity->GetState());
entity->Activate();
EXPECT_EQ(AZ::Entity::State::Active, entity->GetState());
}
template<typename Component, typename Configuration>
AZ::Component* CreateComponent(AZ::Entity* entity, const Configuration& config)
{
m_app.RegisterComponentDescriptor(Component::CreateDescriptor());
return entity->CreateComponent<Component>(config);
}
template<typename Component>
AZ::Component* CreateComponent(AZ::Entity* entity)
{
m_app.RegisterComponentDescriptor(Component::CreateDescriptor());
return entity->CreateComponent<Component>();
}
// Create a terrain system with reasonable defaults for testing, but with the ability to override the defaults
// on a test-by-test basis.
AZStd::unique_ptr<Terrain::TerrainSystem> CreateAndActivateTerrainSystem(
float queryResolution = 1.0f,
AZ::Aabb worldBounds = AZ::Aabb::CreateFromMinMax(AZ::Vector3(-128.0f), AZ::Vector3(128.0f)))
{
// Create the terrain system and give it one tick to fully initialize itself.
auto terrainSystem = AZStd::make_unique<Terrain::TerrainSystem>();
terrainSystem->SetTerrainAabb(worldBounds);
terrainSystem->SetTerrainHeightQueryResolution(queryResolution);
terrainSystem->Activate();
AZ::TickBus::Broadcast(&AZ::TickBus::Events::OnTick, 0.f, AZ::ScriptTimePoint{});
return terrainSystem;
}
AZStd::unique_ptr<AZ::Entity> CreateAndActivateMockTerrainLayerSpawner(
const AZ::Aabb& spawnerBox, const AZStd::function<void(AZ::Vector3& position, bool& terrainExists)>& mockHeights)
{
// Create the base entity with a mock box shape, Terrain Layer Spawner, and height provider.
auto entity = CreateEntity();
CreateComponent<UnitTest::MockAxisAlignedBoxShapeComponent>(entity.get());
CreateComponent<Terrain::TerrainLayerSpawnerComponent>(entity.get());
m_boxShapeRequests = AZStd::make_unique<NiceMock<UnitTest::MockBoxShapeComponentRequests>>(entity->GetId());
m_shapeRequests = AZStd::make_unique<NiceMock<UnitTest::MockShapeComponentRequests>>(entity->GetId());
// Set up the box shape to return whatever spawnerBox was passed in.
ON_CALL(*m_shapeRequests, GetEncompassingAabb).WillByDefault(Return(spawnerBox));
// Set up a mock height provider to use the passed-in mock height function to generate a height.
m_terrainAreaHeightRequests = AZStd::make_unique<NiceMock<UnitTest::MockTerrainAreaHeightRequests>>(entity->GetId());
ON_CALL(*m_terrainAreaHeightRequests, GetHeight)
.WillByDefault(
[mockHeights](const AZ::Vector3& inPosition, AZ::Vector3& outPosition, bool& terrainExists)
{
// By default, set the outPosition to the input position and terrain to always exist.
outPosition = inPosition;
terrainExists = true;
// Let the test function modify these values based on the needs of the specific test.
mockHeights(outPosition, terrainExists);
});
ON_CALL(*m_terrainAreaHeightRequests, GetHeights)
.WillByDefault(
[mockHeights](AZStd::span<AZ::Vector3> inOutPositionList, AZStd::span<bool> terrainExistsList)
{
for (int i = 0; i < inOutPositionList.size(); i++)
{
mockHeights(inOutPositionList[i], terrainExistsList[i]);
}
});
ActivateEntity(entity.get());
return entity;
}
void SetupSurfaceWeightMocks(AZ::Entity* entity, AzFramework::SurfaceData::SurfaceTagWeightList& expectedTags)
{
const SurfaceData::SurfaceTag tag1 = SurfaceData::SurfaceTag("tag1");
const SurfaceData::SurfaceTag tag2 = SurfaceData::SurfaceTag("tag2");
const SurfaceData::SurfaceTag tag3 = SurfaceData::SurfaceTag("tag3");
AzFramework::SurfaceData::SurfaceTagWeight tagWeight1;
tagWeight1.m_surfaceType = tag1;
tagWeight1.m_weight = 1.0f;
expectedTags.push_back(tagWeight1);
AzFramework::SurfaceData::SurfaceTagWeight tagWeight2;
tagWeight2.m_surfaceType = tag2;
tagWeight2.m_weight = 0.7f;
expectedTags.push_back(tagWeight2);
AzFramework::SurfaceData::SurfaceTagWeight tagWeight3;
tagWeight3.m_surfaceType = tag3;
tagWeight3.m_weight = 0.3f;
expectedTags.push_back(tagWeight3);
auto mockGetSurfaceWeights = [tagWeight1, tagWeight2, tagWeight3](
const AZ::Vector3& position,
AzFramework::SurfaceData::SurfaceTagWeightList& surfaceWeights)
{
surfaceWeights.clear();
float absYPos = fabsf(position.GetY());
if (absYPos < 1.0f)
{
surfaceWeights.push_back(tagWeight1);
}
else if(absYPos < 2.0f)
{
surfaceWeights.push_back(tagWeight2);
}
else
{
surfaceWeights.push_back(tagWeight3);
}
};
m_terrainAreaSurfaceRequests = AZStd::make_unique<NiceMock<UnitTest::MockTerrainAreaSurfaceRequestBus>>(entity->GetId());
ON_CALL(*m_terrainAreaSurfaceRequests, GetSurfaceWeights).WillByDefault(mockGetSurfaceWeights);
ON_CALL(*m_terrainAreaSurfaceRequests, GetSurfaceWeightsFromList).WillByDefault(
[mockGetSurfaceWeights](
AZStd::span<const AZ::Vector3> inPositionList,
AZStd::span<AzFramework::SurfaceData::SurfaceTagWeightList> outSurfaceWeightsList)
{
for (size_t i = 0; i < inPositionList.size(); i++)
{
mockGetSurfaceWeights(inPositionList[i], outSurfaceWeightsList[i]);
}
}
);
}
};
TEST_F(TerrainSystemTest, TrivialCreateDestroy)
{
// Trivially verify that the terrain system can successfully be constructed and destructed without errors.
auto terrainSystem = AZStd::make_unique<Terrain::TerrainSystem>();
}
TEST_F(TerrainSystemTest, TrivialActivateDeactivate)
{
// Verify that the terrain system can be activated and deactivated without errors.
auto terrainSystem = AZStd::make_unique<Terrain::TerrainSystem>();
terrainSystem->Activate();
terrainSystem->Deactivate();
}
TEST_F(TerrainSystemTest, CreateEventsCalledOnActivation)
{
// Verify that when the terrain system is activated, the OnTerrainDataCreate* ebus notifications are generated.
