119 lines
6.3 KiB
C++
119 lines
6.3 KiB
C++
/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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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/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/RTTI/BehaviorContext.h>
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namespace AzFramework
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{
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namespace SurfaceData
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{
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struct SurfaceTagWeight
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{
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AZ_TYPE_INFO(SurfaceTagWeight, "{EA14018E-E853-4BF5-8E13-D83BB99A54CC}");
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AZ::Crc32 m_surfaceType;
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float m_weight; //! A Value in the range [0.0f .. 1.0f]
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//! Don't call this directly. TerrainDataRequests::Reflect is doing it already.
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static void Reflect(AZ::ReflectContext* context);
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};
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} //namespace SurfaceData
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namespace Terrain
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{
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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 AZ::Vector2 GetTerrainGridResolution() const = 0;
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virtual AZ::Aabb GetTerrainAabb() const = 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 a terrain HOLE then *terrainExistsPtr will become false,
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//! otherwise *terrainExistsPtr will become true.
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virtual float GetHeight(AZ::Vector3 position, Sampler sampler = Sampler::BILINEAR, bool* terrainExistsPtr = nullptr) const = 0;
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virtual float GetHeightFromFloats(float x, float y, Sampler sampler = 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 a terrain HOLE then *terrainExistsPtr will be set to false,
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//! otherwise *terrainExistsPtr will be set to true.
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virtual SurfaceData::SurfaceTagWeight GetMaxSurfaceWeight(AZ::Vector3 position, Sampler sampleFilter = Sampler::BILINEAR, bool* terrainExistsPtr = nullptr) const = 0;
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virtual SurfaceData::SurfaceTagWeight GetMaxSurfaceWeightFromFloats(float x, float y, Sampler sampleFilter = Sampler::BILINEAR, 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 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(AZ::Vector3 position, Sampler sampleFilter = 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 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 terrain HOLE then *terrainExistsPtr will be set to false,
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//! otherwise *terrainExistsPtr will be set to true.
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virtual AZ::Vector3 GetNormal(AZ::Vector3 position, Sampler sampleFilter = Sampler::BILINEAR, bool* terrainExistsPtr = nullptr) const = 0;
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virtual AZ::Vector3 GetNormalFromFloats(float x, float y, Sampler sampleFilter = Sampler::BILINEAR, bool* terrainExistsPtr = nullptr) const = 0;
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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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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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};
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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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