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o3de/Code/Framework/AzFramework/AzFramework/Terrain/TerrainDataRequestBus.h

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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/EBus/EBus.h>
#include <AzCore/Jobs/JobContext.h>
#include <AzCore/Math/Vector2.h>
#include <AzCore/Math/Vector3.h>
#include <AzCore/Math/Aabb.h>
#include <AzCore/std/containers/span.h>
#include <AzCore/std/smart_ptr/shared_ptr.h>
#include <AzFramework/Entity/EntityContextBus.h>
#include <AzFramework/Render/GeometryIntersectionStructures.h>
#include <AzFramework/SurfaceData/SurfaceData.h>
namespace AzFramework
{
namespace Terrain
{
typedef AZStd::function<void(size_t xIndex, size_t yIndex, const SurfaceData::SurfacePoint& surfacePoint, bool terrainExists)> SurfacePointRegionFillCallback;
typedef AZStd::function<void(const SurfaceData::SurfacePoint& surfacePoint, bool terrainExists)> SurfacePointListFillCallback;
//! Shared interface for terrain system implementations
class TerrainDataRequests
: public AZ::EBusTraits
{
public:
static void Reflect(AZ::ReflectContext* context);
//////////////////////////////////////////////////////////////////////////
// EBusTraits overrides
static const AZ::EBusHandlerPolicy HandlerPolicy = AZ::EBusHandlerPolicy::Single;
static const AZ::EBusAddressPolicy AddressPolicy = AZ::EBusAddressPolicy::Single;
using MutexType = AZStd::recursive_mutex;
//////////////////////////////////////////////////////////////////////////
enum class Sampler
{
BILINEAR, //! Get the value at the requested location, using terrain sample grid to bilinear filter between sample grid points.
CLAMP, //! Clamp the input point to the terrain sample grid, then get the height at the given grid location.
EXACT, //! Directly get the value at the location, regardless of terrain sample grid density.
DEFAULT = BILINEAR
};
static float GetDefaultTerrainHeight() { return 0.0f; }
static AZ::Vector3 GetDefaultTerrainNormal() { return AZ::Vector3::CreateAxisZ(); }
// System-level queries to understand world size and resolution
virtual float GetTerrainHeightQueryResolution() const = 0;
virtual void SetTerrainHeightQueryResolution(float queryResolution) = 0;
virtual AZ::Aabb GetTerrainAabb() const = 0;
virtual void SetTerrainAabb(const AZ::Aabb& worldBounds) = 0;
//! Returns terrains height in meters at location x,y.
//! @terrainExistsPtr: Can be nullptr. If != nullptr then, if there's no terrain at location x,y or location x,y is inside
//! a terrain HOLE then *terrainExistsPtr will become false, otherwise *terrainExistsPtr will become true.
virtual float GetHeight(const AZ::Vector3& position, Sampler sampler = Sampler::BILINEAR, bool* terrainExistsPtr = nullptr) const = 0;
virtual float GetHeightFromVector2(
const AZ::Vector2& position, Sampler sampler = Sampler::BILINEAR, bool* terrainExistsPtr = nullptr) const = 0;
virtual float GetHeightFromFloats(
float x, float y, Sampler sampler = Sampler::BILINEAR, bool* terrainExistsPtr = nullptr) const = 0;
//! Returns true if there's a hole at location x,y.
//! Also returns true if there's no terrain data at location x,y.
virtual bool GetIsHole(const AZ::Vector3& position, Sampler sampleFilter = Sampler::BILINEAR) const = 0;
virtual bool GetIsHoleFromVector2(const AZ::Vector2& position, Sampler sampleFilter = Sampler::BILINEAR) const = 0;
virtual bool GetIsHoleFromFloats(float x, float y, Sampler sampleFilter = Sampler::BILINEAR) const = 0;
// Given an XY coordinate, return the surface normal.
