Files
FlaxEngine/Source/Engine/Terrain/TerrainPatch.cpp

2589 lines
89 KiB
C++

// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
#include "TerrainPatch.h"
#include "Terrain.h"
#include "Engine/Serialization/Serialization.h"
#include "Engine/Core/Log.h"
#include "Engine/Core/Math/Color32.h"
#include "Engine/Profiler/ProfilerCPU.h"
#include "Engine/Physics/Physics.h"
#include "Engine/Physics/PhysicsScene.h"
#include "Engine/Physics/PhysicsBackend.h"
#include "Engine/Physics/CollisionCooking.h"
#include "Engine/Level/Scene/Scene.h"
#include "Engine/Level/Level.h"
#include "Engine/Graphics/Async/GPUTask.h"
#include "Engine/Threading/Threading.h"
#if TERRAIN_EDITING
#include "Engine/Core/Math/Packed.h"
#include "Engine/Graphics/PixelFormatExtensions.h"
#include "Engine/Graphics/RenderTools.h"
#include "Engine/Graphics/RenderView.h"
#include "Engine/Graphics/Textures/GPUTexture.h"
#include "Engine/Graphics/Textures/TextureData.h"
#include "Engine/Serialization/MemoryWriteStream.h"
#if USE_EDITOR
#include "Editor/Editor.h"
#include "Engine/ContentImporters/AssetsImportingManager.h"
#endif
#endif
#if TERRAIN_EDITING || TERRAIN_UPDATING
#include "Engine/Core/Collections/ArrayExtensions.h"
#endif
#if USE_EDITOR
#include "Engine/Debug/DebugDraw.h"
#endif
#include "Engine/Content/Content.h"
#include "Engine/Content/Assets/RawDataAsset.h"
#define TERRAIN_PATCH_COLLISION_QUANTIZATION ((float)0x7fff)
// [Deprecated on 4.03.2024, expires on 4.03.2029]
struct TerrainCollisionDataHeaderOld
{
int32 LOD;
float ScaleXZ;
};
struct TerrainCollisionDataHeader
{
static constexpr int32 CurrentVersion = 1;
int32 CheckOldMagicNumber; // Used to detect if loading new header or old one
int32 Version;
int32 LOD;
float ScaleXZ;
};
TerrainPatch::TerrainPatch(const SpawnParams& params)
: ScriptingObject(params)
{
}
void TerrainPatch::Init(Terrain* terrain, int16 x, int16 z)
{
ScopeLock lock(_collisionLocker);
_terrain = terrain;
_physicsShape = nullptr;
_physicsActor = nullptr;
_physicsHeightField = nullptr;
_x = x;
_z = z;
const float size = _terrain->_chunkSize * TERRAIN_UNITS_PER_VERTEX * Terrain::Terrain::ChunksCountEdge;
_offset = Float3(_x * size, 0.0f, _z * size);
_yOffset = 0.0f;
_yHeight = 1.0f;
for (int32 i = 0; i < Terrain::ChunksCount; i++)
{
Chunks[i].Init(this, i % Terrain::Terrain::ChunksCountEdge, i / Terrain::Terrain::ChunksCountEdge);
}
Heightmap = nullptr;
for (int32 i = 0; i < TERRAIN_MAX_SPLATMAPS_COUNT; i++)
{
Splatmap[i] = nullptr;
}
_heightfield = nullptr;
#if TERRAIN_UPDATING
_cachedHeightMap.Resize(0);
_cachedHolesMask.Resize(0);
_wasHeightModified = false;
for (int32 i = 0; i < TERRAIN_MAX_SPLATMAPS_COUNT; i++)
{
_cachedSplatMap[i].Resize(0);
_wasSplatmapModified[i] = false;
}
#endif
#if TERRAIN_USE_PHYSICS_DEBUG
_debugLines.Resize(0);
#endif
#if USE_EDITOR
_collisionTriangles.Resize(0);
#endif
_collisionVertices.Resize(0);
}
TerrainPatch::~TerrainPatch()
{
#if TERRAIN_UPDATING
SAFE_DELETE(_dataHeightmap);
for (int32 i = 0; i < TERRAIN_MAX_SPLATMAPS_COUNT; i++)
{
SAFE_DELETE(_dataSplatmap[i]);
}
#endif
}
void TerrainPatch::RemoveLightmap()
{
for (auto& chunk : Chunks)
{
chunk.RemoveLightmap();
}
}
void TerrainPatch::UpdateBounds()
{
PROFILE_CPU();
Chunks[0].UpdateBounds();
_bounds = Chunks[0]._bounds;
for (int32 i = 1; i < Terrain::ChunksCount; i++)
{
Chunks[i].UpdateBounds();
BoundingBox::Merge(_bounds, Chunks[i]._bounds, _bounds);
}
}
void TerrainPatch::UpdateTransform()
{
PROFILE_CPU();
// Update physics
if (_physicsActor)
{
const Transform& terrainTransform = _terrain->_transform;
PhysicsBackend::SetRigidActorPose(_physicsActor, terrainTransform.LocalToWorld(_offset), terrainTransform.Orientation);
}
// Update chunks cache
for (int32 i = 0; i < Terrain::ChunksCount; i++)
{
Chunks[i].UpdateTransform();
}
#if USE_EDITOR
// We pre-transform vertices to world space
_collisionTriangles.Resize(0);
#endif
_collisionVertices.Resize(0);
}
#if TERRAIN_EDITING || TERRAIN_UPDATING
bool IsValidMaterial(const JsonAssetReference<PhysicalMaterial>& e)
{
return e;
}
struct TerrainDataUpdateInfo
{
TerrainPatch* Patch;
int32 ChunkSize;
int32 VertexCountEdge;
int32 HeightmapSize;
int32 HeightmapLength;
int32 TextureSize;
float PatchOffset;
float PatchHeight;
Color32* SplatMaps[TERRAIN_MAX_SPLATMAPS_COUNT] = {};
TerrainDataUpdateInfo(TerrainPatch* patch, float patchOffset = 0.0f, float patchHeight = 1.0f)
: Patch(patch)
, PatchOffset(patchOffset)
, PatchHeight(patchHeight)
{
ChunkSize = patch->GetTerrain()->GetChunkSize();
VertexCountEdge = ChunkSize + 1;
HeightmapSize = ChunkSize * Terrain::ChunksCountEdge + 1;
HeightmapLength = HeightmapSize * HeightmapSize;
TextureSize = VertexCountEdge * Terrain::ChunksCountEdge;
}
bool UsePhysicalMaterials() const
{
return ArrayExtensions::Any<JsonAssetReference<PhysicalMaterial>>(Patch->GetTerrain()->GetPhysicalMaterials(), IsValidMaterial);
}
// When using physical materials, then get splatmaps data required for per-triangle material indices
void GetSplatMaps()
{
#if TERRAIN_UPDATING
if (SplatMaps[0])
return;
if (UsePhysicalMaterials())
{
for (int32 i = 0; i < TERRAIN_MAX_SPLATMAPS_COUNT; i++)
SplatMaps[i] = Patch->GetSplatMapData(i);
}
#else
LOG(Warning, "Splatmaps reading not implemented for physical layers updating.");
#endif
}
};
// Shared data container for the terrain data updating shared by the normals and collision generation logic
static Array<byte> TerrainUpdateScratchBuffer;
#define GET_TERRAIN_SCRATCH_BUFFER(variable, count, type) \
TerrainUpdateScratchBuffer.Clear(); \
TerrainUpdateScratchBuffer.EnsureCapacity((count) * sizeof(type)); \
auto variable = (type*)TerrainUpdateScratchBuffer.Get()
float AlignHeight(double height, double error)
{
const double heightCount = height / error;
const int64 heightCountInt = (int64)heightCount;
return (float)(heightCountInt * error);
}
FORCE_INLINE void WriteHeight(const TerrainDataUpdateInfo& info, Color32& raw, const float height)
{
const float normalizedHeight = (height - info.PatchOffset) / info.PatchHeight;
const uint16 quantizedHeight = (uint16)(normalizedHeight * MAX_uint16);