NiceMock<UnitTest::MockTerrainDataNotificationListener> mockTerrainListener;
EXPECT_CALL(mockTerrainListener, OnTerrainDataCreateBegin()).Times(AtLeast(1));
EXPECT_CALL(mockTerrainListener, OnTerrainDataCreateEnd()).Times(AtLeast(1));
auto terrainSystem = AZStd::make_unique<Terrain::TerrainSystem>();
terrainSystem->Activate();
}
TEST_F(TerrainSystemTest, DestroyEventsCalledOnDeactivation)
{
// Verify that when the terrain system is deactivated, the OnTerrainDataDestroy* ebus notifications are generated.
NiceMock<UnitTest::MockTerrainDataNotificationListener> mockTerrainListener;
EXPECT_CALL(mockTerrainListener, OnTerrainDataDestroyBegin()).Times(AtLeast(1));
EXPECT_CALL(mockTerrainListener, OnTerrainDataDestroyEnd()).Times(AtLeast(1));
auto terrainSystem = AZStd::make_unique<Terrain::TerrainSystem>();
terrainSystem->Activate();
terrainSystem->Deactivate();
}
TEST_F(TerrainSystemTest, TerrainDoesNotExistWhenNoTerrainLayerSpawnersAreRegistered)
{
// For the terrain system, terrain should only exist where terrain layer spawners are present.
// Verify that in the active terrain system, if there are no terrain layer spawners, any arbitrary point
// will return false for terrainExists, returns a height equal to the min world bounds of the terrain system, and returns
// a normal facing up the Z axis.
// Create and activate the terrain system with our testing defaults for world bounds and query resolution.
auto terrainSystem = CreateAndActivateTerrainSystem();
AZ::Aabb worldBounds = terrainSystem->GetTerrainAabb();
// Loop through several points within the world bounds, including on the edges, and verify that they all return false for
// terrainExists with default heights and normals.
for (float y = worldBounds.GetMin().GetY(); y <= worldBounds.GetMax().GetY(); y += (worldBounds.GetExtents().GetY() / 4.0f))
{
for (float x = worldBounds.GetMin().GetX(); x <= worldBounds.GetMax().GetX(); x += (worldBounds.GetExtents().GetX() / 4.0f))
{
AZ::Vector3 position(x, y, 0.0f);
bool terrainExists = true;
float height =
terrainSystem->GetHeight(position, AzFramework::Terrain::TerrainDataRequests::Sampler::EXACT, &terrainExists);
EXPECT_FALSE(terrainExists);
EXPECT_FLOAT_EQ(height, worldBounds.GetMin().GetZ());
terrainExists = true;
AZ::Vector3 normal =
terrainSystem->GetNormal(position, AzFramework::Terrain::TerrainDataRequests::Sampler::EXACT, &terrainExists);
EXPECT_FALSE(terrainExists);
EXPECT_EQ(normal, AZ::Vector3::CreateAxisZ());
bool isHole = terrainSystem->GetIsHoleFromFloats(
position.GetX(), position.GetY(), AzFramework::Terrain::TerrainDataRequests::Sampler::EXACT);
EXPECT_TRUE(isHole);
}
}
}
TEST_F(TerrainSystemTest, TerrainExistsOnlyWithinTerrainLayerSpawnerBounds)
{
// Verify that the presence of a TerrainLayerSpawner causes terrain to exist in (and *only* in) the box where the
// TerrainLayerSpawner is defined.
// The terrain system should only query Heights from the TerrainAreaHeightRequest bus within the
// TerrainLayerSpawner region, and so those values should only get returned from GetHeight for queries inside that region.
// Create a mock terrain layer spawner that uses a box of (0,0,5) - (10,10,15) and always returns a height of 5.
constexpr float spawnerHeight = 5.0f;
const AZ::Aabb spawnerBox = AZ::Aabb::CreateFromMinMaxValues(0.0f, 0.0f, 5.0f, 10.0f, 10.0f, 15.0f);
auto entity = CreateAndActivateMockTerrainLayerSpawner(
spawnerBox,
[](AZ::Vector3& position, bool& terrainExists)
{
position.SetZ(spawnerHeight);
terrainExists = true;
});
// Verify that terrain exists within the layer spawner bounds, and doesn't exist outside of it.
// Create and activate the terrain system with our testing defaults for world bounds and query resolution.
auto terrainSystem = CreateAndActivateTerrainSystem();
// Create a box that's twice as big as the layer spawner box. Loop through it and verify that points within the layer box contain
// terrain and the expected height & normal values, and points outside the layer box don't contain terrain.
const AZ::Aabb encompassingBox = AZ::Aabb::CreateFromMinMax(
spawnerBox.GetMin() - (spawnerBox.GetExtents() / 2.0f), spawnerBox.GetMax() + (spawnerBox.GetExtents() / 2.0f));
for (float y = encompassingBox.GetMin().GetY(); y < encompassingBox.GetMax().GetY(); y += 1.0f)
{
for (float x = encompassingBox.GetMin().GetX(); x < encompassingBox.GetMax().GetX(); x += 1.0f)
{
AZ::Vector3 position(x, y, 0.0f);
bool heightQueryTerrainExists = false;
float height = terrainSystem->GetHeight(
position, AzFramework::Terrain::TerrainDataRequests::Sampler::EXACT, &heightQueryTerrainExists);
bool isHole = terrainSystem->GetIsHoleFromFloats(
position.GetX(), position.GetY(), AzFramework::Terrain::TerrainDataRequests::Sampler::EXACT);
if (spawnerBox.Contains(AZ::Vector3(position.GetX(), position.GetY(), spawnerBox.GetMin().GetZ())))
{
EXPECT_TRUE(heightQueryTerrainExists);
EXPECT_FALSE(isHole);
EXPECT_FLOAT_EQ(height, spawnerHeight);
}
else
{
EXPECT_FALSE(heightQueryTerrainExists);
EXPECT_TRUE(isHole);
}
}
}
}
TEST_F(TerrainSystemTest, TerrainHeightQueriesWithExactSamplersIgnoreQueryGrid)
{
// Verify that when using the "EXACT" height sampler, the returned heights come directly from the height provider at the exact
// requested location, instead of the position being quantized to the height query grid.
