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

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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/TerrainPhysicsColliderComponent.h>
#include <AzCore/Asset/AssetManagerBus.h>
#include <AzCore/Component/Entity.h>
#include <AzCore/Component/TransformBus.h>
#include <AzCore/Casting/lossy_cast.h>
#include <AzCore/RTTI/BehaviorContext.h>
#include <AzCore/Serialization/EditContext.h>
#include <AzCore/Serialization/SerializeContext.h>
#include <AzFramework/Terrain/TerrainDataRequestBus.h>
namespace Terrain
{
void TerrainPhysicsColliderConfig::Reflect(AZ::ReflectContext* context)
{
if (auto serialize = azrtti_cast<AZ::SerializeContext*>(context))
{
serialize->Class<TerrainPhysicsColliderConfig, AZ::ComponentConfig>()
->Version(1)
;
if (auto edit = serialize->GetEditContext())
{
edit->Class<TerrainPhysicsColliderConfig>(
"Terrain Physics Collider Component",
"Provides terrain data to a physics collider with configurable surface mappings.")
->ClassElement(AZ::Edit::ClassElements::EditorData, "")
->Attribute(AZ::Edit::Attributes::Visibility, AZ::Edit::PropertyVisibility::ShowChildrenOnly)
->Attribute(AZ::Edit::Attributes::AutoExpand, true);
}
}
}
void TerrainPhysicsColliderComponent::GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& services)
{
services.push_back(AZ_CRC_CE("PhysicsHeightfieldProviderService"));
}
void TerrainPhysicsColliderComponent::GetIncompatibleServices(AZ::ComponentDescriptor::DependencyArrayType& services)
{
services.push_back(AZ_CRC_CE("PhysicsHeightfieldProviderService"));
}
void TerrainPhysicsColliderComponent::GetRequiredServices(AZ::ComponentDescriptor::DependencyArrayType& services)
{
services.push_back(AZ_CRC_CE("AxisAlignedBoxShapeService"));
}
void TerrainPhysicsColliderComponent::Reflect(AZ::ReflectContext* context)
{
TerrainPhysicsColliderConfig::Reflect(context);
if (auto serialize = azrtti_cast<AZ::SerializeContext*>(context))
{
serialize->Class<TerrainPhysicsColliderComponent, AZ::Component>()
->Version(0)
->Field("Configuration", &TerrainPhysicsColliderComponent::m_configuration)
;
}
}
TerrainPhysicsColliderComponent::TerrainPhysicsColliderComponent(const TerrainPhysicsColliderConfig& configuration)
: m_configuration(configuration)
{
}
TerrainPhysicsColliderComponent::TerrainPhysicsColliderComponent()
{
}
void TerrainPhysicsColliderComponent::Activate()
{
const auto entityId = GetEntityId();
LmbrCentral::ShapeComponentNotificationsBus::Handler::BusConnect(entityId);
Physics::HeightfieldProviderRequestsBus::Handler::BusConnect(entityId);
AzFramework::Terrain::TerrainDataNotificationBus::Handler::BusConnect();
NotifyListenersOfHeightfieldDataChange();
}
void TerrainPhysicsColliderComponent::Deactivate()
{
AzFramework::Terrain::TerrainDataNotificationBus::Handler::BusDisconnect();
Physics::HeightfieldProviderRequestsBus::Handler ::BusDisconnect();
LmbrCentral::ShapeComponentNotificationsBus::Handler::BusDisconnect();
}
bool TerrainPhysicsColliderComponent::ReadInConfig(const AZ::ComponentConfig* baseConfig)
{
if (auto config = azrtti_cast<const TerrainPhysicsColliderConfig*>(baseConfig))
{
m_configuration = *config;
return true;
}
return false;
}
bool TerrainPhysicsColliderComponent::WriteOutConfig(AZ::ComponentConfig* outBaseConfig) const
{
if (auto config = azrtti_cast<TerrainPhysicsColliderConfig*>(outBaseConfig))
{
*config = m_configuration;
return true;
}
return false;
}
void TerrainPhysicsColliderComponent::NotifyListenersOfHeightfieldDataChange()
{
AZ::Aabb worldSize = AZ::Aabb::CreateNull();
LmbrCentral::ShapeComponentRequestsBus::EventResult(
worldSize, GetEntityId(), &LmbrCentral::ShapeComponentRequestsBus::Events::GetEncompassingAabb);
Physics::HeightfieldProviderNotificationBus::Broadcast(
&Physics::HeightfieldProviderNotificationBus::Events::OnHeightfieldDataChanged, worldSize);
}
void TerrainPhysicsColliderComponent::OnShapeChanged([[maybe_unused]] ShapeChangeReasons changeReason)
{
// This will notify us of both shape changes and transform changes.