raw.R = (uint8)(quantizedHeight & 0xff);
raw.G = (uint8)((quantizedHeight >> 8) & 0xff);
}
FORCE_INLINE float ReadNormalizedHeight(const Color32& raw)
{
const uint16 quantizedHeight = raw.R | (raw.G << 8);
const float normalizedHeight = (float)quantizedHeight / MAX_uint16;
return normalizedHeight;
}
FORCE_INLINE bool ReadIsHole(const Color32& raw)
{
return (raw.B + raw.A) >= (int32)(1.9f * MAX_uint8);
}
void CalculateHeightmapRange(Terrain* terrain, TerrainDataUpdateInfo& info, const float* heightmap, float chunkOffsets[Terrain::ChunksCount], float chunkHeights[Terrain::ChunksCount])
{
PROFILE_CPU_NAMED("Terrain.CalculateRange");
// Note: terrain heightmap doesn't store raw height values but normalized into per-patch dimensions (height = normHeight * chunkPatch + patchOffset)
float minPatchHeight = MAX_float;
float maxPatchHeight = MIN_float;
for (int32 chunkIndex = 0; chunkIndex < Terrain::ChunksCount; chunkIndex++)
{
const int32 chunkX = (chunkIndex % Terrain::ChunksCountEdge) * info.ChunkSize;
const int32 chunkZ = (chunkIndex / Terrain::ChunksCountEdge) * info.ChunkSize;
float minHeight = MAX_float;
float maxHeight = MIN_float;
for (int32 z = 0; z < info.VertexCountEdge; z++)
{
const int32 sz = (chunkZ + z) * info.HeightmapSize;
for (int32 x = 0; x < info.VertexCountEdge; x++)
{
const int32 sx = chunkX + x;
const float height = heightmap[sz + sx];
minHeight = Math::Min(minHeight, height);
maxHeight = Math::Max(maxHeight, height);
}
}
chunkOffsets[chunkIndex] = minHeight;
chunkHeights[chunkIndex] = Math::Max(maxHeight - minHeight, 1.0f);
minPatchHeight = Math::Min(minPatchHeight, minHeight);
maxPatchHeight = Math::Max(maxPatchHeight, maxHeight);
}
// Align the patch heightmap range error to reduce artifacts on patch edges (each patch has own height range)
const double error = 1.0 / MAX_uint16;
minPatchHeight = AlignHeight(minPatchHeight - error, error);
maxPatchHeight = AlignHeight(maxPatchHeight + error, error);
info.PatchOffset = minPatchHeight;
info.PatchHeight = Math::Max(maxPatchHeight - minPatchHeight, 1.0f);
}
void UpdateHeightMap(const TerrainDataUpdateInfo& info, const float* heightmap, const Int2& modifiedOffset, const Int2& modifiedSize, const byte* data)
{
PROFILE_CPU_NAMED("Terrain.UpdateHeightMap");
// TODO: use offset and size to improve performance of the data updating
const auto heightmapPtr = heightmap;
const auto ptr = (Color32*)data;
for (int32 chunkIndex = 0; chunkIndex < Terrain::ChunksCount; chunkIndex++)
{
const int32 chunkX = (chunkIndex % Terrain::ChunksCountEdge);
const int32 chunkZ = (chunkIndex / Terrain::ChunksCountEdge);
const int32 chunkTextureX = chunkX * info.VertexCountEdge;
const int32 chunkTextureZ = chunkZ * info.VertexCountEdge;
const int32 chunkHeightmapX = chunkX * info.ChunkSize;
const int32 chunkHeightmapZ = chunkZ * info.ChunkSize;
for (int32 z = 0; z < info.VertexCountEdge; z++)
{
const int32 tz = (chunkTextureZ + z) * info.TextureSize;
const int32 sz = (chunkHeightmapZ + z) * info.HeightmapSize;
for (int32 x = 0; x < info.VertexCountEdge; x++)
{
const int32 tx = chunkTextureX + x;
const int32 sx = chunkHeightmapX + x;
const int32 textureIndex = tz + tx;
const int32 heightmapIndex = sz + sx;
WriteHeight(info, ptr[textureIndex], heightmapPtr[heightmapIndex]);
}
}
}
}
void UpdateHeightMap(const TerrainDataUpdateInfo& info, const float* heightmap, const byte* data)
{
UpdateHeightMap(info, heightmap, Int2::Zero, Int2(info.HeightmapSize), data);
}
void UpdateSplatMap(const TerrainDataUpdateInfo& info, const Color32* splatMap, const Int2& modifiedOffset, const Int2& modifiedSize, const byte* data)
{
PROFILE_CPU_NAMED("Terrain.UpdateSplatMap");
// TODO: use offset and size to improve performance of the data updating
const auto splatPtr = splatMap;
const auto ptr = (Color32*)data;
for (int32 chunkIndex = 0; chunkIndex < Terrain::ChunksCount; chunkIndex++)
{
const int32 chunkX = (chunkIndex % Terrain::ChunksCountEdge);
const int32 chunkZ = (chunkIndex / Terrain::ChunksCountEdge);
const int32 chunkTextureX = chunkX * info.VertexCountEdge;
const int32 chunkTextureZ = chunkZ * info.VertexCountEdge;
const int32 chunkHeightmapX = chunkX * info.ChunkSize;
const int32 chunkHeightmapZ = chunkZ * info.ChunkSize;
for (int32 z = 0; z < info.VertexCountEdge; z++)
{
const int32 tz = (chunkTextureZ + z) * info.TextureSize;
const int32 sz = (chunkHeightmapZ + z) * info.HeightmapSize;
for (int32 x = 0; x < info.VertexCountEdge; x++)
{
const int32 tx = chunkTextureX + x;
const int32 sx = chunkHeightmapX + x;
const int32 textureIndex = tz + tx;
const int32 heightmapIndex = sz + sx;
ptr[textureIndex] = splatPtr[heightmapIndex];
}
}
}
}
void UpdateSplatMap(const TerrainDataUpdateInfo& info, const Color32* splatMap, const byte* data)
{
UpdateSplatMap(info, splatMap, Int2::Zero, Int2(info.HeightmapSize), data);
}
void UpdateNormalsAndHoles(const TerrainDataUpdateInfo& info, const float* heightmap, const byte* holesMask, const Int2& modifiedOffset, const Int2& modifiedSize, const byte* data)
{
PROFILE_CPU_NAMED("Terrain.CalculateNormals");
// Expand the area for the normals to prevent issues on the edges (for the averaged normals)
const Int2 modifiedEnd = modifiedOffset + modifiedSize;
const Int2 normalsStart = Int2::Max(Int2::Zero, modifiedOffset - 1);
const Int2 normalsEnd = Int2::Min(info.HeightmapSize, modifiedEnd + 1);
const Int2 normalsSize = normalsEnd - normalsStart;
// Prepare memory
const int32 normalsLength = normalsSize.X * normalsSize.Y;
GET_TERRAIN_SCRATCH_BUFFER(normalsPerVertex, normalsLength, Float3);
// Clear normals (for accumulation pass)
Platform::MemoryClear(normalsPerVertex, normalsLength * sizeof(Float3));
// Calculate per-quad normals and apply them to nearby vertices
for (int32 z = normalsStart.Y; z < normalsEnd.Y - 1; z++)
{
for (int32 x = normalsStart.X; x < normalsEnd.X - 1; x++)
{
// Get four vertices from the quad
#define GET_VERTEX(a, b) \
int32 i##a##b = (z + (b) - normalsStart.Y) * normalsSize.X + (x + (a) - normalsStart.X); \