//! @terrainExists: Can be nullptr. If != nullptr then, if there's no terrain at location x,y or location x,y is inside a
//! terrain HOLE then *terrainExistsPtr will be set to false, otherwise *terrainExistsPtr will be set to true.
virtual AZ::Vector3 GetNormal(
const AZ::Vector3& position, Sampler sampleFilter = Sampler::BILINEAR, bool* terrainExistsPtr = nullptr) const = 0;
virtual AZ::Vector3 GetNormalFromVector2(
const AZ::Vector2& position, Sampler sampleFilter = Sampler::BILINEAR, bool* terrainExistsPtr = nullptr) const = 0;
virtual AZ::Vector3 GetNormalFromFloats(
float x, float y, Sampler sampleFilter = Sampler::BILINEAR, bool* terrainExistsPtr = nullptr) const = 0;
//! Given an XY coordinate, return the max surface type and weight.
//! @terrainExists: Can be nullptr. If != nullptr then, if there's no terrain at location x,y or location x,y is inside
//! a terrain HOLE then *terrainExistsPtr will be set to false, otherwise *terrainExistsPtr will be set to true.
virtual SurfaceData::SurfaceTagWeight GetMaxSurfaceWeight(
const AZ::Vector3& position, Sampler sampleFilter = Sampler::BILINEAR, bool* terrainExistsPtr = nullptr) const = 0;
virtual SurfaceData::SurfaceTagWeight GetMaxSurfaceWeightFromVector2(
const AZ::Vector2& inPosition, Sampler sampleFilter = Sampler::DEFAULT, bool* terrainExistsPtr = nullptr) const = 0;
virtual SurfaceData::SurfaceTagWeight GetMaxSurfaceWeightFromFloats(
float x, float y, Sampler sampleFilter = Sampler::BILINEAR, bool* terrainExistsPtr = nullptr) const = 0;
//! Given an XY coordinate, return the set of surface types and weights. The Vector3 input position version is defined to
//! ignore the input Z value.
virtual void GetSurfaceWeights(
const AZ::Vector3& inPosition,
SurfaceData::SurfaceTagWeightList& outSurfaceWeights,
Sampler sampleFilter = Sampler::DEFAULT,
bool* terrainExistsPtr = nullptr) const = 0;
virtual void GetSurfaceWeightsFromVector2(
const AZ::Vector2& inPosition,
SurfaceData::SurfaceTagWeightList& outSurfaceWeights,
Sampler sampleFilter = Sampler::DEFAULT,
bool* terrainExistsPtr = nullptr) const = 0;
virtual void GetSurfaceWeightsFromFloats(
float x,
float y,
SurfaceData::SurfaceTagWeightList& outSurfaceWeights,
Sampler sampleFilter = Sampler::DEFAULT,
bool* terrainExistsPtr = nullptr) const = 0;
//! Convenience function for low level systems that can't do a reverse lookup from Crc to string. Everyone else should use
//! GetMaxSurfaceWeight or GetMaxSurfaceWeightFromFloats.
//! Not available in the behavior context.
//! Returns nullptr if the position is inside a hole or outside of the terrain boundaries.
virtual const char* GetMaxSurfaceName(
const AZ::Vector3& position, Sampler sampleFilter = Sampler::BILINEAR, bool* terrainExistsPtr = nullptr) const = 0;
//! Given an XY coordinate, return all terrain information at that location. The Vector3 input position version is defined
//! to ignore the input Z value.
virtual void GetSurfacePoint(
const AZ::Vector3& inPosition,
SurfaceData::SurfacePoint& outSurfacePoint,
Sampler sampleFilter = Sampler::DEFAULT,
bool* terrainExistsPtr = nullptr) const = 0;
virtual void GetSurfacePointFromVector2(
const AZ::Vector2& inPosition,
SurfaceData::SurfacePoint& outSurfacePoint,
Sampler sampleFilter = Sampler::DEFAULT,
bool* terrainExistsPtr = nullptr) const = 0;
virtual void GetSurfacePointFromFloats(
float x,
float y,
SurfaceData::SurfacePoint& outSurfacePoint,
Sampler sampleFilter = Sampler::DEFAULT,
bool* terrainExistsPtr = nullptr) const = 0;
//! Given a list of XY coordinates, call the provided callback function with surface data corresponding to each
//! XY coordinate in the list.