// It's important to use this event for transform changes instead of listening to OnTransformChanged, because we need to guarantee
// the shape has received the transform change message and updated its internal state before passing it along to us.
NotifyListenersOfHeightfieldDataChange();
}
void TerrainPhysicsColliderComponent::OnTerrainDataCreateEnd()
{
// The terrain system has finished creating itself, so we should now have data for creating a heightfield.
NotifyListenersOfHeightfieldDataChange();
}
void TerrainPhysicsColliderComponent::OnTerrainDataDestroyBegin()
{
// The terrain system is starting to destroy itself, so notify listeners of a change since the heightfield
// will no longer have any valid data.
NotifyListenersOfHeightfieldDataChange();
}
void TerrainPhysicsColliderComponent::OnTerrainDataChanged(
[[maybe_unused]] const AZ::Aabb& dirtyRegion, [[maybe_unused]] TerrainDataChangedMask dataChangedMask)
{
NotifyListenersOfHeightfieldDataChange();
}
AZ::Aabb TerrainPhysicsColliderComponent::GetHeightfieldAabb() const
{
AZ::Aabb worldSize = AZ::Aabb::CreateNull();
LmbrCentral::ShapeComponentRequestsBus::EventResult(
worldSize, GetEntityId(), &LmbrCentral::ShapeComponentRequestsBus::Events::GetEncompassingAabb);
auto vector2Floor = [](const AZ::Vector2& in)
{
return AZ::Vector2(floor(in.GetX()), floor(in.GetY()));
};
auto vector2Ceil = [](const AZ::Vector2& in)
{
return AZ::Vector2(ceil(in.GetX()), ceil(in.GetY()));
};
const AZ::Vector2 gridResolution = GetHeightfieldGridSpacing();
const AZ::Vector3 boundsMin = worldSize.GetMin();
const AZ::Vector3 boundsMax = worldSize.GetMax();
const AZ::Vector2 gridMinBoundLower = vector2Floor(AZ::Vector2(boundsMin) / gridResolution) * gridResolution;
const AZ::Vector2 gridMaxBoundUpper = vector2Ceil(AZ::Vector2(boundsMax) / gridResolution) * gridResolution;
return AZ::Aabb::CreateFromMinMaxValues(
gridMinBoundLower.GetX(), gridMinBoundLower.GetY(), boundsMin.GetZ(),
gridMaxBoundUpper.GetX(), gridMaxBoundUpper.GetY(), boundsMax.GetZ()
);
}
void TerrainPhysicsColliderComponent::GetHeightfieldHeightBounds(float& minHeightBounds, float& maxHeightBounds) const
{
AZ::Aabb heightfieldAabb = GetHeightfieldAabb();
// Because our terrain heights are relative to the center of the bounding box, the min and max allowable heights are also
// relative to the center. They are also clamped to the size of the bounding box.
minHeightBounds = -(heightfieldAabb.GetZExtent() / 2.0f);
maxHeightBounds = heightfieldAabb.GetZExtent() / 2.0f;
}
AZ::Transform TerrainPhysicsColliderComponent::GetHeightfieldTransform() const
{
// We currently don't support rotation of terrain heightfields.