int32 h##a##b = (z + (b)) * info.HeightmapSize + (x + (a)); \
Float3 v##a##b; v##a##b.X = (x + (a)) * TERRAIN_UNITS_PER_VERTEX; \
v##a##b.Y = heightmap[h##a##b]; \
v##a##b.Z = (z + (b)) * TERRAIN_UNITS_PER_VERTEX
GET_VERTEX(0, 0);
GET_VERTEX(1, 0);
GET_VERTEX(0, 1);
GET_VERTEX(1, 1);
#undef GET_VERTEX
// TODO: use SIMD for those calculations
// Calculate normals for quad two vertices
Float3 n0 = Float3::Normalize((v00 - v01) ^ (v01 - v10));
Float3 n1 = Float3::Normalize((v11 - v10) ^ (v10 - v01));
Float3 n2 = n0 + n1;
// Apply normal to each vertex using it
normalsPerVertex[i00] += n1;
normalsPerVertex[i01] += n2;
normalsPerVertex[i10] += n2;
normalsPerVertex[i11] += n0;
}
}
// Smooth normals
for (int32 z = 1; z < normalsSize.Y - 1; z++)
{
for (int32 x = 1; x < normalsSize.X - 1; x++)
{
// Get four normals for the nearby quads
#define GET_NORMAL(a, b) \
int32 i##a##b = (z + (b - 1)) * normalsSize.X + (x + (a - 1)); \
Float3 n##a##b = Float3::NormalizeFast(normalsPerVertex[i##a##b])
GET_NORMAL(0, 0);
GET_NORMAL(1, 0);
GET_NORMAL(0, 1);
GET_NORMAL(1, 1);
GET_NORMAL(2, 0);
GET_NORMAL(2, 1);
GET_NORMAL(0, 2);
GET_NORMAL(1, 2);
GET_NORMAL(2, 2);
#undef GET_VERTEX
// TODO: use SIMD for those calculations
/*
* The current vertex is (11). Calculate average for the nearby vertices.
* 00 01 02
* 10 (11) 12
* 20 21 22
*/
const Float3 avg = (n00 + n01 + n02 + n10 + n11 + n12 + n20 + n21 + n22) * (1.0f / 9.0f);
// Smooth normals by performing interpolation to average for nearby quads
normalsPerVertex[i11] = Float3::Lerp(n11, avg, 0.6f);
}
}
// Write back to the data container
const auto ptr = (Color32*)data;
for (int32 chunkIndex = 0; chunkIndex < Terrain::ChunksCount; chunkIndex++)
{
const int32 chunkX = (chunkIndex % Terrain::ChunksCountEdge);
const int32 chunkZ = (chunkIndex / Terrain::ChunksCountEdge);
const int32 chunkTextureX = chunkX * info.VertexCountEdge;
const int32 chunkTextureZ = chunkZ * info.VertexCountEdge;
const int32 chunkHeightmapX = chunkX * info.ChunkSize;
const int32 chunkHeightmapZ = chunkZ * info.ChunkSize;
// Skip unmodified chunks
if (chunkHeightmapX >= modifiedEnd.X || chunkHeightmapX + info.ChunkSize < modifiedOffset.X ||
chunkHeightmapZ >= modifiedEnd.Y || chunkHeightmapZ + info.ChunkSize < modifiedOffset.Y)
continue;
// TODO: adjust loop range to reduce iterations count for edge cases (skip checking unmodified samples)
for (int32 z = 0; z < info.VertexCountEdge; z++)
{
// Skip unmodified columns
const int32 dz = chunkHeightmapZ + z - modifiedOffset.Y;
if (dz < 0 || dz >= modifiedSize.Y)
continue;
const int32 hz = (chunkHeightmapZ + z) * info.HeightmapSize;
const int32 sz = (chunkHeightmapZ + z - normalsStart.Y) * normalsSize.X;
const int32 tz = (chunkTextureZ + z) * info.TextureSize;
// TODO: adjust loop range to reduce iterations count for edge cases (skip checking unmodified samples)
for (int32 x = 0; x < info.VertexCountEdge; x++)
{
// Skip unmodified rows
const int32 dx = chunkHeightmapX + x - modifiedOffset.X;
if (dx < 0 || dx >= modifiedSize.X)
continue;
const int32 hx = chunkHeightmapX + x;
const int32 sx = chunkHeightmapX + x - normalsStart.X;
const int32 tx = chunkTextureX + x;
const int32 textureIndex = tz + tx;
const int32 heightmapIndex = hz + hx;
const int32 normalIndex = sz + sx;
#if BUILD_DEBUG
ASSERT(normalIndex >= 0 && normalIndex < normalsLength);
#endif
Float3 normal = Float3::NormalizeFast(normalsPerVertex[normalIndex]) * 0.5f + 0.5f;
if (holesMask && !holesMask[heightmapIndex])
normal = Float3::One;
ptr[textureIndex].B = (uint8)(normal.X * MAX_uint8);
ptr[textureIndex].A = (uint8)(normal.Z * MAX_uint8);
}
}
}
}
void UpdateNormalsAndHoles(const TerrainDataUpdateInfo& info, const float* heightmap, const byte* holesMask, const byte* data)
{
UpdateNormalsAndHoles(info, heightmap, holesMask, Int2::Zero, Int2(info.HeightmapSize), data);
}
bool GenerateMips(TextureBase::InitData* initData)
{
PROFILE_CPU_NAMED("Terrain.GenerateMips");
for (int32 mipIndex = 1; mipIndex < initData->Mips.Count(); mipIndex++)
{
if (initData->GenerateMip(mipIndex, false))
{
LOG(Warning, "Failed to generate heightmap texture mip maps.");
return true;
}
}
return false;
}
void FixMips(const TerrainDataUpdateInfo& info, TextureBase::InitData* initData, int32 pixelStride)
{
PROFILE_CPU_NAMED("Terrain.FixMips");
for (int32 mipIndex = 1; mipIndex < initData->Mips.Count(); mipIndex++)
{
auto& mip = initData->Mips[mipIndex];
auto& mipHigher = initData->Mips[mipIndex - 1];
byte* mipData = mip.Data.Get();
const byte* mipDataHigher = mipHigher.Data.Get();
const int32 vertexCountEdgeMip = info.VertexCountEdge >> mipIndex;
const int32 textureSizeMip = info.TextureSize >> mipIndex;
const int32 vertexCountEdgeMipHigher = vertexCountEdgeMip << 1;
const int32 textureSizeMipHigher = textureSizeMip << 1;
// Make heightmap values on left edge the same as the left edge of the chunk on the higher LOD
for (int32 chunkX = 0; chunkX < Terrain::ChunksCountEdge; chunkX++)
{
for (int32 chunkZ = 0; chunkZ < Terrain::ChunksCountEdge; chunkZ++)
{
const int32 chunkTextureX = chunkX * vertexCountEdgeMip;
const int32 chunkTextureZ = chunkZ * vertexCountEdgeMip;
const int32 chunkTextureXHigher = chunkX * vertexCountEdgeMipHigher;
const int32 chunkTextureZHigher = chunkZ * vertexCountEdgeMipHigher;
// Exclude patch edges
int32 z = 0, zCount = vertexCountEdgeMip;
int32 x = 0, xCount = vertexCountEdgeMip;
if (chunkX == 0)
x = 1;
else if (chunkX == Terrain::ChunksCountEdge - 1)
xCount--;
if (chunkZ == 0)
z = 1;
else if (chunkZ == Terrain::ChunksCountEdge - 1)
zCount--;
for (; z < zCount; z++)
{
const int32 textureIndex = (chunkTextureZ + z) * textureSizeMip + chunkTextureX;
const int32 zHigher = (int32)(((float)z / vertexCountEdgeMip) * vertexCountEdgeMipHigher);
const int32 textureIndexHigherMip = (chunkTextureZHigher + zHigher) * textureSizeMipHigher + chunkTextureXHigher;
const byte* higherMipData = mipDataHigher + textureIndexHigherMip * pixelStride;
Platform::MemoryCopy(mipData + textureIndex * pixelStride, higherMipData, pixelStride);
}
for (; x < xCount; x++)
{