// Create a mock terrain layer spawner that uses a box of (0,0,5) - (10,10,15) and generates a height based on a sine wave
// using a frequency of 1m and an amplitude of 10m. i.e. Heights will range between -10 to 10 meters, but will have a value of 0
// every 0.5 meters. The sine wave value is based on the absolute X position only, for simplicity.
constexpr float amplitudeMeters = 10.0f;
constexpr float frequencyMeters = 1.0f;
const AZ::Aabb spawnerBox = AZ::Aabb::CreateFromMinMaxValues(0.0f, 0.0f, 5.0f, 10.0f, 10.0f, 15.0f);
auto entity = CreateAndActivateMockTerrainLayerSpawner(
spawnerBox,
[](AZ::Vector3& position, bool& terrainExists)
{
position.SetZ(amplitudeMeters * sin(AZ::Constants::TwoPi * (position.GetX() / frequencyMeters)));
terrainExists = true;
});
// Create and activate the terrain system with our testing defaults for world bounds, and a query resolution that exactly matches
// the frequency of our sine wave. If our height queries rely on the query resolution, we should always get a value of 0.
auto terrainSystem = CreateAndActivateTerrainSystem(frequencyMeters);
// Test an arbitrary set of points that should all produce non-zero heights with the EXACT sampler. They're not aligned with the
// query resolution, or with the 0 points on the sine wave.
const AZ::Vector2 nonZeroPoints[] = { AZ::Vector2(0.3f), AZ::Vector2(2.8f), AZ::Vector2(5.9f), AZ::Vector2(7.7f) };
for (auto& nonZeroPoint : nonZeroPoints)
{
AZ::Vector3 position(nonZeroPoint.GetX(), nonZeroPoint.GetY(), 0.0f);
bool heightQueryTerrainExists = false;
float height =
terrainSystem->GetHeight(position, AzFramework::Terrain::TerrainDataRequests::Sampler::EXACT, &heightQueryTerrainExists);
// We've chosen a bunch of places on the sine wave that should return a non-zero positive or negative value.
constexpr float epsilon = 0.0001f;
EXPECT_GT(fabsf(height), epsilon);
}
// Test an arbitrary set of points that should all produce zero heights with the EXACT sampler, since they align with 0 points on
// the sine wave, regardless of whether or not they align to the query resolution.
const AZ::Vector2 zeroPoints[] = { AZ::Vector2(0.5f), AZ::Vector2(1.0f), AZ::Vector2(5.0f), AZ::Vector2(7.5f) };
for (auto& zeroPoint : zeroPoints)
{
AZ::Vector3 position(zeroPoint.GetX(), zeroPoint.GetY(), 0.0f);
bool heightQueryTerrainExists = false;
float height =
terrainSystem->GetHeight(position, AzFramework::Terrain::TerrainDataRequests::Sampler::EXACT, &heightQueryTerrainExists);
constexpr float epsilon = 0.0001f;
EXPECT_NEAR(height, 0.0f, epsilon);
}
}
TEST_F(TerrainSystemTest, TerrainHeightQueriesWithClampSamplersUseQueryGrid)
{
// Verify that when using the "CLAMP" height sampler, the requested location is quantized to the height query grid before fetching
// the height.
// Create a mock terrain layer spawner that uses a box of (-10,-10,-5) - (10,10,15) and generates a height equal
// to the X + Y position, so if either one doesn't get clamped we'll get an unexpected result.
const AZ::Aabb spawnerBox = AZ::Aabb::CreateFromMinMaxValues(-10.0f, -10.0f, -5.0f, 10.0f, 10.0f, 15.0f);
auto entity = CreateAndActivateMockTerrainLayerSpawner(
spawnerBox,
[](AZ::Vector3& position, bool& terrainExists)
{
position.SetZ(position.GetX() + position.GetY());
terrainExists = true;
});
// Create and activate the terrain system with our testing defaults for world bounds, and a query resolution at 0.25 meter
// intervals.
const float queryResolution = 0.25f;
auto terrainSystem = CreateAndActivateTerrainSystem(queryResolution);
// Test some points and verify that the results always go "downward", whether they're in positive or negative space.
// (Z contains the the expected result for convenience).
const HeightTestPoint testPoints[] = {
{ AZ::Vector2(0.0f, 0.0f), 0.0f }, // Should return a height of 0.00 + 0.00
{ AZ::Vector2(0.3f, 0.3f), 0.5f }, // Should return a height of 0.25 + 0.25
{ AZ::Vector2(2.8f, 2.8f), 5.5f }, // Should return a height of 2.75 + 2.75
{ AZ::Vector2(5.5f, 5.5f), 11.0f }, // Should return a height of 5.50 + 5.50
{ AZ::Vector2(7.7f, 7.7f), 15.0f }, // Should return a height of 7.50 + 7.50
{ AZ::Vector2(-0.3f, -0.3f), -1.0f }, // Should return a height of -0.50 + -0.50
{ AZ::Vector2(-2.8f, -2.8f), -6.0f }, // Should return a height of -3.00 + -3.00
{ AZ::Vector2(-5.5f, -5.5f), -11.0f }, // Should return a height of -5.50 + -5.50
{ AZ::Vector2(-7.7f, -7.7f), -15.5f } // Should return a height of -7.75 + -7.75
};
for (auto& testPoint : testPoints)
{
const float expectedHeight = testPoint.m_expectedHeight;
AZ::Vector3 position(testPoint.m_testLocation.GetX(), testPoint.m_testLocation.GetY(), 0.0f);
bool heightQueryTerrainExists = false;
float height =
terrainSystem->GetHeight(position, AzFramework::Terrain::TerrainDataRequests::Sampler::CLAMP, &heightQueryTerrainExists);
constexpr float epsilon = 0.0001f;
EXPECT_NEAR(height, expectedHeight, epsilon);
}
}
TEST_F(TerrainSystemTest, TerrainHeightQueriesWithBilinearSamplersUseQueryGridToInterpolate)
{
// Verify that when using the "BILINEAR" height sampler, the heights are interpolated from points sampled from the query grid.
// Create a mock terrain layer spawner that uses a box of (-10,-10,-5) - (10,10,15) and generates a height equal
// to the X + Y position, so we'll have heights that look like this on our grid:
// 0 *---* 1
// | |
// 1 *---* 2
// However, everywhere inside the grid box, we'll generate heights much larger than X + Y. It will have no effect on exact grid
// points, but it will noticeably affect the expected height values if any points get sampled in-between grid points.
const AZ::Aabb spawnerBox = AZ::Aabb::CreateFromMinMaxValues(-10.0f, -10.0f, -5.0f, 10.0f, 10.0f, 15.0f);
const float amplitudeMeters = 10.0f;
const float frequencyMeters = 1.0f;
auto entity = CreateAndActivateMockTerrainLayerSpawner(
spawnerBox,
[amplitudeMeters, frequencyMeters](AZ::Vector3& position, bool& terrainExists)
{
// Our generated height will be X + Y.
float expectedHeight = position.GetX() + position.GetY();
// If either X or Y aren't evenly divisible by the query frequency, add a scaled value to our generated height.
