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444 lines
26 KiB
C++
444 lines
26 KiB
C++
/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#pragma once
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#include <AzCore/EBus/EBus.h>
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#include <AzCore/Jobs/JobContext.h>
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#include <AzCore/Math/Vector2.h>
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#include <AzCore/Math/Vector3.h>
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#include <AzCore/Math/Aabb.h>
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#include <AzCore/std/containers/span.h>
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#include <AzCore/std/smart_ptr/shared_ptr.h>
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#include <AzFramework/Entity/EntityContextBus.h>
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#include <AzFramework/Render/GeometryIntersectionStructures.h>
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#include <AzFramework/SurfaceData/SurfaceData.h>
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namespace AzFramework
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{
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namespace Terrain
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{
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typedef AZStd::function<void(size_t xIndex, size_t yIndex, const SurfaceData::SurfacePoint& surfacePoint, bool terrainExists)> SurfacePointRegionFillCallback;
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typedef AZStd::function<void(const SurfaceData::SurfacePoint& surfacePoint, bool terrainExists)> SurfacePointListFillCallback;
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//! Shared interface for terrain system implementations
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class TerrainDataRequests
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: public AZ::EBusTraits
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{
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public:
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static void Reflect(AZ::ReflectContext* context);
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//////////////////////////////////////////////////////////////////////////
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// EBusTraits overrides
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static const AZ::EBusHandlerPolicy HandlerPolicy = AZ::EBusHandlerPolicy::Single;
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static const AZ::EBusAddressPolicy AddressPolicy = AZ::EBusAddressPolicy::Single;
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using MutexType = AZStd::recursive_mutex;
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//////////////////////////////////////////////////////////////////////////
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enum class Sampler
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{
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BILINEAR, //! Get the value at the requested location, using terrain sample grid to bilinear filter between sample grid points.
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CLAMP, //! Clamp the input point to the terrain sample grid, then get the height at the given grid location.
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EXACT, //! Directly get the value at the location, regardless of terrain sample grid density.
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DEFAULT = BILINEAR
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};
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static float GetDefaultTerrainHeight() { return 0.0f; }
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static AZ::Vector3 GetDefaultTerrainNormal() { return AZ::Vector3::CreateAxisZ(); }
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// System-level queries to understand world size and resolution
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virtual float GetTerrainHeightQueryResolution() const = 0;
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virtual void SetTerrainHeightQueryResolution(float queryResolution) = 0;
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virtual AZ::Aabb GetTerrainAabb() const = 0;
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virtual void SetTerrainAabb(const AZ::Aabb& worldBounds) = 0;
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//! Returns terrains height in meters at location x,y.
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//! @terrainExistsPtr: Can be nullptr. If != nullptr then, if there's no terrain at location x,y or location x,y is inside
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//! a terrain HOLE then *terrainExistsPtr will become false, otherwise *terrainExistsPtr will become true.
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virtual float GetHeight(const AZ::Vector3& position, Sampler sampler = Sampler::BILINEAR, bool* terrainExistsPtr = nullptr) const = 0;
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virtual float GetHeightFromVector2(
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const AZ::Vector2& position, Sampler sampler = Sampler::BILINEAR, bool* terrainExistsPtr = nullptr) const = 0;
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virtual float GetHeightFromFloats(
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float x, float y, Sampler sampler = Sampler::BILINEAR, bool* terrainExistsPtr = nullptr) const = 0;
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//! Returns true if there's a hole at location x,y.
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//! Also returns true if there's no terrain data at location x,y.
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virtual bool GetIsHole(const AZ::Vector3& position, Sampler sampleFilter = Sampler::BILINEAR) const = 0;
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virtual bool GetIsHoleFromVector2(const AZ::Vector2& position, Sampler sampleFilter = Sampler::BILINEAR) const = 0;
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virtual bool GetIsHoleFromFloats(float x, float y, Sampler sampleFilter = Sampler::BILINEAR) const = 0;
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// Given an XY coordinate, return the surface normal.
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//! @terrainExists: Can be nullptr. If != nullptr then, if there's no terrain at location x,y or location x,y is inside a
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//! terrain HOLE then *terrainExistsPtr will be set to false, otherwise *terrainExistsPtr will be set to true.