const int32 textureIndex = chunkTextureZ * textureSizeMip + chunkTextureX + x;
const int32 xHigher = (int32)(((float)x / vertexCountEdgeMip) * vertexCountEdgeMipHigher);
const int32 textureIndexHigherMip = chunkTextureZHigher * textureSizeMipHigher + chunkTextureXHigher + xHigher;
const byte* higherMipData = mipDataHigher + textureIndexHigherMip * pixelStride;
Platform::MemoryCopy(mipData + textureIndex * pixelStride, higherMipData, pixelStride);
}
}
}
}
}
FORCE_INLINE byte GetPhysicalMaterial(const Color32& raw, const TerrainDataUpdateInfo& info, int32 chunkZ, int32 chunkX, int32 z, int32 x)
{
byte result = 0;
if (ReadIsHole(raw))
{
// Hole
result = (uint8)PhysicsBackend::HeightFieldMaterial::Hole;
}
else if (info.SplatMaps[0])
{
// Use the layer with the highest influence (splatmap data is Mip0 so convert x/z coords back to LOD0)
uint8 layer = 0;
uint8 layerWeight = 0;
const int32 splatmapTextureIndex = (chunkZ * info.ChunkSize + z) * info.HeightmapSize + chunkX * info.ChunkSize + x;
ASSERT(splatmapTextureIndex < info.HeightmapLength);
for (int32 splatIndex = 0; splatIndex < TERRAIN_MAX_SPLATMAPS_COUNT; splatIndex++)
{
for (int32 channelIndex = 0; channelIndex < 4; channelIndex++)
{
// Assume splatmap data pitch matches the row size and shift by channel index to simply sample at R chanel
const Color32* splatmap = (const Color32*)((const byte*)info.SplatMaps[splatIndex] + channelIndex);
const uint8 splat = splatmap[splatmapTextureIndex].R;
if (splat > layerWeight)
{
layer = splatIndex * 4 + channelIndex;
layerWeight = splat;
if (layerWeight == MAX_uint8)
break;
}
}
if (layerWeight == MAX_uint8)
break;
}
result = layer;
}
return result;
}
bool CookCollision(TerrainDataUpdateInfo& info, TextureBase::InitData* initData, int32 collisionLod, Array<byte>* collisionData)
{
#if COMPILE_WITH_PHYSICS_COOKING
info.GetSplatMaps();
PROFILE_CPU_NAMED("Terrain.CookCollision");
// Prepare data
const int32 collisionLOD = Math::Clamp<int32>(collisionLod, 0, initData->Mips.Count() - 1);
const int32 collisionLODInv = (int32)Math::Pow(2.0f, (float)collisionLOD);
const int32 heightFieldChunkSize = ((info.ChunkSize + 1) >> collisionLOD) - 1;
const int32 heightFieldSize = heightFieldChunkSize * Terrain::ChunksCountEdge + 1;
const int32 heightFieldLength = heightFieldSize * heightFieldSize;
GET_TERRAIN_SCRATCH_BUFFER(heightFieldData, heightFieldLength, PhysicsBackend::HeightFieldSample);
PhysicsBackend::HeightFieldSample sample;
Platform::MemoryClear(&sample, sizeof(PhysicsBackend::HeightFieldSample));
Platform::MemoryClear(heightFieldData, sizeof(PhysicsBackend::HeightFieldSample) * heightFieldLength);
// Setup terrain collision information
const auto& mip = initData->Mips[collisionLOD];
const int32 vertexCountEdgeMip = info.VertexCountEdge >> collisionLOD;
const int32 textureSizeMip = info.TextureSize >> collisionLOD;
for (int32 chunkX = 0; chunkX < Terrain::ChunksCountEdge; chunkX++)
{
const int32 chunkTextureX = chunkX * vertexCountEdgeMip;
const int32 chunkStartX = chunkX * heightFieldChunkSize;
for (int32 chunkZ = 0; chunkZ < Terrain::ChunksCountEdge; chunkZ++)
{
const int32 chunkTextureZ = chunkZ * vertexCountEdgeMip;
const int32 chunkStartZ = chunkZ * heightFieldChunkSize;
for (int32 z = 0; z < vertexCountEdgeMip; z++)
{
const int32 heightmapZ = chunkStartZ + z;
for (int32 x = 0; x < vertexCountEdgeMip; x++)
{
const int32 heightmapX = chunkStartX + x;
const int32 textureIndex = (chunkTextureZ + z) * textureSizeMip + chunkTextureX + x;
const Color32 raw = mip.Data.Get<Color32>()[textureIndex];
sample.Height = int16(TERRAIN_PATCH_COLLISION_QUANTIZATION * ReadNormalizedHeight(raw));
sample.MaterialIndex0 = sample.MaterialIndex1 = GetPhysicalMaterial(raw, info, chunkZ, chunkX, z * collisionLODInv, x * collisionLODInv);
const int32 dstIndex = (heightmapX * heightFieldSize) + heightmapZ;
heightFieldData[dstIndex] = sample;
}
}
}
}
// Cook height field
MemoryWriteStream outputStream;
if (CollisionCooking::CookHeightField(heightFieldSize, heightFieldSize, heightFieldData, outputStream))
return true;
// Write results
collisionData->Resize(sizeof(TerrainCollisionDataHeader) + outputStream.GetPosition(), false);
const auto header = (TerrainCollisionDataHeader*)collisionData->Get();
header->CheckOldMagicNumber = MAX_int32;
header->Version = TerrainCollisionDataHeader::CurrentVersion;
header->LOD = collisionLOD;
header->ScaleXZ = (float)info.HeightmapSize / heightFieldSize;
Platform::MemoryCopy(collisionData->Get() + sizeof(TerrainCollisionDataHeader), outputStream.GetHandle(), outputStream.GetPosition());
return false;
#else
LOG(Warning, "Collision cooking is disabled.");
return true;
#endif
}
bool ModifyCollision(TerrainDataUpdateInfo& info, TextureBase::InitData* initData, int32 collisionLod, const Int2& modifiedOffset, const Int2& modifiedSize, void* heightField)
{
info.GetSplatMaps();
PROFILE_CPU_NAMED("Terrain.ModifyCollision");
// Prepare data
const Vector2 modifiedOffsetRatio((float)modifiedOffset.X / info.HeightmapSize, (float)modifiedOffset.Y / info.HeightmapSize);
const Vector2 modifiedSizeRatio((float)modifiedSize.X / info.HeightmapSize, (float)modifiedSize.Y / info.HeightmapSize);
const int32 collisionLOD = Math::Clamp<int32>(collisionLod, 0, initData->Mips.Count() - 1);
const int32 collisionLODInv = (int32)Math::Pow(2.0f, (float)collisionLOD);
const int32 heightFieldChunkSize = ((info.ChunkSize + 1) >> collisionLOD) - 1;
const int32 heightFieldSize = heightFieldChunkSize * Terrain::ChunksCountEdge + 1;
const Int2 samplesOffset(Vector2::Floor(modifiedOffsetRatio * (float)heightFieldSize));
Int2 samplesSize(Vector2::Ceil(modifiedSizeRatio * (float)heightFieldSize));
samplesSize.X = Math::Max(samplesSize.X, 1);
samplesSize.Y = Math::Max(samplesSize.Y, 1);
Int2 samplesEnd = samplesOffset + samplesSize;
samplesEnd.X = Math::Min(samplesEnd.X, heightFieldSize);
samplesEnd.Y = Math::Min(samplesEnd.Y, heightFieldSize);
// Allocate data
const int32 heightFieldDataLength = samplesSize.X * samplesSize.Y;
GET_TERRAIN_SCRATCH_BUFFER(heightFieldData, info.HeightmapLength, PhysicsBackend::HeightFieldSample);