// This will show up as an unexpected height "spike" if it gets used in any bilinear filter queries.
float unexpectedVariance =
amplitudeMeters * (fmodf(position.GetX(), frequencyMeters) + fmodf(position.GetY(), frequencyMeters));
position.SetZ(expectedHeight + unexpectedVariance);
terrainExists = true;
});
// Create and activate the terrain system with our testing defaults for world bounds, and a query resolution at 1 meter intervals.
auto terrainSystem = CreateAndActivateTerrainSystem(frequencyMeters);
// Test some points and verify that the results are the expected bilinear filtered result,
// whether they're in positive or negative space.
// (Z contains the the expected result for convenience).
const HeightTestPoint testPoints[] = {
// Queries directly on grid points. These should return values of X + Y.
{ AZ::Vector2(0.0f, 0.0f), 0.0f }, // Should return a height of 0 + 0
{ AZ::Vector2(1.0f, 0.0f), 1.0f }, // Should return a height of 1 + 0
{ AZ::Vector2(0.0f, 1.0f), 1.0f }, // Should return a height of 0 + 1
{ AZ::Vector2(1.0f, 1.0f), 2.0f }, // Should return a height of 1 + 1
{ AZ::Vector2(3.0f, 5.0f), 8.0f }, // Should return a height of 3 + 5
{ AZ::Vector2(-1.0f, 0.0f), -1.0f }, // Should return a height of -1 + 0
{ AZ::Vector2(0.0f, -1.0f), -1.0f }, // Should return a height of 0 + -1
{ AZ::Vector2(-1.0f, -1.0f), -2.0f }, // Should return a height of -1 + -1
{ AZ::Vector2(-3.0f, -5.0f), -8.0f }, // Should return a height of -3 + -5
// Queries that are on a grid edge (one axis on the grid, the other somewhere in-between).
// These should just be a linear interpolation of the points, so it should still be X + Y.
{ AZ::Vector2(0.25f, 0.0f), 0.25f }, // Should return a height of -0.25 + 0
{ AZ::Vector2(3.75f, 0.0f), 3.75f }, // Should return a height of -3.75 + 0
{ AZ::Vector2(0.0f, 0.25f), 0.25f }, // Should return a height of 0 + -0.25
{ AZ::Vector2(0.0f, 3.75f), 3.75f }, // Should return a height of 0 + -3.75
{ AZ::Vector2(2.0f, 3.75f), 5.75f }, // Should return a height of -2 + -3.75
{ AZ::Vector2(2.25f, 4.0f), 6.25f }, // Should return a height of -2.25 + -4
{ AZ::Vector2(-0.25f, 0.0f), -0.25f }, // Should return a height of -0.25 + 0
{ AZ::Vector2(-3.75f, 0.0f), -3.75f }, // Should return a height of -3.75 + 0
{ AZ::Vector2(0.0f, -0.25f), -0.25f }, // Should return a height of 0 + -0.25
{ AZ::Vector2(0.0f, -3.75f), -3.75f }, // Should return a height of 0 + -3.75
{ AZ::Vector2(-2.0f, -3.75f), -5.75f }, // Should return a height of -2 + -3.75
{ AZ::Vector2(-2.25f, -4.0f), -6.25f }, // Should return a height of -2.25 + -4
// Queries inside a grid square (both axes are in-between grid points)
// This is a full bilinear interpolation, but because we're using X + Y for our heights, the interpolated values
// should *still* be X + Y assuming the points were sampled correctly from the grid points.
{ AZ::Vector2(3.25f, 5.25f), 8.5f }, // Should return a height of 3.25 + 5.25
{ AZ::Vector2(7.71f, 9.74f), 17.45f }, // Should return a height of 7.71 + 9.74
{ AZ::Vector2(-3.25f, -5.25f), -8.5f }, // Should return a height of -3.25 + -5.25
{ AZ::Vector2(-7.71f, -9.74f), -17.45f }, // Should return a height of -7.71 + -9.74
};
// Loop through every test point and validate it.
for (auto& testPoint : testPoints)
{
const float expectedHeight = testPoint.m_expectedHeight;
AZ::Vector3 position(testPoint.m_testLocation.GetX(), testPoint.m_testLocation.GetY(), 0.0f);
bool heightQueryTerrainExists = false;
float height = terrainSystem->GetHeight(
position, AzFramework::Terrain::TerrainDataRequests::Sampler::BILINEAR, &heightQueryTerrainExists);
// Verify that our height query returned the bilinear filtered result we expect.
constexpr float epsilon = 0.0001f;
EXPECT_NEAR(height, expectedHeight, epsilon);
}
}
TEST_F(TerrainSystemTest, GetSurfaceWeightsReturnsAllValidSurfaceWeightsInOrder)
{
// When there is more than one surface/weight defined, they should all be returned in descending weight order.
auto terrainSystem = CreateAndActivateTerrainSystem();
const AZ::Aabb aabb = AZ::Aabb::CreateFromMinMax(AZ::Vector3::CreateZero(), AZ::Vector3::CreateOne());
auto entity = CreateAndActivateMockTerrainLayerSpawner(
aabb,
[](AZ::Vector3& position, bool& terrainExists)
{
position.SetZ(1.0f);
terrainExists = true;
});
const AZ::Crc32 tag1("tag1");
const AZ::Crc32 tag2("tag2");
const AZ::Crc32 tag3("tag3");
const float tag1Weight = 0.8f;
const float tag2Weight = 1.0f;
const float tag3Weight = 0.5f;
AzFramework::SurfaceData::SurfaceTagWeightList orderedSurfaceWeights
{
{ tag1, tag1Weight }, { tag2, tag2Weight }, { tag3, tag3Weight }
};
NiceMock<UnitTest::MockTerrainAreaSurfaceRequestBus> mockSurfaceRequests(entity->GetId());
ON_CALL(mockSurfaceRequests, GetSurfaceWeights).WillByDefault(SetArgReferee<1>(orderedSurfaceWeights));
AzFramework::SurfaceData::SurfaceTagWeightList outSurfaceWeights;
// Asking for values outside the layer spawner bounds, should result in no results.
terrainSystem->GetSurfaceWeights(aabb.GetMax() + AZ::Vector3::CreateOne(), outSurfaceWeights);
EXPECT_TRUE(outSurfaceWeights.empty());
// Inside the layer spawner box should give us all of the added surface weights.
terrainSystem->GetSurfaceWeights(aabb.GetCenter(), outSurfaceWeights);
EXPECT_EQ(outSurfaceWeights.size(), 3);
// The weights should be returned in decreasing order.