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virtual AZ::Vector3 GetNormal(
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const AZ::Vector3& position, Sampler sampleFilter = Sampler::BILINEAR, bool* terrainExistsPtr = nullptr) const = 0;
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virtual AZ::Vector3 GetNormalFromVector2(
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const AZ::Vector2& position, Sampler sampleFilter = Sampler::BILINEAR, bool* terrainExistsPtr = nullptr) const = 0;
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virtual AZ::Vector3 GetNormalFromFloats(
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float x, float y, Sampler sampleFilter = Sampler::BILINEAR, bool* terrainExistsPtr = nullptr) const = 0;
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//! Given an XY coordinate, return the max surface type and weight.
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//! @terrainExists: Can be nullptr. If != nullptr then, if there's no terrain at location x,y or location x,y is inside
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//! a terrain HOLE then *terrainExistsPtr will be set to false, otherwise *terrainExistsPtr will be set to true.
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virtual SurfaceData::SurfaceTagWeight GetMaxSurfaceWeight(
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const AZ::Vector3& position, Sampler sampleFilter = Sampler::BILINEAR, bool* terrainExistsPtr = nullptr) const = 0;
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virtual SurfaceData::SurfaceTagWeight GetMaxSurfaceWeightFromVector2(
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const AZ::Vector2& inPosition, Sampler sampleFilter = Sampler::DEFAULT, bool* terrainExistsPtr = nullptr) const = 0;
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virtual SurfaceData::SurfaceTagWeight GetMaxSurfaceWeightFromFloats(
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float x, float y, Sampler sampleFilter = Sampler::BILINEAR, bool* terrainExistsPtr = nullptr) const = 0;
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//! Given an XY coordinate, return the set of surface types and weights. The Vector3 input position version is defined to
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//! ignore the input Z value.
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virtual void GetSurfaceWeights(
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const AZ::Vector3& inPosition,
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SurfaceData::SurfaceTagWeightList& outSurfaceWeights,
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Sampler sampleFilter = Sampler::DEFAULT,
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bool* terrainExistsPtr = nullptr) const = 0;
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virtual void GetSurfaceWeightsFromVector2(
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const AZ::Vector2& inPosition,
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SurfaceData::SurfaceTagWeightList& outSurfaceWeights,
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Sampler sampleFilter = Sampler::DEFAULT,
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bool* terrainExistsPtr = nullptr) const = 0;
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virtual void GetSurfaceWeightsFromFloats(
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float x,
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float y,
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SurfaceData::SurfaceTagWeightList& outSurfaceWeights,
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Sampler sampleFilter = Sampler::DEFAULT,
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bool* terrainExistsPtr = nullptr) const = 0;
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//! Convenience function for low level systems that can't do a reverse lookup from Crc to string. Everyone else should use
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//! GetMaxSurfaceWeight or GetMaxSurfaceWeightFromFloats.
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//! Not available in the behavior context.
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//! Returns nullptr if the position is inside a hole or outside of the terrain boundaries.
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virtual const char* GetMaxSurfaceName(
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const AZ::Vector3& position, Sampler sampleFilter = Sampler::BILINEAR, bool* terrainExistsPtr = nullptr) const = 0;
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//! Given an XY coordinate, return all terrain information at that location. The Vector3 input position version is defined
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//! to ignore the input Z value.
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virtual void GetSurfacePoint(
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const AZ::Vector3& inPosition,
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SurfaceData::SurfacePoint& outSurfacePoint,
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Sampler sampleFilter = Sampler::DEFAULT,
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bool* terrainExistsPtr = nullptr) const = 0;
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virtual void GetSurfacePointFromVector2(
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const AZ::Vector2& inPosition,
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SurfaceData::SurfacePoint& outSurfacePoint,
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Sampler sampleFilter = Sampler::DEFAULT,
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bool* terrainExistsPtr = nullptr) const = 0;
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virtual void GetSurfacePointFromFloats(
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float x,
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float y,
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SurfaceData::SurfacePoint& outSurfacePoint,
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Sampler sampleFilter = Sampler::DEFAULT,
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bool* terrainExistsPtr = nullptr) const = 0;
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//! Given a list of XY coordinates, call the provided callback function with surface data corresponding to each
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//! XY coordinate in the list.