virtual void ProcessHeightsFromList(const AZStd::span<const AZ::Vector3>& inPositions,
SurfacePointListFillCallback perPositionCallback,
Sampler sampleFilter = Sampler::DEFAULT) const = 0;
virtual void ProcessNormalsFromList(const AZStd::span<const AZ::Vector3>& inPositions,
SurfacePointListFillCallback perPositionCallback,
Sampler sampleFilter = Sampler::DEFAULT) const = 0;
virtual void ProcessSurfaceWeightsFromList(const AZStd::span<const AZ::Vector3>& inPositions,
SurfacePointListFillCallback perPositionCallback,
Sampler sampleFilter = Sampler::DEFAULT) const = 0;
virtual void ProcessSurfacePointsFromList(const AZStd::span<const AZ::Vector3>& inPositions,
SurfacePointListFillCallback perPositionCallback,
Sampler sampleFilter = Sampler::DEFAULT) const = 0;
virtual void ProcessHeightsFromListOfVector2(const AZStd::span<const AZ::Vector2>& inPositions,
SurfacePointListFillCallback perPositionCallback,
Sampler sampleFilter = Sampler::DEFAULT) const = 0;
virtual void ProcessNormalsFromListOfVector2(const AZStd::span<const AZ::Vector2>& inPositions,
SurfacePointListFillCallback perPositionCallback,
Sampler sampleFilter = Sampler::DEFAULT) const = 0;
virtual void ProcessSurfaceWeightsFromListOfVector2(const AZStd::span<const AZ::Vector2>& inPositions,
SurfacePointListFillCallback perPositionCallback,
Sampler sampleFilter = Sampler::DEFAULT) const = 0;
virtual void ProcessSurfacePointsFromListOfVector2(const AZStd::span<const AZ::Vector2>& inPositions,
SurfacePointListFillCallback perPositionCallback,
Sampler sampleFilter = Sampler::DEFAULT) const = 0;
//! Returns the number of samples for a given region and step size. The first and second
//! elements of the pair correspond to the X and Y sample counts respectively.
virtual AZStd::pair<size_t, size_t> GetNumSamplesFromRegion(const AZ::Aabb& inRegion,
const AZ::Vector2& stepSize) const = 0;
//! Given a region(aabb) and a step size, call the provided callback function with surface data corresponding to the
//! coordinates in the region.
virtual void ProcessHeightsFromRegion(const AZ::Aabb& inRegion,
const AZ::Vector2& stepSize,
SurfacePointRegionFillCallback perPositionCallback,
Sampler sampleFilter = Sampler::DEFAULT) const = 0;
virtual void ProcessNormalsFromRegion(const AZ::Aabb& inRegion,
const AZ::Vector2& stepSize,
SurfacePointRegionFillCallback perPositionCallback,
Sampler sampleFilter = Sampler::DEFAULT) const = 0;
virtual void ProcessSurfaceWeightsFromRegion(const AZ::Aabb& inRegion,
const AZ::Vector2& stepSize,
SurfacePointRegionFillCallback perPositionCallback,
Sampler sampleFilter = Sampler::DEFAULT) const = 0;
virtual void ProcessSurfacePointsFromRegion(const AZ::Aabb& inRegion,
const AZ::Vector2& stepSize,
SurfacePointRegionFillCallback perPositionCallback,
Sampler sampleFilter = Sampler::DEFAULT) const = 0;
//! Get the terrain raycast entity context id.
virtual EntityContextId GetTerrainRaycastEntityContextId() const = 0;
//! Given a ray, return the closest intersection with terrain.
virtual RenderGeometry::RayResult GetClosestIntersection(const RenderGeometry::RayRequest& ray) const = 0;
//! A JobContext used to run jobs spawned by calls to the various Process*Async functions.