AZ::Crc32 expectedCrcList[] = { tag2, tag1, tag3 };
const float expectedWeightList[] = { tag2Weight, tag1Weight, tag3Weight };
int index = 0;
for (const auto& surfaceWeight : outSurfaceWeights)
{
EXPECT_EQ(surfaceWeight.m_surfaceType, expectedCrcList[index]);
EXPECT_NEAR(surfaceWeight.m_weight, expectedWeightList[index], 0.01f);
index++;
}
}
TEST_F(TerrainSystemTest, GetMaxSurfaceWeightsReturnsBiggestValidSurfaceWeight)
{
auto terrainSystem = CreateAndActivateTerrainSystem();
const AZ::Aabb aabb = AZ::Aabb::CreateFromMinMax(AZ::Vector3::CreateZero(), AZ::Vector3::CreateOne());
auto entity = CreateAndActivateMockTerrainLayerSpawner(
aabb,
[](AZ::Vector3& position, bool& terrainExists)
{
position.SetZ(1.0f);
terrainExists = true;
});
const AZ::Crc32 tag1("tag1");
const AZ::Crc32 tag2("tag2");
AzFramework::SurfaceData::SurfaceTagWeightList orderedSurfaceWeights;
AzFramework::SurfaceData::SurfaceTagWeight tagWeight1;
tagWeight1.m_surfaceType = tag1;
tagWeight1.m_weight = 1.0f;
orderedSurfaceWeights.emplace_back(tagWeight1);
AzFramework::SurfaceData::SurfaceTagWeight tagWeight2;
tagWeight2.m_surfaceType = tag2;
tagWeight2.m_weight = 0.8f;
orderedSurfaceWeights.emplace_back(tagWeight2);
NiceMock<UnitTest::MockTerrainAreaSurfaceRequestBus> mockSurfaceRequests(entity->GetId());
ON_CALL(mockSurfaceRequests, GetSurfaceWeights).WillByDefault(SetArgReferee<1>(orderedSurfaceWeights));
// Asking for values outside the layer spawner bounds, should result in an invalid result.
AzFramework::SurfaceData::SurfaceTagWeight tagWeight =
terrainSystem->GetMaxSurfaceWeight(aabb.GetMax() + AZ::Vector3::CreateOne());
EXPECT_EQ(tagWeight.m_surfaceType, AZ::Crc32(AzFramework::SurfaceData::Constants::s_unassignedTagName));
// Inside the layer spawner box should give us the highest weighted tag (tag1).
tagWeight = terrainSystem->GetMaxSurfaceWeight(aabb.GetCenter());
EXPECT_EQ(tagWeight.m_surfaceType, tagWeight1.m_surfaceType);
EXPECT_NEAR(tagWeight.m_weight, tagWeight1.m_weight, 0.01f);
}
TEST_F(TerrainSystemTest, TerrainProcessHeightsFromListWithBilinearSamplers)
{
// This repeats the same test as TerrainHeightQueriesWithBilinearSamplersUseQueryGridToInterpolate
// The difference is that it tests the ProcessHeightsFromList variation.
const AZ::Aabb spawnerBox = AZ::Aabb::CreateFromMinMaxValues(-10.0f, -10.0f, -5.0f, 10.0f, 10.0f, 15.0f);
const float amplitudeMeters = 10.0f;
const float frequencyMeters = 1.0f;
auto entity = CreateAndActivateMockTerrainLayerSpawner(
spawnerBox,
[amplitudeMeters, frequencyMeters](AZ::Vector3& position, bool& terrainExists)
{
// Our generated height will be X + Y.
float expectedHeight = position.GetX() + position.GetY();
// If either X or Y aren't evenly divisible by the query frequency, add a scaled value to our generated height.
// This will show up as an unexpected height "spike" if it gets used in any bilinear filter queries.
float unexpectedVariance =
amplitudeMeters * (fmodf(position.GetX(), frequencyMeters) + fmodf(position.GetY(), frequencyMeters));
position.SetZ(expectedHeight + unexpectedVariance);
terrainExists = true;
});
// Create and activate the terrain system with our testing defaults for world bounds, and a query resolution at 1 meter intervals.
auto terrainSystem = CreateAndActivateTerrainSystem(frequencyMeters);
// Test some points and verify that the results are the expected bilinear filtered result,
// whether they're in positive or negative space.
// (Z contains the the expected result for convenience).
const HeightTestPoint testPoints[] = {
// Queries directly on grid points. These should return values of X + Y.
{ AZ::Vector2(0.0f, 0.0f), 0.0f }, // Should return a height of 0 + 0
{ AZ::Vector2(1.0f, 0.0f), 1.0f }, // Should return a height of 1 + 0
{ AZ::Vector2(0.0f, 1.0f), 1.0f }, // Should return a height of 0 + 1
{ AZ::Vector2(1.0f, 1.0f), 2.0f }, // Should return a height of 1 + 1
{ AZ::Vector2(3.0f, 5.0f), 8.0f }, // Should return a height of 3 + 5
{ AZ::Vector2(-1.0f, 0.0f), -1.0f }, // Should return a height of -1 + 0
{ AZ::Vector2(0.0f, -1.0f), -1.0f }, // Should return a height of 0 + -1
{ AZ::Vector2(-1.0f, -1.0f), -2.0f }, // Should return a height of -1 + -1
{ AZ::Vector2(-3.0f, -5.0f), -8.0f }, // Should return a height of -3 + -5
// Queries that are on a grid edge (one axis on the grid, the other somewhere in-between).
// These should just be a linear interpolation of the points, so it should still be X + Y.
{ AZ::Vector2(0.25f, 0.0f), 0.25f }, // Should return a height of -0.25 + 0
{ AZ::Vector2(3.75f, 0.0f), 3.75f }, // Should return a height of -3.75 + 0
{ AZ::Vector2(0.0f, 0.25f), 0.25f }, // Should return a height of 0 + -0.25
{ AZ::Vector2(0.0f, 3.75f), 3.75f }, // Should return a height of 0 + -3.75
{ AZ::Vector2(2.0f, 3.75f), 5.75f }, // Should return a height of -2 + -3.75
{ AZ::Vector2(2.25f, 4.0f), 6.25f }, // Should return a height of -2.25 + -4
{ AZ::Vector2(-0.25f, 0.0f), -0.25f }, // Should return a height of -0.25 + 0
{ AZ::Vector2(-3.75f, 0.0f), -3.75f }, // Should return a height of -3.75 + 0
{ AZ::Vector2(0.0f, -0.25f), -0.25f }, // Should return a height of 0 + -0.25
{ AZ::Vector2(0.0f, -3.75f), -3.75f }, // Should return a height of 0 + -3.75
{ AZ::Vector2(-2.0f, -3.75f), -5.75f }, // Should return a height of -2 + -3.75
{ AZ::Vector2(-2.25f, -4.0f), -6.25f }, // Should return a height of -2.25 + -4
// Queries inside a grid square (both axes are in-between grid points)
// This is a full bilinear interpolation, but because we're using X + Y for our heights, the interpolated values
// should *still* be X + Y assuming the points were sampled correctly from the grid points.