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virtual void ProcessHeightsFromList(const AZStd::span<const AZ::Vector3>& inPositions,
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SurfacePointListFillCallback perPositionCallback,
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Sampler sampleFilter = Sampler::DEFAULT) const = 0;
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virtual void ProcessNormalsFromList(const AZStd::span<const AZ::Vector3>& inPositions,
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SurfacePointListFillCallback perPositionCallback,
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Sampler sampleFilter = Sampler::DEFAULT) const = 0;
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virtual void ProcessSurfaceWeightsFromList(const AZStd::span<const AZ::Vector3>& inPositions,
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SurfacePointListFillCallback perPositionCallback,
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Sampler sampleFilter = Sampler::DEFAULT) const = 0;
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virtual void ProcessSurfacePointsFromList(const AZStd::span<const AZ::Vector3>& inPositions,
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SurfacePointListFillCallback perPositionCallback,
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Sampler sampleFilter = Sampler::DEFAULT) const = 0;
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virtual void ProcessHeightsFromListOfVector2(const AZStd::span<const AZ::Vector2>& inPositions,
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SurfacePointListFillCallback perPositionCallback,
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Sampler sampleFilter = Sampler::DEFAULT) const = 0;
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virtual void ProcessNormalsFromListOfVector2(const AZStd::span<const AZ::Vector2>& inPositions,
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SurfacePointListFillCallback perPositionCallback,
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Sampler sampleFilter = Sampler::DEFAULT) const = 0;
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virtual void ProcessSurfaceWeightsFromListOfVector2(const AZStd::span<const AZ::Vector2>& inPositions,
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SurfacePointListFillCallback perPositionCallback,
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Sampler sampleFilter = Sampler::DEFAULT) const = 0;
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virtual void ProcessSurfacePointsFromListOfVector2(const AZStd::span<const AZ::Vector2>& inPositions,
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SurfacePointListFillCallback perPositionCallback,
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Sampler sampleFilter = Sampler::DEFAULT) const = 0;
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//! Returns the number of samples for a given region and step size. The first and second
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//! elements of the pair correspond to the X and Y sample counts respectively.
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virtual AZStd::pair<size_t, size_t> GetNumSamplesFromRegion(const AZ::Aabb& inRegion,
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const AZ::Vector2& stepSize) const = 0;
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//! Given a region(aabb) and a step size, call the provided callback function with surface data corresponding to the
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//! coordinates in the region.
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virtual void ProcessHeightsFromRegion(const AZ::Aabb& inRegion,
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const AZ::Vector2& stepSize,
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SurfacePointRegionFillCallback perPositionCallback,
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Sampler sampleFilter = Sampler::DEFAULT) const = 0;
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virtual void ProcessNormalsFromRegion(const AZ::Aabb& inRegion,
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const AZ::Vector2& stepSize,
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SurfacePointRegionFillCallback perPositionCallback,
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Sampler sampleFilter = Sampler::DEFAULT) const = 0;
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virtual void ProcessSurfaceWeightsFromRegion(const AZ::Aabb& inRegion,
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const AZ::Vector2& stepSize,
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SurfacePointRegionFillCallback perPositionCallback,
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Sampler sampleFilter = Sampler::DEFAULT) const = 0;
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virtual void ProcessSurfacePointsFromRegion(const AZ::Aabb& inRegion,
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const AZ::Vector2& stepSize,
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SurfacePointRegionFillCallback perPositionCallback,
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Sampler sampleFilter = Sampler::DEFAULT) const = 0;
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//! Get the terrain raycast entity context id.
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virtual EntityContextId GetTerrainRaycastEntityContextId() const = 0;
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//! Given a ray, return the closest intersection with terrain.
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virtual RenderGeometry::RayResult GetClosestIntersection(const RenderGeometry::RayRequest& ray) const = 0;
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//! A JobContext used to run jobs spawned by calls to the various Process*Async functions.