AZ::Vector3 translate;
AZ::TransformBus::EventResult(translate, GetEntityId(), &AZ::TransformBus::Events::GetWorldTranslation);
AZ::Transform transform = AZ::Transform::CreateTranslation(translate);
return transform;
}
void TerrainPhysicsColliderComponent::GenerateHeightsInBounds(AZStd::vector<float>& heights) const
{
const AZ::Vector2 gridResolution = GetHeightfieldGridSpacing();
AZ::Aabb worldSize = GetHeightfieldAabb();
const float worldCenterZ = worldSize.GetCenter().GetZ();
int32_t gridWidth, gridHeight;
GetHeightfieldGridSize(gridWidth, gridHeight);
heights.clear();
heights.reserve(gridWidth * gridHeight);
for (int32_t row = 0; row < gridHeight; row++)
{
const float y = row * gridResolution.GetY() + worldSize.GetMin().GetY();
for (int32_t col = 0; col < gridWidth; col++)
{
const float x = col * gridResolution.GetX() + worldSize.GetMin().GetX();
float height = 0.0f;
AzFramework::Terrain::TerrainDataRequestBus::BroadcastResult(
height, &AzFramework::Terrain::TerrainDataRequests::GetHeightFromFloats, x, y,
AzFramework::Terrain::TerrainDataRequests::Sampler::DEFAULT, nullptr);
heights.emplace_back(height - worldCenterZ);
}
}
}
void TerrainPhysicsColliderComponent::GenerateHeightsAndMaterialsInBounds(
AZStd::vector<Physics::HeightMaterialPoint>& heightMaterials) const
{
const AZ::Vector2 gridResolution = GetHeightfieldGridSpacing();
AZ::Aabb worldSize = GetHeightfieldAabb();
const float worldCenterZ = worldSize.GetCenter().GetZ();
const float worldHeightBoundsMin = worldSize.GetMin().GetZ();
const float worldHeightBoundsMax = worldSize.GetMax().GetZ();
int32_t gridWidth, gridHeight;
GetHeightfieldGridSize(gridWidth, gridHeight);
heightMaterials.clear();
heightMaterials.reserve(gridWidth * gridHeight);
for (int32_t row = 0; row < gridHeight; row++)
{
const float y = row * gridResolution.GetY() + worldSize.GetMin().GetY();
for (int32_t col = 0; col < gridWidth; col++)
{
const float x = col * gridResolution.GetX() + worldSize.GetMin().GetX();
float height = 0.0f;
bool terrainExists = true;
AzFramework::Terrain::TerrainDataRequestBus::BroadcastResult(
height, &AzFramework::Terrain::TerrainDataRequests::GetHeightFromFloats, x, y,
AzFramework::Terrain::TerrainDataRequests::Sampler::DEFAULT, &terrainExists);
// Any heights that fall outside the range of our bounding box will get turned into holes.
if ((height < worldHeightBoundsMin) || (height > worldHeightBoundsMax))
{
height = worldHeightBoundsMin;
terrainExists = false;
}
Physics::HeightMaterialPoint point;
point.m_height = height - worldCenterZ;
point.m_quadMeshType = terrainExists ? Physics::QuadMeshType::SubdivideUpperLeftToBottomRight : Physics::QuadMeshType::Hole;
heightMaterials.emplace_back(point);
}
}
}
AZ::Vector2 TerrainPhysicsColliderComponent::GetHeightfieldGridSpacing() const
{
AZ::Vector2 gridResolution = AZ::Vector2(1.0f);
AzFramework::Terrain::TerrainDataRequestBus::BroadcastResult(
gridResolution, &AzFramework::Terrain::TerrainDataRequests::GetTerrainHeightQueryResolution);
return gridResolution;
}
void TerrainPhysicsColliderComponent::GetHeightfieldGridSize(int32_t& numColumns, int32_t& numRows) const
{
const AZ::Vector2 gridResolution = GetHeightfieldGridSpacing();
const AZ::Aabb bounds = GetHeightfieldAabb();
numColumns = aznumeric_cast<int32_t>((bounds.GetMax().GetX() - bounds.GetMin().GetX()) / gridResolution.GetX());
numRows = aznumeric_cast<int32_t>((bounds.GetMax().GetY() - bounds.GetMin().GetY()) / gridResolution.GetY());
}
AZStd::vector<Physics::MaterialId> TerrainPhysicsColliderComponent::GetMaterialList() const
{
return AZStd::vector<Physics::MaterialId>();
}
AZStd::vector<float> TerrainPhysicsColliderComponent::GetHeights() const
{
AZStd::vector<float> heights;
GenerateHeightsInBounds(heights);
return heights;
}
AZStd::vector<Physics::HeightMaterialPoint> TerrainPhysicsColliderComponent::GetHeightsAndMaterials() const
{
AZStd::vector<Physics::HeightMaterialPoint> heightMaterials;
GenerateHeightsAndMaterialsInBounds(heightMaterials);
return heightMaterials;
}
}