PhysicsBackend::HeightFieldSample sample;
Platform::MemoryClear(&sample, sizeof(PhysicsBackend::HeightFieldSample));
Platform::MemoryClear(heightFieldData, sizeof(PhysicsBackend::HeightFieldSample) * heightFieldDataLength);
// Setup terrain collision information
const auto& mip = initData->Mips[collisionLOD];
const int32 vertexCountEdgeMip = info.VertexCountEdge >> collisionLOD;
const int32 textureSizeMip = info.TextureSize >> collisionLOD;
for (int32 chunkX = 0; chunkX < Terrain::ChunksCountEdge; chunkX++)
{
const int32 chunkTextureX = chunkX * vertexCountEdgeMip;
const int32 chunkStartX = chunkX * heightFieldChunkSize;
if (chunkStartX >= samplesEnd.X || chunkStartX + vertexCountEdgeMip < samplesOffset.X)
continue; // Skip unmodified chunks
for (int32 chunkZ = 0; chunkZ < Terrain::ChunksCountEdge; chunkZ++)
{
const int32 chunkTextureZ = chunkZ * vertexCountEdgeMip;
const int32 chunkStartZ = chunkZ * heightFieldChunkSize;
if (chunkStartZ >= samplesEnd.Y || chunkStartZ + vertexCountEdgeMip < samplesOffset.Y)
continue; // Skip unmodified chunks
// TODO: adjust loop range to reduce iterations count for edge cases (skip checking unmodified samples)
for (int32 z = 0; z < vertexCountEdgeMip; z++)
{
const int32 heightmapZ = chunkStartZ + z;
const int32 heightmapLocalZ = heightmapZ - samplesOffset.Y;
if (heightmapLocalZ < 0 || heightmapLocalZ >= samplesSize.Y)
continue; // Skip unmodified columns
// TODO: adjust loop range to reduce iterations count for edge cases (skip checking unmodified samples)
for (int32 x = 0; x < vertexCountEdgeMip; x++)
{
const int32 heightmapX = chunkStartX + x;
const int32 heightmapLocalX = heightmapX - samplesOffset.X;
if (heightmapLocalX < 0 || heightmapLocalX >= samplesSize.X)
continue; // Skip unmodified rows
const int32 textureIndex = (chunkTextureZ + z) * textureSizeMip + chunkTextureX + x;
const Color32 raw = mip.Data.Get<Color32>()[textureIndex];
sample.Height = int16(TERRAIN_PATCH_COLLISION_QUANTIZATION * ReadNormalizedHeight(raw));
sample.MaterialIndex0 = sample.MaterialIndex1 = GetPhysicalMaterial(raw, info, chunkZ, chunkX, z * collisionLODInv, x * collisionLODInv);
const int32 dstIndex = (heightmapLocalX * samplesSize.Y) + heightmapLocalZ;
heightFieldData[dstIndex] = sample;
}
}
}
}
// Update height field range
if (PhysicsBackend::ModifyHeightField(heightField, samplesOffset.Y, samplesOffset.X, samplesSize.Y, samplesSize.X, heightFieldData))
{
LOG(Warning, "Height Field collision modification failed.");
return true;
}
return false;
}
#endif
#if TERRAIN_EDITING
bool TerrainPatch::SetupHeightMap(int32 heightMapLength, const float* heightMap, const byte* holesMask, bool forceUseVirtualStorage)
{
PROFILE_CPU_NAMED("Terrain.Setup");
if (heightMap == nullptr)
{
LOG(Warning, "Cannot create terrain without a heightmap specified.");
return true;
}
TerrainDataUpdateInfo info(this);
if (heightMapLength != info.HeightmapLength)
{
LOG(Warning, "Invalid heightmap length. Terrain of chunk size equal {0} uses heightmap of size {1}x{1} (heightmap array length must be {2}). Input heightmap has length {3}.", info.ChunkSize, info.HeightmapSize, info.HeightmapLength, heightMapLength);
return true;
}
const PixelFormat pixelFormat = PixelFormat::R8G8B8A8_UNorm;
// Input heightmap data overlaps on chunk edges but it needs to be duplicated for chunks (each chunk has own scale-bias for height values normalization)
const int32 pixelStride = PixelFormatExtensions::SizeInBytes(pixelFormat);
const int32 lodCount = Math::Min<int32>(_terrain->_lodCount, MipLevelsCount(info.VertexCountEdge) - 2);
// Process heightmap to get per-patch height normalization values
float chunkOffsets[Terrain::ChunksCount];
float chunkHeights[Terrain::ChunksCount];
CalculateHeightmapRange(_terrain, info, heightMap, chunkOffsets, chunkHeights);
// Prepare
#if USE_EDITOR
const bool useVirtualStorage = Editor::IsPlayMode || forceUseVirtualStorage;
#else
const bool useVirtualStorage = true;
#endif
#if USE_EDITOR
String heightMapPath, heightFieldPath;
if (!useVirtualStorage)
{
if (!_terrain->GetScene())
{
LOG(Error, "Cannot create non-virtual terrain. Add terrain actor to scene first (needs scene folder path for target assets location).");
return true;
}
const String cacheDir = _terrain->GetScene()->GetDataFolderPath() / TEXT("Terrain/") / _terrain->GetID().ToString(Guid::FormatType::N);
// Prepare asset paths for the non-virtual assets
heightMapPath = cacheDir + String::Format(TEXT("_{0:2}_{1:2}_Heightmap.{2}"), _x, _z, ASSET_FILES_EXTENSION);
heightFieldPath = cacheDir + String::Format(TEXT("_{0:2}_{1:2}_Heightfield.{2}"), _x, _z, ASSET_FILES_EXTENSION);
}
#endif
// Create heightmap texture data source container
auto initData = New<TextureBase::InitData>();
initData->Format = pixelFormat;
initData->Width = info.TextureSize;
initData->Height = info.TextureSize;
initData->ArraySize = 1;
initData->Mips.Resize(lodCount);
// Allocate top mip data
{
PROFILE_CPU_NAMED("Terrain.AllocateHeightmap");
auto& mip = initData->Mips[0];
mip.RowPitch = info.TextureSize * pixelStride;
mip.SlicePitch = mip.RowPitch * info.TextureSize;
mip.Data.Allocate(mip.SlicePitch);
}
// Create heightmap LOD0 data
{
const auto mipLOD0Data = initData->Mips[0].Data.Get();
UpdateHeightMap(info, heightMap, mipLOD0Data);
UpdateNormalsAndHoles(info, heightMap, holesMask, mipLOD0Data);
}
// Downscale mip data for all lower LODs
if (GenerateMips(initData))
{
Delete(initData);
return true;
}
// Fix generated mip maps to keep the same values for chunk edges (reduce cracks on continuous LOD transitions)
FixMips(info, initData, pixelStride);
// Save the heightmap data to the asset
if (useVirtualStorage)
{
// Check if texture is missing or it is not virtual
Texture* texture = Heightmap.Get();
if (texture == nullptr || !texture->IsVirtual())
{
// Create new virtual texture
texture = Content::CreateVirtualAsset<Texture>();
if (texture == nullptr)
{
LOG(Warning, "Failed to create virtual heightmap texture.");
return true;
}
Heightmap = texture;
}
// Initialize the texture (data will be streamed)