{ AZ::Vector2(3.25f, 5.25f), 8.5f }, // Should return a height of 3.25 + 5.25
{ AZ::Vector2(7.71f, 9.74f), 17.45f }, // Should return a height of 7.71 + 9.74
{ AZ::Vector2(-3.25f, -5.25f), -8.5f }, // Should return a height of -3.25 + -5.25
{ AZ::Vector2(-7.71f, -9.74f), -17.45f }, // Should return a height of -7.71 + -9.74
};
auto perPositionCallback = [&testPoints](const AzFramework::SurfaceData::SurfacePoint& surfacePoint, [[maybe_unused]] bool terrainExists){
bool found = false;
for (auto& testPoint : testPoints)
{
if (testPoint.m_testLocation.GetX() == surfacePoint.m_position.GetX() && testPoint.m_testLocation.GetY() == surfacePoint.m_position.GetY())
{
constexpr float epsilon = 0.0001f;
EXPECT_NEAR(surfacePoint.m_position.GetZ(), testPoint.m_expectedHeight, epsilon);
found = true;
break;
}
}
EXPECT_EQ(found, true);
};
AZStd::vector<AZ::Vector3> inPositions;
for (auto& testPoint : testPoints)
{
AZ::Vector3 position(testPoint.m_testLocation.GetX(), testPoint.m_testLocation.GetY(), 0.0f);
inPositions.push_back(position);
}
terrainSystem->ProcessHeightsFromList(inPositions, perPositionCallback, AzFramework::Terrain::TerrainDataRequests::Sampler::BILINEAR);
}
TEST_F(TerrainSystemTest, TerrainProcessNormalsFromListWithBilinearSamplers)
{
// Similar to TerrainProcessHeightsFromListWithBilinearSamplers but for normals
const AZ::Aabb spawnerBox = AZ::Aabb::CreateFromMinMaxValues(-10.0f, -10.0f, -5.0f, 10.0f, 10.0f, 15.0f);
const float amplitudeMeters = 10.0f;
const float frequencyMeters = 1.0f;
auto entity = CreateAndActivateMockTerrainLayerSpawner(
spawnerBox,
[amplitudeMeters, frequencyMeters](AZ::Vector3& position, bool& terrainExists)
{
// Our generated height will be X + Y.
float expectedHeight = position.GetX() + position.GetY();
// If either X or Y aren't evenly divisible by the query frequency, add a scaled value to our generated height.
// This will show up as an unexpected height "spike" if it gets used in any bilinear filter queries.
float unexpectedVariance =
amplitudeMeters * (fmodf(position.GetX(), frequencyMeters) + fmodf(position.GetY(), frequencyMeters));
position.SetZ(expectedHeight + unexpectedVariance);
terrainExists = true;
});
// Create and activate the terrain system with our testing defaults for world bounds, and a query resolution at 1 meter intervals.
auto terrainSystem = CreateAndActivateTerrainSystem(frequencyMeters);
const NormalTestPoint testPoints[] = {
{ AZ::Vector2(0.0f, 0.0f), AZ::Vector3(-0.5773f, -0.5773f, 0.5773f) },
{ AZ::Vector2(1.0f, 0.0f), AZ::Vector3(-0.5773f, -0.5773f, 0.5773f) },
{ AZ::Vector2(0.0f, 1.0f), AZ::Vector3(-0.5773f, -0.5773f, 0.5773f) },
{ AZ::Vector2(1.0f, 1.0f), AZ::Vector3(-0.5773f, -0.5773f, 0.5773f) },
{ AZ::Vector2(3.0f, 5.0f), AZ::Vector3(-0.5773f, -0.5773f, 0.5773f) },
{ AZ::Vector2(-1.0f, 0.0f), AZ::Vector3(-0.5773f, -0.5773f, 0.5773f) },
{ AZ::Vector2(0.0f, -1.0f), AZ::Vector3(-0.5773f, -0.5773f, 0.5773f) },
{ AZ::Vector2(-1.0f, -1.0f), AZ::Vector3(-0.5773f, -0.5773f, 0.5773f) },
{ AZ::Vector2(-3.0f, -5.0f), AZ::Vector3(-0.5773f, -0.5773f, 0.5773f) },
{ AZ::Vector2(0.25f, 0.0f), AZ::Vector3(-0.5773f, -0.5773f, 0.5773f) },
{ AZ::Vector2(3.75f, 0.0f), AZ::Vector3(-0.5773f, -0.5773f, 0.5773f) },
{ AZ::Vector2(0.0f, 0.25f), AZ::Vector3(-0.5773f, -0.5773f, 0.5773f) },
{ AZ::Vector2(0.0f, 3.75f), AZ::Vector3(-0.5773f, -0.5773f, 0.5773f) },
{ AZ::Vector2(2.0f, 3.75f), AZ::Vector3(-0.5773f, -0.5773f, 0.5773f) },
{ AZ::Vector2(2.25f, 4.0f), AZ::Vector3(-0.5773f, -0.5773f, 0.5773f) },
{ AZ::Vector2(-0.25f, 0.0f), AZ::Vector3(-0.5773f, -0.5773f, 0.5773f) },
{ AZ::Vector2(-3.75f, 0.0f), AZ::Vector3(-0.5773f, -0.5773f, 0.5773f) },
{ AZ::Vector2(0.0f, -0.25f), AZ::Vector3(-0.5773f, -0.5773f, 0.5773f) },
{ AZ::Vector2(0.0f, -3.75f), AZ::Vector3(-0.5773f, -0.5773f, 0.5773f) },
{ AZ::Vector2(-2.0f, -3.75f), AZ::Vector3(-0.5773f, -0.5773f, 0.5773f) },
{ AZ::Vector2(-2.25f, -4.0f), AZ::Vector3(-0.5773f, -0.5773f, 0.5773f) },
{ AZ::Vector2(3.25f, 5.25f), AZ::Vector3(-0.5773f, -0.5773f, 0.5773f) },
{ AZ::Vector2(7.71f, 9.74f), AZ::Vector3(-0.0292f, 0.9991f, 0.0292f) },
{ AZ::Vector2(-3.25f, -5.25f), AZ::Vector3(-0.5773f, -0.5773f, 0.5773f) },
{ AZ::Vector2(-7.71f, -9.74f), AZ::Vector3(-0.0366f, -0.9986f, 0.0366f) },
};
auto perPositionCallback = [&testPoints](const AzFramework::SurfaceData::SurfacePoint& surfacePoint, [[maybe_unused]] bool terrainExists){
bool found = false;
for (auto& testPoint : testPoints)
{
if (testPoint.m_testLocation.GetX() == surfacePoint.m_position.GetX() && testPoint.m_testLocation.GetY() == surfacePoint.m_position.GetY())
{
constexpr float epsilon = 0.0001f;
EXPECT_NEAR(surfacePoint.m_normal.GetX(), testPoint.m_expectedNormal.GetX(), epsilon);
EXPECT_NEAR(surfacePoint.m_normal.GetY(), testPoint.m_expectedNormal.GetY(), epsilon);
EXPECT_NEAR(surfacePoint.m_normal.GetZ(), testPoint.m_expectedNormal.GetZ(), epsilon);
found = true;
break;
}
}
EXPECT_EQ(found, true);
};
AZStd::vector<AZ::Vector3> inPositions;
for (auto& testPoint : testPoints)
{
AZ::Vector3 position(testPoint.m_testLocation.GetX(), testPoint.m_testLocation.GetY(), 0.0f);
inPositions.push_back(position);
}
terrainSystem->ProcessNormalsFromList(inPositions, perPositionCallback, AzFramework::Terrain::TerrainDataRequests::Sampler::BILINEAR);
}
TEST_F(TerrainSystemTest, TerrainProcessHeightsFromRegionWithBilinearSamplers)
{
// This repeats the same test as TerrainHeightQueriesWithBilinearSamplersUseQueryGridToInterpolate
// The difference is that it tests the ProcessHeightsFromList variation.