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class TerrainJobContext : public AZ::JobContext
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{
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public:
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TerrainJobContext(AZ::JobManager& jobManager,
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int numJobsToComplete)
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: JobContext(jobManager)
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, m_numJobsToComplete(numJobsToComplete)
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{
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}
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// When a terrain job context is cancelled, all associated
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// jobs are still guaranteed to at least begin processing,
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// and if any ProcessAsyncParams::m_completionCallback was
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// set it's guaranteed to be called even in the event of a
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// cancellation. If a job only begins processing after its
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// associated job context has been cancelled, no processing
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// will occur and the callback will be invoked immediately,
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// otherwise the job may either run to completion or cease
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// processing early; the callback is invoked in all cases,
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// provided one was specified with the original request.
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void Cancel() { m_isCancelled = true; }
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// Was this TerrainJobContext cancelled?
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bool IsCancelled() const { return m_isCancelled; }
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// Called by the TerrainSystem when a job associated with
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// this TerrainJobContext completes. Returns true if this
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// was the final job to be completed, or false otherwise.
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bool OnJobCompleted() { return (--m_numJobsToComplete == 0); }
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private:
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AZStd::atomic_int m_numJobsToComplete = 0;
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AZStd::atomic_bool m_isCancelled = false;
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};
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//! Alias for an optional callback function to invoke when the various Process*Async functions complete.
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//! The TerrainJobContext, returned from the original Process*Async function call, is passed as a param
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//! to the callback function so it can be queried to see if the job was cancelled or completed normally.
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typedef AZStd::function<void(AZStd::shared_ptr<TerrainJobContext>)> ProcessAsyncCompleteCallback;
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//! A parameter group struct that can optionally be passed to the various Process*Async API functions.
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struct ProcessAsyncParams
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{
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//! The default minimum number ofpositions per async terrain request job.
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static constexpr int32_t MinPositionsPerJobDefault = 8;
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//! The default number of jobs which async terrain requests will be split into.
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static constexpr int32_t NumJobsDefault = 1;
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//! The maximum number of jobs which async terrain requests will be split into.
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//! This is not the value itself, rather a constant that can be used to request
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//! the work be split into the maximum number of job manager threads available.
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static constexpr int32_t NumJobsMax = -1;
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//! The desired number of jobs to split async terrain requests into.
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//! The actual value used will be clamped to the number of available job manager threads.
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//!
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//! Note: Currently, splitting the work over multiple threads causes contention when
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//! locking various mutexes, resulting in slower overall wall time for async
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//! requests split over multiple threads vs one where all the work is done on
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//! a single thread. The latter is still preferable over a regular synchronous
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//! call because it is just as quick and prevents the main thread from blocking.
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//! This note should be removed once the mutex contention issues have been addressed.
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int32_t m_desiredNumberOfJobs = NumJobsDefault;
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//! The minimum number of positions per async terrain request job.
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int32_t m_minPositionsPerJob = MinPositionsPerJobDefault;
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//! The callback function that will be invoked when a call to a Process*Async function completes.
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//! If the job is cancelled, the completion callback will not be invoked.
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ProcessAsyncCompleteCallback m_completionCallback = nullptr;
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};
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//! Asynchronous versions of the various 'Process*' API functions declared above.
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//! It's the responsibility of the caller to ensure all callbacks are threadsafe.
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virtual AZStd::shared_ptr<TerrainJobContext> ProcessHeightsFromListAsync(
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const AZStd::span<const AZ::Vector3>& inPositions,
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SurfacePointListFillCallback perPositionCallback,
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Sampler sampleFilter = Sampler::DEFAULT,
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AZStd::shared_ptr<ProcessAsyncParams> params = nullptr) const = 0;
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virtual AZStd::shared_ptr<TerrainJobContext> ProcessNormalsFromListAsync(
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const AZStd::span<const AZ::Vector3>& inPositions,
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SurfacePointListFillCallback perPositionCallback,
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Sampler sampleFilter = Sampler::DEFAULT,
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AZStd::shared_ptr<ProcessAsyncParams> params = nullptr) const = 0;