if (texture->Init(initData))
{
Delete(initData);
LOG(Warning, "Failed to initialize virtual heightmap texture.");
return true;
}
}
#if COMPILE_WITH_ASSETS_IMPORTER
else
{
// Import data to the asset file
Guid id = Guid::New();
if (AssetsImportingManager::Create(AssetsImportingManager::CreateTextureAsInitDataTag, heightMapPath, id, initData))
{
LOG(Error, "Cannot import generated heightmap texture asset.");
return true;
}
Heightmap = Content::LoadAsync<Texture>(id);
if (Heightmap == nullptr)
{
LOG(Error, "Cannot load generated heightmap texture asset.");
return true;
}
}
#else
else
{
// Not supported
CRASH;
}
#endif
// Prepare collision data destination container
Array<byte> tmpData;
Array<byte>* collisionData;
if (useVirtualStorage)
{
// Check if asset is missing or it is not virtual
RawDataAsset* collision = _heightfield.Get();
if (collision == nullptr || !collision->IsVirtual())
{
// Create new virtual container
collision = Content::CreateVirtualAsset<RawDataAsset>();
if (collision == nullptr)
{
LOG(Warning, "Failed to create virtual heightfield container.");
return true;
}
_heightfield = collision;
}
// Write directly to the virtual asset storage
collisionData = &collision->Data;
}
else
{
// Write to the temporary array (that is later imported to the asset)
collisionData = &tmpData;
}
// Generate physics backend height field data for the runtime
if (CookCollision(info, initData, _terrain->_collisionLod, collisionData))
{
return true;
}
#if COMPILE_WITH_ASSETS_IMPORTER
if (!useVirtualStorage)
{
// Import data to the asset file
Guid id = Guid::New();
BytesContainer bytesContainer;
bytesContainer.Link(tmpData.Get(), tmpData.Count());
if (AssetsImportingManager::Create(AssetsImportingManager::CreateRawDataTag, heightFieldPath, id, &bytesContainer))
{
LOG(Error, "Cannot import generated heightfield collision asset.");
return true;
}
_heightfield = Content::LoadAsync<RawDataAsset>(id);
if (_heightfield == nullptr)
{
LOG(Error, "Cannot load generated heightfield collision asset.");
return true;
}
}
#endif
// Update data
_yOffset = info.PatchOffset;
_yHeight = info.PatchHeight;
for (int32 chunkIndex = 0; chunkIndex < Terrain::ChunksCount; chunkIndex++)
{
auto& chunk = Chunks[chunkIndex];
chunk._yOffset = chunkOffsets[chunkIndex];
chunk._yHeight = chunkHeights[chunkIndex];
chunk.UpdateTransform();
}
UpdateCollision();
_terrain->UpdateBounds();
_terrain->UpdateLayerBits();
#if TERRAIN_UPDATING
// Invalidate cache
_cachedHeightMap.Resize(0);
_cachedHolesMask.Resize(0);
_wasHeightModified = false;
#endif
return false;
}
bool TerrainPatch::SetupSplatMap(int32 index, int32 splatMapLength, const Color32* splatMap, bool forceUseVirtualStorage)
{
PROFILE_CPU_NAMED("Terrain.SetupSplatMap");
CHECK_RETURN(index >= 0 && index < TERRAIN_MAX_SPLATMAPS_COUNT, true);
if (splatMap == nullptr)
{
LOG(Warning, "Cannot create terrain without any splatmap specified.");
return true;
}
TerrainDataUpdateInfo info(this, _yOffset, _yHeight);
if (splatMapLength != info.HeightmapLength)
{
LOG(Warning, "Invalid splatmap length. Terrain of chunk size equal {0} uses heightmap of size {1}x{1} (heightmap array length must be {2}). Input heightmap has length {3}.", info.ChunkSize, info.HeightmapSize, info.HeightmapLength, splatMapLength);
return true;
}
const PixelFormat pixelFormat = PixelFormat::R8G8B8A8_UNorm;
// Ensure that terrain has a valid heightmap
if (Heightmap == nullptr)
{
if (InitializeHeightMap() || Heightmap == nullptr)
{
LOG(Warning, "Cannot modify splatmap without valid heightmap loaded.");
return true;
}
}
// Input splatmap data overlaps on chunk edges but it needs to be duplicated for chunks
const int32 pixelStride = PixelFormatExtensions::SizeInBytes(pixelFormat);
const int32 lodCount = Math::Min<int32>(_terrain->_lodCount, MipLevelsCount(info.VertexCountEdge) - 2);
// Prepare
#if USE_EDITOR
const bool useVirtualStorage = Editor::IsPlayMode || forceUseVirtualStorage;
#else
const bool useVirtualStorage = true;
#endif
#if USE_EDITOR
String splatMapPath;
if (!useVirtualStorage)
{
if (!_terrain->GetScene())
{
LOG(Error, "Cannot create non-virtual terrain. Add terrain actor to scene first (needs scene folder path for target assets location).");
return true;
}
const String cacheDir = _terrain->GetScene()->GetDataFolderPath() / TEXT("Terrain/") / _terrain->GetID().ToString(Guid::FormatType::N);
// Prepare asset path for the non-virtual assets
splatMapPath = cacheDir + String::Format(TEXT("_{0:2}_{1:2}_Splatmap{3}.{2}"), _x, _z, ASSET_FILES_EXTENSION, index);
}
#endif
// Create heightmap texture data source container
auto initData = New<TextureBase::InitData>();
initData->Format = pixelFormat;
initData->Width = info.TextureSize;
initData->Height = info.TextureSize;
initData->ArraySize = 1;
initData->Mips.Resize(lodCount);
// Allocate top mip data
{
PROFILE_CPU_NAMED("Terrain.AllocateSplatmap");
auto& mip = initData->Mips[0];
mip.RowPitch = info.TextureSize * pixelStride;
mip.SlicePitch = mip.RowPitch * info.TextureSize;
mip.Data.Allocate(mip.SlicePitch);
}
// Create splatmap LOD0 data
{
const auto mipLOD0Data = initData->Mips[0].Data.Get();
UpdateSplatMap(info, splatMap, mipLOD0Data);
}
// Downscale mip data for all lower LODs
if (GenerateMips(initData))
{
Delete(initData);
return true;
}
// Fix generated mip maps to keep the same values for chunk edges (reduce cracks on continuous LOD transitions)
FixMips(info, initData, pixelStride);
// Save the splatmap data to the asset
auto& splatmapAsset = Splatmap[index];
if (useVirtualStorage)
{
// Check if texture is missing or it is not virtual
Texture* texture = splatmapAsset.Get();
if (texture == nullptr || !texture->IsVirtual())
{
// Create new virtual texture
texture = Content::CreateVirtualAsset<Texture>();
if (texture == nullptr)
{
LOG(Warning, "Failed to create virtual splatmap texture.");
return true;
}
splatmapAsset = texture;
}
// Initialize the texture (data will be streamed)
if (texture->Init(initData))
{
Delete(initData);
LOG(Warning, "Failed to initialize virtual splatmap texture.");