class TerrainJobContext : public AZ::JobContext
{
public:
TerrainJobContext(AZ::JobManager& jobManager,
int numJobsToComplete)
: JobContext(jobManager)
, m_numJobsToComplete(numJobsToComplete)
{
}
// When a terrain job context is cancelled, all associated
// jobs are still guaranteed to at least begin processing,
// and if any ProcessAsyncParams::m_completionCallback was
// set it's guaranteed to be called even in the event of a
// cancellation. If a job only begins processing after its
// associated job context has been cancelled, no processing
// will occur and the callback will be invoked immediately,
// otherwise the job may either run to completion or cease
// processing early; the callback is invoked in all cases,
// provided one was specified with the original request.
void Cancel() { m_isCancelled = true; }
// Was this TerrainJobContext cancelled?
bool IsCancelled() const { return m_isCancelled; }
// Called by the TerrainSystem when a job associated with
// this TerrainJobContext completes. Returns true if this
// was the final job to be completed, or false otherwise.
bool OnJobCompleted() { return (--m_numJobsToComplete == 0); }
private:
AZStd::atomic_int m_numJobsToComplete = 0;
AZStd::atomic_bool m_isCancelled = false;
};
//! Alias for an optional callback function to invoke when the various Process*Async functions complete.
//! The TerrainJobContext, returned from the original Process*Async function call, is passed as a param
//! to the callback function so it can be queried to see if the job was cancelled or completed normally.
typedef AZStd::function<void(AZStd::shared_ptr<TerrainJobContext>)> ProcessAsyncCompleteCallback;
//! A parameter group struct that can optionally be passed to the various Process*Async API functions.
struct ProcessAsyncParams
{
//! The default minimum number ofpositions per async terrain request job.
static constexpr int32_t MinPositionsPerJobDefault = 8;
//! The default number of jobs which async terrain requests will be split into.
static constexpr int32_t NumJobsDefault = 1;
//! The maximum number of jobs which async terrain requests will be split into.
//! This is not the value itself, rather a constant that can be used to request
//! the work be split into the maximum number of job manager threads available.
static constexpr int32_t NumJobsMax = -1;
//! The desired number of jobs to split async terrain requests into.
//! The actual value used will be clamped to the number of available job manager threads.
//!
//! Note: Currently, splitting the work over multiple threads causes contention when
//! locking various mutexes, resulting in slower overall wall time for async
//! requests split over multiple threads vs one where all the work is done on
//! a single thread. The latter is still preferable over a regular synchronous
//! call because it is just as quick and prevents the main thread from blocking.
//! This note should be removed once the mutex contention issues have been addressed.
int32_t m_desiredNumberOfJobs = NumJobsDefault;
//! The minimum number of positions per async terrain request job.
int32_t m_minPositionsPerJob = MinPositionsPerJobDefault;
//! The callback function that will be invoked when a call to a Process*Async function completes.
//! If the job is cancelled, the completion callback will not be invoked.
ProcessAsyncCompleteCallback m_completionCallback = nullptr;
};
//! Asynchronous versions of the various 'Process*' API functions declared above.
//! It's the responsibility of the caller to ensure all callbacks are threadsafe.