const AZ::Aabb spawnerBox = AZ::Aabb::CreateFromMinMaxValues(-10.0f, -10.0f, -5.0f, 10.0f, 10.0f, 15.0f);
const float amplitudeMeters = 10.0f;
const float frequencyMeters = 1.0f;
auto entity = CreateAndActivateMockTerrainLayerSpawner(
spawnerBox,
[amplitudeMeters, frequencyMeters](AZ::Vector3& position, bool& terrainExists)
{
// Our generated height will be X + Y.
float expectedHeight = position.GetX() + position.GetY();
// If either X or Y aren't evenly divisible by the query frequency, add a scaled value to our generated height.
// This will show up as an unexpected height "spike" if it gets used in any bilinear filter queries.
float unexpectedVariance =
amplitudeMeters * (fmodf(position.GetX(), frequencyMeters) + fmodf(position.GetY(), frequencyMeters));
position.SetZ(expectedHeight + unexpectedVariance);
terrainExists = true;
});
// Create and activate the terrain system with our testing defaults for world bounds, and a query resolution at 1 meter intervals.
auto terrainSystem = CreateAndActivateTerrainSystem(frequencyMeters);
const AZ::Aabb testRegionBox = AZ::Aabb::CreateFromMinMaxValues(-1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f);
const AZ::Vector2 stepSize(1.0f);
const HeightTestRegionPoints testPoints[] = {
{ 0, 0, -2.0f, AZ::Vector2(-1.0f, -1.0f) },
{ 1, 0, -1.0f, AZ::Vector2(0.0f, -1.0f) },
{ 0, 1, -1.0f, AZ::Vector2(-1.0f, 0.0f) },
{ 1, 1, 0.0f, AZ::Vector2(0.0f, 0.0f) },
};
auto perPositionCallback = [&testPoints](size_t xIndex, size_t yIndex,
const AzFramework::SurfaceData::SurfacePoint& surfacePoint, [[maybe_unused]] bool terrainExists)
{
bool found = false;
for (auto& testPoint : testPoints)
{
if (testPoint.m_xIndex == xIndex && testPoint.m_yIndex == yIndex
&& testPoint.m_testLocation.GetX() == surfacePoint.m_position.GetX()
&& testPoint.m_testLocation.GetY() == surfacePoint.m_position.GetY())
{
constexpr float epsilon = 0.0001f;
EXPECT_NEAR(surfacePoint.m_position.GetZ(), testPoint.m_expectedHeight, epsilon);
found = true;
break;
}
}
EXPECT_EQ(found, true);
};
terrainSystem->ProcessHeightsFromRegion(testRegionBox, stepSize, perPositionCallback, AzFramework::Terrain::TerrainDataRequests::Sampler::BILINEAR);
}
TEST_F(TerrainSystemTest, TerrainProcessNormalsFromRegionWithBilinearSamplers)
{
// This repeats the same test as TerrainHeightQueriesWithBilinearSamplersUseQueryGridToInterpolate
// The difference is that it tests the ProcessHeightsFromList variation.
const AZ::Aabb spawnerBox = AZ::Aabb::CreateFromMinMaxValues(-10.0f, -10.0f, -5.0f, 10.0f, 10.0f, 15.0f);
const float amplitudeMeters = 10.0f;
const float frequencyMeters = 1.0f;
auto entity = CreateAndActivateMockTerrainLayerSpawner(
spawnerBox,
[amplitudeMeters, frequencyMeters](AZ::Vector3& position, bool& terrainExists)
{
// Our generated height will be X + Y.
float expectedHeight = position.GetX() + position.GetY();
// If either X or Y aren't evenly divisible by the query frequency, add a scaled value to our generated height.
// This will show up as an unexpected height "spike" if it gets used in any bilinear filter queries.
float unexpectedVariance =
amplitudeMeters * (fmodf(position.GetX(), frequencyMeters) + fmodf(position.GetY(), frequencyMeters));
position.SetZ(expectedHeight + unexpectedVariance);
terrainExists = true;
});
// Create and activate the terrain system with our testing defaults for world bounds, and a query resolution at 1 meter intervals.