return true;
}
}
#if COMPILE_WITH_ASSETS_IMPORTER
else
{
// Import data to the asset file
Guid id = Guid::New();
if (AssetsImportingManager::Create(AssetsImportingManager::CreateTextureAsInitDataTag, splatMapPath, id, initData))
{
LOG(Error, "Cannot import generated splatmap texture asset.");
return true;
}
splatmapAsset = Content::LoadAsync<Texture>(id);
if (splatmapAsset == nullptr)
{
LOG(Error, "Cannot load generated splatmap texture asset.");
return true;
}
}
#else
else
{
// Not supported
CRASH;
}
#endif
#if TERRAIN_UPDATING
// Invalidate cache
_cachedSplatMap[index].Resize(0);
_wasSplatmapModified[index] = false;
#endif
return false;
}
#endif
bool TerrainPatch::InitializeHeightMap()
{
PROFILE_CPU_NAMED("Terrain.InitializeHeightMap");
const auto heightmapSize = _terrain->GetChunkSize() * Terrain::ChunksCountEdge + 1;
Array<float> heightmap;
heightmap.Resize(heightmapSize * heightmapSize);
heightmap.SetAll(0.0f);
return SetupHeightMap(heightmap.Count(), heightmap.Get());
}
#if TERRAIN_UPDATING
float* TerrainPatch::GetHeightmapData()
{
PROFILE_CPU_NAMED("Terrain.GetHeightmapData");
if (_cachedHeightMap.HasItems())
return _cachedHeightMap.Get();
CacheHeightData();
return _cachedHeightMap.Get();
}
void TerrainPatch::ClearHeightmapCache()
{
PROFILE_CPU_NAMED("Terrain.ClearHeightmapCache");
_cachedHeightMap.Clear();
}
byte* TerrainPatch::GetHolesMaskData()
{
PROFILE_CPU_NAMED("Terrain.GetHolesMaskData");
if (_cachedHolesMask.HasItems())
return _cachedHolesMask.Get();
CacheHeightData();
return _cachedHolesMask.Get();
}
void TerrainPatch::ClearHolesMaskCache()
{
PROFILE_CPU_NAMED("Terrain.ClearHolesMaskCache");
_cachedHolesMask.Clear();
}
Color32* TerrainPatch::GetSplatMapData(int32 index)
{
CHECK_RETURN(index >= 0 && index < TERRAIN_MAX_SPLATMAPS_COUNT, nullptr);
PROFILE_CPU_NAMED("Terrain.GetSplatMapData");
if (_cachedSplatMap[index].HasItems())
return _cachedSplatMap[index].Get();
CacheSplatData();
return _cachedSplatMap[index].Get();
}
void TerrainPatch::ClearSplatMapCache()
{
PROFILE_CPU_NAMED("Terrain.ClearSplatMapCache");
_cachedSplatMap->Clear();
}
void TerrainPatch::ClearCache()
{
ClearHeightmapCache();
ClearHolesMaskCache();
ClearSplatMapCache();
}
void TerrainPatch::CacheHeightData()
{
PROFILE_CPU_NAMED("Terrain.CacheHeightData");
const TerrainDataUpdateInfo info(this);
// Ensure that heightmap data is all loaded
// TODO: disable streaming for heightmap texture if it's being modified by the editor
if (Heightmap->WaitForLoaded())
{
LOG(Error, "Failed to load patch heightmap data.");
return;
}
// Get the LOD0 mip map data and extract the heightmap
auto lock = Heightmap->LockData();
BytesContainer mipLOD0;
Heightmap->GetMipDataWithLoading(0, mipLOD0);
if (mipLOD0.IsInvalid())
{
LOG(Error, "Failed to get patch heightmap data.");
return;
}
// Allocate data
_cachedHeightMap.Resize(info.HeightmapLength);
_cachedHolesMask.Resize(info.HeightmapLength);
_wasHeightModified = false;
// Extract heightmap data and denormalize it to get the pure height field
const float patchOffset = _yOffset;
const float patchHeight = _yHeight;
const auto heightmapPtr = _cachedHeightMap.Get();
const auto holesMaskPtr = _cachedHolesMask.Get();
for (int32 chunkIndex = 0; chunkIndex < Terrain::ChunksCount; chunkIndex++)
{
const int32 chunkTextureX = Chunks[chunkIndex]._x * info.VertexCountEdge;
const int32 chunkTextureZ = Chunks[chunkIndex]._z * info.VertexCountEdge;
const int32 chunkHeightmapX = Chunks[chunkIndex]._x * info.ChunkSize;
const int32 chunkHeightmapZ = Chunks[chunkIndex]._z * info.ChunkSize;
for (int32 z = 0; z < info.VertexCountEdge; z++)
{
const int32 tz = (chunkTextureZ + z) * info.TextureSize;
const int32 sz = (chunkHeightmapZ + z) * info.HeightmapSize;
for (int32 x = 0; x < info.VertexCountEdge; x++)
{
const int32 tx = chunkTextureX + x;
const int32 sx = chunkHeightmapX + x;
const int32 textureIndex = tz + tx;
const int32 heightmapIndex = sz + sx;
const Color32 raw = mipLOD0.Get<Color32>()[textureIndex];
const float normalizedHeight = ReadNormalizedHeight(raw);
const float height = (normalizedHeight * patchHeight) + patchOffset;
const bool isHole = ReadIsHole(raw);
heightmapPtr[heightmapIndex] = height;
holesMaskPtr[heightmapIndex] = isHole ? 0 : 255;
}
}
}
}
void TerrainPatch::CacheSplatData()
{
PROFILE_CPU_NAMED("Terrain.CacheSplatData");
const TerrainDataUpdateInfo info(this);
// Cache all the splatmaps
for (int32 index = 0; index < TERRAIN_MAX_SPLATMAPS_COUNT; index++)
{
// Allocate data
_cachedSplatMap[index].Resize(info.HeightmapLength);
_wasSplatmapModified[index] = false;
// Skip if has missing splatmap asset
if (Splatmap[index] == nullptr)
{
// Initialize splatmap (fill with the first layer if it's the first splatmap)
const auto fillColor = index == 0 ? Color32(255, 0, 0, 0) : Color32::Transparent;
_cachedSplatMap[index].SetAll(fillColor);
continue;
}
// Ensure that splatmap data is all loaded
// TODO: disable streaming for heightmap texture if it's being modified by the editor
if (Splatmap[index]->WaitForLoaded())
{
LOG(Error, "Failed to load patch splatmap data.");
continue;
}
// Get the LOD0 mip map data and extract the splatmap
auto lock = Splatmap[index]->LockData();
BytesContainer mipLOD0;
Splatmap[index]->GetMipDataWithLoading(0, mipLOD0);
if (mipLOD0.IsInvalid())
{
LOG(Error, "Failed to get patch splatmap data.");
continue;
}
// Extract splatmap data
const auto splatMapPtr = static_cast<Color32*>(_cachedSplatMap[index].Get());
for (int32 chunkIndex = 0; chunkIndex < Terrain::ChunksCount; chunkIndex++)
{
const int32 chunkTextureX = Chunks[chunkIndex]._x * info.VertexCountEdge;
const int32 chunkTextureZ = Chunks[chunkIndex]._z * info.VertexCountEdge;
const int32 chunkHeightmapX = Chunks[chunkIndex]._x * info.ChunkSize;
const int32 chunkHeightmapZ = Chunks[chunkIndex]._z * info.ChunkSize;
for (int32 z = 0; z < info.VertexCountEdge; z++)
{
const int32 tz = (chunkTextureZ + z) * info.TextureSize;
const int32 sz = (chunkHeightmapZ + z) * info.HeightmapSize;
for (int32 x = 0; x < info.VertexCountEdge; x++)
{
const int32 tx = chunkTextureX + x;