virtual AZStd::shared_ptr<TerrainJobContext> ProcessHeightsFromListAsync(
const AZStd::span<const AZ::Vector3>& inPositions,
SurfacePointListFillCallback perPositionCallback,
Sampler sampleFilter = Sampler::DEFAULT,
AZStd::shared_ptr<ProcessAsyncParams> params = nullptr) const = 0;
virtual AZStd::shared_ptr<TerrainJobContext> ProcessNormalsFromListAsync(
const AZStd::span<const AZ::Vector3>& inPositions,
SurfacePointListFillCallback perPositionCallback,
Sampler sampleFilter = Sampler::DEFAULT,
AZStd::shared_ptr<ProcessAsyncParams> params = nullptr) const = 0;
virtual AZStd::shared_ptr<TerrainJobContext> ProcessSurfaceWeightsFromListAsync(
const AZStd::span<const AZ::Vector3>& inPositions,
SurfacePointListFillCallback perPositionCallback,
Sampler sampleFilter = Sampler::DEFAULT,
AZStd::shared_ptr<ProcessAsyncParams> params = nullptr) const = 0;
virtual AZStd::shared_ptr<TerrainJobContext> ProcessSurfacePointsFromListAsync(
const AZStd::span<const AZ::Vector3>& inPositions,
SurfacePointListFillCallback perPositionCallback,
Sampler sampleFilter = Sampler::DEFAULT,
AZStd::shared_ptr<ProcessAsyncParams> params = nullptr) const = 0;
virtual AZStd::shared_ptr<TerrainJobContext> ProcessHeightsFromListOfVector2Async(
const AZStd::span<const AZ::Vector2>& inPositions,
SurfacePointListFillCallback perPositionCallback,
Sampler sampleFilter = Sampler::DEFAULT,
AZStd::shared_ptr<ProcessAsyncParams> params = nullptr) const = 0;
virtual AZStd::shared_ptr<TerrainJobContext> ProcessNormalsFromListOfVector2Async(
const AZStd::span<const AZ::Vector2>& inPositions,
SurfacePointListFillCallback perPositionCallback,
Sampler sampleFilter = Sampler::DEFAULT,
AZStd::shared_ptr<ProcessAsyncParams> params = nullptr) const = 0;
virtual AZStd::shared_ptr<TerrainJobContext> ProcessSurfaceWeightsFromListOfVector2Async(
const AZStd::span<const AZ::Vector2>& inPositions,
SurfacePointListFillCallback perPositionCallback,
Sampler sampleFilter = Sampler::DEFAULT,
AZStd::shared_ptr<ProcessAsyncParams> params = nullptr) const = 0;
virtual AZStd::shared_ptr<TerrainJobContext> ProcessSurfacePointsFromListOfVector2Async(
const AZStd::span<const AZ::Vector2>& inPositions,
SurfacePointListFillCallback perPositionCallback,
Sampler sampleFilter = Sampler::DEFAULT,
AZStd::shared_ptr<ProcessAsyncParams> params = nullptr) const = 0;
virtual AZStd::shared_ptr<TerrainJobContext> ProcessHeightsFromRegionAsync(
const AZ::Aabb& inRegion,
const AZ::Vector2& stepSize,
SurfacePointRegionFillCallback perPositionCallback,
Sampler sampleFilter = Sampler::DEFAULT,
AZStd::shared_ptr<ProcessAsyncParams> params = nullptr) const = 0;
virtual AZStd::shared_ptr<TerrainJobContext> ProcessNormalsFromRegionAsync(
const AZ::Aabb& inRegion,
const AZ::Vector2& stepSize,
SurfacePointRegionFillCallback perPositionCallback,
Sampler sampleFilter = Sampler::DEFAULT,
AZStd::shared_ptr<ProcessAsyncParams> params = nullptr) const = 0;
virtual AZStd::shared_ptr<TerrainJobContext> ProcessSurfaceWeightsFromRegionAsync(
const AZ::Aabb& inRegion,
const AZ::Vector2& stepSize,
SurfacePointRegionFillCallback perPositionCallback,
Sampler sampleFilter = Sampler::DEFAULT,
AZStd::shared_ptr<ProcessAsyncParams> params = nullptr) const = 0;
virtual AZStd::shared_ptr<TerrainJobContext> ProcessSurfacePointsFromRegionAsync(
const AZ::Aabb& inRegion,
const AZ::Vector2& stepSize,
SurfacePointRegionFillCallback perPositionCallback,
Sampler sampleFilter = Sampler::DEFAULT,
AZStd::shared_ptr<ProcessAsyncParams> params = nullptr) const = 0;
private:
// Private variations of the GetSurfacePoint API exposed to BehaviorContext that returns a value instead of
// using an "out" parameter. The "out" parameter is useful for reusing memory allocated in SurfacePoint when
// using the public API, but can't easily be used from Script Canvas.