auto terrainSystem = CreateAndActivateTerrainSystem(frequencyMeters);
const AZ::Aabb testRegionBox = AZ::Aabb::CreateFromMinMaxValues(-1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f);
const AZ::Vector2 stepSize(1.0f);
const NormalTestRegionPoints testPoints[] = {
{ 0, 0, AZ::Vector3(-0.5773f, -0.5773f, 0.5773f), AZ::Vector2(-1.0f, -1.0f) },
{ 1, 0, AZ::Vector3(-0.5773f, -0.5773f, 0.5773f), AZ::Vector2(0.0f, -1.0f) },
{ 0, 1, AZ::Vector3(-0.5773f, -0.5773f, 0.5773f), AZ::Vector2(-1.0f, 0.0f) },
{ 1, 1, AZ::Vector3(-0.5773f, -0.5773f, 0.5773f), AZ::Vector2(0.0f, 0.0f) },
};
auto perPositionCallback = [&testPoints](size_t xIndex, size_t yIndex,
const AzFramework::SurfaceData::SurfacePoint& surfacePoint, [[maybe_unused]] bool terrainExists)
{
bool found = false;
for (auto& testPoint : testPoints)
{
if (testPoint.m_xIndex == xIndex && testPoint.m_yIndex == yIndex
&& testPoint.m_testLocation.GetX() == surfacePoint.m_position.GetX()
&& testPoint.m_testLocation.GetY() == surfacePoint.m_position.GetY())
{
constexpr float epsilon = 0.0001f;
EXPECT_NEAR(surfacePoint.m_normal.GetX(), testPoint.m_expectedNormal.GetX(), epsilon);
EXPECT_NEAR(surfacePoint.m_normal.GetY(), testPoint.m_expectedNormal.GetY(), epsilon);
EXPECT_NEAR(surfacePoint.m_normal.GetZ(), testPoint.m_expectedNormal.GetZ(), epsilon);
found = true;
break;
}
}
EXPECT_EQ(found, true);
};
terrainSystem->ProcessNormalsFromRegion(testRegionBox, stepSize, perPositionCallback, AzFramework::Terrain::TerrainDataRequests::Sampler::BILINEAR);
}
TEST_F(TerrainSystemTest, TerrainProcessSurfaceWeightsFromRegion)
{
const AZ::Aabb spawnerBox = AZ::Aabb::CreateFromMinMaxValues(-10.0f, -10.0f, -5.0f, 10.0f, 10.0f, 15.0f);
auto entity = CreateAndActivateMockTerrainLayerSpawner(
spawnerBox,
[](AZ::Vector3& position, bool& terrainExists)
{
position.SetZ(1.0f);
terrainExists = true;
});
// Create and activate the terrain system with our testing defaults for world bounds, and a query resolution at 1 meter intervals.
const float queryResolution = 1.0f;
auto terrainSystem = CreateAndActivateTerrainSystem(queryResolution);
const AZ::Aabb testRegionBox = AZ::Aabb::CreateFromMinMaxValues(-3.0f, -3.0f, -1.0f, 3.0f, 3.0f, 1.0f);
const AZ::Vector2 stepSize(1.0f);
AzFramework::SurfaceData::SurfaceTagWeightList expectedTags;
SetupSurfaceWeightMocks(entity.get(), expectedTags);
auto perPositionCallback = [&expectedTags]([[maybe_unused]] size_t xIndex, [[maybe_unused]] size_t yIndex,
const AzFramework::SurfaceData::SurfacePoint& surfacePoint, [[maybe_unused]] bool terrainExists)
{
constexpr float epsilon = 0.0001f;
float absYPos = fabsf(surfacePoint.m_position.GetY());
if (absYPos < 1.0f)
{
EXPECT_EQ(surfacePoint.m_surfaceTags[0].m_surfaceType, expectedTags[0].m_surfaceType);
EXPECT_NEAR(surfacePoint.m_surfaceTags[0].m_weight, expectedTags[0].m_weight, epsilon);
}
else if(absYPos < 2.0f)
{
EXPECT_EQ(surfacePoint.m_surfaceTags[0].m_surfaceType, expectedTags[1].m_surfaceType);
EXPECT_NEAR(surfacePoint.m_surfaceTags[0].m_weight, expectedTags[1].m_weight, epsilon);
}
else
{
EXPECT_EQ(surfacePoint.m_surfaceTags[0].m_surfaceType, expectedTags[2].m_surfaceType);
EXPECT_NEAR(surfacePoint.m_surfaceTags[0].m_weight, expectedTags[2].m_weight, epsilon);
}
};
terrainSystem->ProcessSurfaceWeightsFromRegion(testRegionBox, stepSize, perPositionCallback, AzFramework::Terrain::TerrainDataRequests::Sampler::BILINEAR);
}
TEST_F(TerrainSystemTest, TerrainProcessSurfacePointsFromRegion)
{
const AZ::Aabb spawnerBox = AZ::Aabb::CreateFromMinMaxValues(-10.0f, -10.0f, -5.0f, 10.0f, 10.0f, 15.0f);
auto entity = CreateAndActivateMockTerrainLayerSpawner(
spawnerBox,
[](AZ::Vector3& position, bool& terrainExists)
{
position.SetZ(position.GetX() + position.GetY());
terrainExists = true;
});
// Create and activate the terrain system with our testing defaults for world bounds, and a query resolution at 1 meter intervals.
const float queryResolution = 1.0f;
auto terrainSystem = CreateAndActivateTerrainSystem(queryResolution);
const AZ::Aabb testRegionBox = AZ::Aabb::CreateFromMinMaxValues(-3.0f, -3.0f, -1.0f, 3.0f, 3.0f, 1.0f);
const AZ::Vector2 stepSize(1.0f);
AzFramework::SurfaceData::SurfaceTagWeightList expectedTags;
SetupSurfaceWeightMocks(entity.get(), expectedTags);
auto perPositionCallback = [&expectedTags]([[maybe_unused]] size_t xIndex, [[maybe_unused]] size_t yIndex,
const AzFramework::SurfaceData::SurfacePoint& surfacePoint, [[maybe_unused]] bool terrainExists)
{
constexpr float epsilon = 0.0001f;
float expectedHeight = surfacePoint.m_position.GetX() + surfacePoint.m_position.GetY();
EXPECT_NEAR(surfacePoint.m_position.GetZ(), expectedHeight, epsilon);
float absYPos = fabsf(surfacePoint.m_position.GetY());
if (absYPos < 1.0f)
{
EXPECT_EQ(surfacePoint.m_surfaceTags[0].m_surfaceType, expectedTags[0].m_surfaceType);
EXPECT_NEAR(surfacePoint.m_surfaceTags[0].m_weight, expectedTags[0].m_weight, epsilon);
}
else if(absYPos < 2.0f)
{
EXPECT_EQ(surfacePoint.m_surfaceTags[0].m_surfaceType, expectedTags[1].m_surfaceType);
EXPECT_NEAR(surfacePoint.m_surfaceTags[0].m_weight, expectedTags[1].m_weight, epsilon);
}
else
{
EXPECT_EQ(surfacePoint.m_surfaceTags[0].m_surfaceType, expectedTags[2].m_surfaceType);
EXPECT_NEAR(surfacePoint.m_surfaceTags[0].m_weight, expectedTags[2].m_weight, epsilon);
}
};
terrainSystem->ProcessSurfacePointsFromRegion(testRegionBox, stepSize, perPositionCallback, AzFramework::Terrain::TerrainDataRequests::Sampler::EXACT);
}
} // namespace UnitTest