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virtual AZStd::shared_ptr<TerrainJobContext> ProcessSurfaceWeightsFromListAsync(
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const AZStd::span<const AZ::Vector3>& inPositions,
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SurfacePointListFillCallback perPositionCallback,
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Sampler sampleFilter = Sampler::DEFAULT,
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AZStd::shared_ptr<ProcessAsyncParams> params = nullptr) const = 0;
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virtual AZStd::shared_ptr<TerrainJobContext> ProcessSurfacePointsFromListAsync(
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const AZStd::span<const AZ::Vector3>& inPositions,
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SurfacePointListFillCallback perPositionCallback,
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Sampler sampleFilter = Sampler::DEFAULT,
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AZStd::shared_ptr<ProcessAsyncParams> params = nullptr) const = 0;
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virtual AZStd::shared_ptr<TerrainJobContext> ProcessHeightsFromListOfVector2Async(
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const AZStd::span<const AZ::Vector2>& inPositions,
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SurfacePointListFillCallback perPositionCallback,
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Sampler sampleFilter = Sampler::DEFAULT,
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AZStd::shared_ptr<ProcessAsyncParams> params = nullptr) const = 0;
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virtual AZStd::shared_ptr<TerrainJobContext> ProcessNormalsFromListOfVector2Async(
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const AZStd::span<const AZ::Vector2>& inPositions,
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SurfacePointListFillCallback perPositionCallback,
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Sampler sampleFilter = Sampler::DEFAULT,
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AZStd::shared_ptr<ProcessAsyncParams> params = nullptr) const = 0;
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virtual AZStd::shared_ptr<TerrainJobContext> ProcessSurfaceWeightsFromListOfVector2Async(
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const AZStd::span<const AZ::Vector2>& inPositions,
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SurfacePointListFillCallback perPositionCallback,
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Sampler sampleFilter = Sampler::DEFAULT,
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AZStd::shared_ptr<ProcessAsyncParams> params = nullptr) const = 0;
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virtual AZStd::shared_ptr<TerrainJobContext> ProcessSurfacePointsFromListOfVector2Async(
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const AZStd::span<const AZ::Vector2>& inPositions,
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SurfacePointListFillCallback perPositionCallback,
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Sampler sampleFilter = Sampler::DEFAULT,
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AZStd::shared_ptr<ProcessAsyncParams> params = nullptr) const = 0;
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virtual AZStd::shared_ptr<TerrainJobContext> ProcessHeightsFromRegionAsync(
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const AZ::Aabb& inRegion,
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const AZ::Vector2& stepSize,
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SurfacePointRegionFillCallback perPositionCallback,
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Sampler sampleFilter = Sampler::DEFAULT,
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AZStd::shared_ptr<ProcessAsyncParams> params = nullptr) const = 0;
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virtual AZStd::shared_ptr<TerrainJobContext> ProcessNormalsFromRegionAsync(
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const AZ::Aabb& inRegion,
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const AZ::Vector2& stepSize,
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SurfacePointRegionFillCallback perPositionCallback,
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Sampler sampleFilter = Sampler::DEFAULT,
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AZStd::shared_ptr<ProcessAsyncParams> params = nullptr) const = 0;
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virtual AZStd::shared_ptr<TerrainJobContext> ProcessSurfaceWeightsFromRegionAsync(
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const AZ::Aabb& inRegion,
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const AZ::Vector2& stepSize,
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SurfacePointRegionFillCallback perPositionCallback,
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Sampler sampleFilter = Sampler::DEFAULT,
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AZStd::shared_ptr<ProcessAsyncParams> params = nullptr) const = 0;
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virtual AZStd::shared_ptr<TerrainJobContext> ProcessSurfacePointsFromRegionAsync(
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const AZ::Aabb& inRegion,
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const AZ::Vector2& stepSize,
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SurfacePointRegionFillCallback perPositionCallback,
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Sampler sampleFilter = Sampler::DEFAULT,
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AZStd::shared_ptr<ProcessAsyncParams> params = nullptr) const = 0;
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private:
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// Private variations of the GetSurfacePoint API exposed to BehaviorContext that returns a value instead of
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// using an "out" parameter. The "out" parameter is useful for reusing memory allocated in SurfacePoint when
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// using the public API, but can't easily be used from Script Canvas.
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SurfaceData::SurfacePoint BehaviorContextGetSurfacePoint(
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const AZ::Vector3& inPosition,
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Sampler sampleFilter = Sampler::DEFAULT) const
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{
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SurfaceData::SurfacePoint result;
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GetSurfacePoint(inPosition, result, sampleFilter);
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return result;
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}
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SurfaceData::SurfacePoint BehaviorContextGetSurfacePointFromVector2(
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const AZ::Vector2& inPosition, Sampler sampleFilter = Sampler::DEFAULT) const
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{
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SurfaceData::SurfacePoint result;
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GetSurfacePointFromVector2(inPosition, result, sampleFilter);
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return result;
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}
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// Private variations of the GetHeight.., GetNormal..., GetMaxSurfaceWeight..., GetSurfaceWeights... APIs
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// exposed to BehaviorContext that does not use the terrainExists "out" parameter.