SurfaceData::SurfacePoint BehaviorContextGetSurfacePoint(
const AZ::Vector3& inPosition,
Sampler sampleFilter = Sampler::DEFAULT) const
{
SurfaceData::SurfacePoint result;
GetSurfacePoint(inPosition, result, sampleFilter);
return result;
}
SurfaceData::SurfacePoint BehaviorContextGetSurfacePointFromVector2(
const AZ::Vector2& inPosition, Sampler sampleFilter = Sampler::DEFAULT) const
{
SurfaceData::SurfacePoint result;
GetSurfacePointFromVector2(inPosition, result, sampleFilter);
return result;
}
// Private variations of the GetHeight.., GetNormal..., GetMaxSurfaceWeight..., GetSurfaceWeights... APIs
// exposed to BehaviorContext that does not use the terrainExists "out" parameter.
float BehaviorContextGetHeight(const AZ::Vector3& position, Sampler sampler = Sampler::BILINEAR)
{
return GetHeight(position, sampler, nullptr);
}
float BehaviorContextGetHeightFromVector2(const AZ::Vector2& position, Sampler sampler = Sampler::BILINEAR)
{
return GetHeightFromVector2(position, sampler, nullptr);
}
float BehaviorContextGetHeightFromFloats(float x, float y, Sampler sampler = Sampler::BILINEAR)
{
return GetHeightFromFloats(x, y, sampler, nullptr);
}
AZ::Vector3 BehaviorContextGetNormal(const AZ::Vector3& position, Sampler sampleFilter = Sampler::BILINEAR)
{
return GetNormal(position, sampleFilter, nullptr);
}
SurfaceData::SurfaceTagWeight BehaviorContextGetMaxSurfaceWeight(
const AZ::Vector3& position, Sampler sampleFilter = Sampler::BILINEAR)
{
return GetMaxSurfaceWeight(position, sampleFilter, nullptr);
}
SurfaceData::SurfaceTagWeight BehaviorContextGetMaxSurfaceWeightFromVector2(
const AZ::Vector2& inPosition, Sampler sampleFilter = Sampler::DEFAULT)
{
return GetMaxSurfaceWeightFromVector2(inPosition, sampleFilter, nullptr);
}
SurfaceData::SurfaceTagWeightList BehaviorContextGetSurfaceWeights(
const AZ::Vector3& inPosition,
Sampler sampleFilter = Sampler::DEFAULT)
{
SurfaceData::SurfaceTagWeightList list;
GetSurfaceWeights(inPosition, list, sampleFilter, nullptr);
return list;
}
SurfaceData::SurfaceTagWeightList BehaviorContextGetSurfaceWeightsFromVector2(
const AZ::Vector2& inPosition,
Sampler sampleFilter = Sampler::DEFAULT)
{
SurfaceData::SurfaceTagWeightList list;
GetSurfaceWeightsFromVector2(inPosition, list, sampleFilter, nullptr);
return list;
}
};
using TerrainDataRequestBus = AZ::EBus<TerrainDataRequests>;
class TerrainDataNotifications
: public AZ::EBusTraits
{
public:
//////////////////////////////////////////////////////////////////////////
// EBusTraits overrides
static const AZ::EBusHandlerPolicy HandlerPolicy = AZ::EBusHandlerPolicy::Multiple;
static const AZ::EBusAddressPolicy AddressPolicy = AZ::EBusAddressPolicy::Single;
//////////////////////////////////////////////////////////////////////////
enum TerrainDataChangedMask : uint8_t
{
None = 0b00000000,
Settings = 0b00000001,
HeightData = 0b00000010,
ColorData = 0b00000100,
SurfaceData = 0b00001000
};
virtual void OnTerrainDataCreateBegin() {}
virtual void OnTerrainDataCreateEnd() {}
virtual void OnTerrainDataDestroyBegin() {}
virtual void OnTerrainDataDestroyEnd() {}
virtual void OnTerrainDataChanged(
[[maybe_unused]] const AZ::Aabb& dirtyRegion, [[maybe_unused]] TerrainDataChangedMask dataChangedMask)
{
}
};
using TerrainDataNotificationBus = AZ::EBus<TerrainDataNotifications>;
} // namespace Terrain
} // namespace AzFramework
namespace AZ
{
AZ_TYPE_INFO_SPECIALIZE(AzFramework::Terrain::TerrainDataRequests::Sampler, "{D29BB6D7-3006-4114-858D-355EAA256B86}");
} // namespace AZ