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float BehaviorContextGetHeight(const AZ::Vector3& position, Sampler sampler = Sampler::BILINEAR)
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{
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return GetHeight(position, sampler, nullptr);
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}
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float BehaviorContextGetHeightFromVector2(const AZ::Vector2& position, Sampler sampler = Sampler::BILINEAR)
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{
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return GetHeightFromVector2(position, sampler, nullptr);
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}
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float BehaviorContextGetHeightFromFloats(float x, float y, Sampler sampler = Sampler::BILINEAR)
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{
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return GetHeightFromFloats(x, y, sampler, nullptr);
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}
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AZ::Vector3 BehaviorContextGetNormal(const AZ::Vector3& position, Sampler sampleFilter = Sampler::BILINEAR)
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{
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return GetNormal(position, sampleFilter, nullptr);
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}
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SurfaceData::SurfaceTagWeight BehaviorContextGetMaxSurfaceWeight(
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const AZ::Vector3& position, Sampler sampleFilter = Sampler::BILINEAR)
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{
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return GetMaxSurfaceWeight(position, sampleFilter, nullptr);
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}
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SurfaceData::SurfaceTagWeight BehaviorContextGetMaxSurfaceWeightFromVector2(
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const AZ::Vector2& inPosition, Sampler sampleFilter = Sampler::DEFAULT)
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{
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return GetMaxSurfaceWeightFromVector2(inPosition, sampleFilter, nullptr);
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}
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SurfaceData::SurfaceTagWeightList BehaviorContextGetSurfaceWeights(
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const AZ::Vector3& inPosition,
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Sampler sampleFilter = Sampler::DEFAULT)
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{
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SurfaceData::SurfaceTagWeightList list;
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GetSurfaceWeights(inPosition, list, sampleFilter, nullptr);
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return list;
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}
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SurfaceData::SurfaceTagWeightList BehaviorContextGetSurfaceWeightsFromVector2(
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const AZ::Vector2& inPosition,
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Sampler sampleFilter = Sampler::DEFAULT)
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{
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SurfaceData::SurfaceTagWeightList list;
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GetSurfaceWeightsFromVector2(inPosition, list, sampleFilter, nullptr);
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return list;
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}
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};
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using TerrainDataRequestBus = AZ::EBus<TerrainDataRequests>;
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class TerrainDataNotifications
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: public AZ::EBusTraits
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{
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public:
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//////////////////////////////////////////////////////////////////////////
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// EBusTraits overrides
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static const AZ::EBusHandlerPolicy HandlerPolicy = AZ::EBusHandlerPolicy::Multiple;
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static const AZ::EBusAddressPolicy AddressPolicy = AZ::EBusAddressPolicy::Single;
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//////////////////////////////////////////////////////////////////////////
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enum TerrainDataChangedMask : uint8_t
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{
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None = 0b00000000,
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Settings = 0b00000001,
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HeightData = 0b00000010,
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ColorData = 0b00000100,
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SurfaceData = 0b00001000
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};
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virtual void OnTerrainDataCreateBegin() {}
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virtual void OnTerrainDataCreateEnd() {}
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virtual void OnTerrainDataDestroyBegin() {}
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virtual void OnTerrainDataDestroyEnd() {}
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virtual void OnTerrainDataChanged(
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[[maybe_unused]] const AZ::Aabb& dirtyRegion, [[maybe_unused]] TerrainDataChangedMask dataChangedMask)
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{
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}
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};
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using TerrainDataNotificationBus = AZ::EBus<TerrainDataNotifications>;
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} // namespace Terrain
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} // namespace AzFramework
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namespace AZ
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{
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AZ_TYPE_INFO_SPECIALIZE(AzFramework::Terrain::TerrainDataRequests::Sampler, "{D29BB6D7-3006-4114-858D-355EAA256B86}");
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} // namespace AZ
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