const int32 sx = chunkHeightmapX + x;
const int32 textureIndex = tz + tx;
const int32 heightmapIndex = sz + sx;
splatMapPtr[heightmapIndex] = mipLOD0.Get<Color32>()[textureIndex];
}
}
}
}
}
bool TerrainPatch::ModifyHeightMap(const float* samples, const Int2& modifiedOffset, const Int2& modifiedSize)
{
// Validate input samples range
TerrainDataUpdateInfo info(this);
if (samples == nullptr)
{
LOG(Warning, "Missing heightmap samples data.");
return true;
}
if (modifiedOffset.X < 0 || modifiedOffset.Y < 0 ||
modifiedSize.X <= 0 || modifiedSize.Y <= 0 ||
modifiedOffset.X + modifiedSize.X > info.HeightmapSize ||
modifiedOffset.Y + modifiedSize.Y > info.HeightmapSize)
{
LOG(Warning, "Invalid heightmap samples range.");
return true;
}
PROFILE_CPU_NAMED("Terrain.ModifyHeightMap");
// Check if has no heightmap
if (Heightmap == nullptr)
{
// Initialize with flat heightmap data
if (InitializeHeightMap())
{
LOG(Error, "Failed to initialize patch heightmap for modification.");
return true;
}
}
// Get the current data to modify it
float* heightMap = GetHeightmapData();
if (samples == heightMap)
{
LOG(Warning, "Updating terrain with its own data. Oh god xD");
}
// Modify heightmap data
{
PROFILE_CPU_NAMED("Terrain.WrtieCache");
for (int32 z = 0; z < modifiedSize.Y; z++)
{
// TODO: use batches row mem copy
for (int32 x = 0; x < modifiedSize.X; x++)
{
heightMap[(z + modifiedOffset.Y) * info.HeightmapSize + (x + modifiedOffset.X)] = samples[z * modifiedSize.X + x];
}
}
}
// Process heightmap to get per-patch height normalization values
float chunkOffsets[Terrain::ChunksCount];
float chunkHeights[Terrain::ChunksCount];
CalculateHeightmapRange(_terrain, info, heightMap, chunkOffsets, chunkHeights);
// TODO: maybe calculate chunk ranges for only modified chunks
const bool wasHeightRangeChanged = Math::NotNearEqual(_yOffset, info.PatchOffset) || Math::NotNearEqual(_yHeight, info.PatchHeight);
// Check if has allocated texture
if (_dataHeightmap)
{
auto holesMask = GetHolesMaskData();
const auto data = _dataHeightmap->Mips[0].Data.Get();
// Update the heightmap storage
if (wasHeightRangeChanged)
{
// Slower path that updates the whole heightmap (height range has been modified)
UpdateHeightMap(info, heightMap, data);
}
else
{
// Faster path that updates only modified samples range
UpdateHeightMap(info, heightMap, modifiedOffset, modifiedSize, data);
}
// Calculate per heightmap vertex smooth normal vectors
UpdateNormalsAndHoles(info, heightMap, holesMask, modifiedOffset, modifiedSize, data);
}
// Update all the stuff
_yOffset = info.PatchOffset;
_yHeight = info.PatchHeight;
for (int32 chunkIndex = 0; chunkIndex < Terrain::ChunksCount; chunkIndex++)
{
auto& chunk = Chunks[chunkIndex];
chunk._yOffset = chunkOffsets[chunkIndex];
chunk._yHeight = chunkHeights[chunkIndex];
chunk.UpdateTransform();
}
_terrain->UpdateBounds();
return UpdateHeightData(info, modifiedOffset, modifiedSize, wasHeightRangeChanged, true);
}
bool TerrainPatch::ModifyHolesMask(const byte* samples, const Int2& modifiedOffset, const Int2& modifiedSize)
{
// Validate input samples range
TerrainDataUpdateInfo info(this, _yOffset, _yHeight);
if (samples == nullptr)
{
LOG(Warning, "Missing holes mask samples data.");
return true;
}
if (modifiedOffset.X < 0 || modifiedOffset.Y < 0 ||
modifiedSize.X <= 0 || modifiedSize.Y <= 0 ||
modifiedOffset.X + modifiedSize.X > info.HeightmapSize ||
modifiedOffset.Y + modifiedSize.Y > info.HeightmapSize)
{
LOG(Warning, "Invalid holes mask samples range.");
return true;
}
PROFILE_CPU_NAMED("Terrain.ModifyHolesMask");
// Check if has no heightmap
if (Heightmap == nullptr)
{
// Initialize with flat heightmap data
if (InitializeHeightMap())
{
LOG(Error, "Failed to initialize patch heightmap for modification.");
return true;
}
}
// Get the current data to modify it
auto holesMask = GetHolesMaskData();
if (samples == holesMask)
{
LOG(Warning, "Updating terrain with its own data. Oh god xD");
}
// Modify holes mask data
{
PROFILE_CPU_NAMED("Terrain.WrtieCache");
for (int32 z = 0; z < modifiedSize.Y; z++)
{
// TODO: use batches row mem copy
for (int32 x = 0; x < modifiedSize.X; x++)
{
holesMask[(z + modifiedOffset.Y) * info.HeightmapSize + (x + modifiedOffset.X)] = samples[z * modifiedSize.X + x];
}
}
}
// Check if has allocated texture
if (_dataHeightmap)
{
float* heightMap = GetHeightmapData();
const auto data = _dataHeightmap->Mips[0].Data.Get();
// Calculate per heightmap vertex smooth normal vectors and update holes mask
UpdateNormalsAndHoles(info, heightMap, holesMask, modifiedOffset, modifiedSize, data);
}
// Update all the stuff
return UpdateHeightData(info, modifiedOffset, modifiedSize, false, true);
}
bool TerrainPatch::ModifySplatMap(int32 index, const Color32* samples, const Int2& modifiedOffset, const Int2& modifiedSize)
{
ASSERT(index >= 0 && index < TERRAIN_MAX_SPLATMAPS_COUNT);
// Ensure that terrain has a valid heightmap
if (Heightmap == nullptr)
{
if (InitializeHeightMap() || Heightmap == nullptr)
{
LOG(Warning, "Cannot modify splatmap without valid heightmap loaded.");
return true;
}
}
// Validate input samples range
TerrainDataUpdateInfo info(this, _yOffset, _yHeight);
if (samples == nullptr)
{
LOG(Warning, "Missing splatmap samples data.");
return true;
}
if (modifiedOffset.X < 0 || modifiedOffset.Y < 0 ||
modifiedSize.X <= 0 || modifiedSize.Y <= 0 ||
modifiedOffset.X + modifiedSize.X > info.HeightmapSize ||
modifiedOffset.Y + modifiedSize.Y > info.HeightmapSize)
{
LOG(Warning, "Invalid heightmap samples range.");
return true;
}
PROFILE_CPU_NAMED("Terrain.ModifySplatMap");
// Get the current data to modify it
Color32* splatMap = GetSplatMapData(index);
if (samples == splatMap)
{
LOG(Warning, "Updating terrain with its own data. Oh god xD");
}
// Modify splat map data
{
PROFILE_CPU_NAMED("Terrain.WrtieCache");
for (int32 z = 0; z < modifiedSize.Y; z++)
{
// TODO: use batches row mem copy
for (int32 x = 0; x < modifiedSize.X; x++)
{
splatMap[(z + modifiedOffset.Y) * info.HeightmapSize + (x + modifiedOffset.X)] = samples[z * modifiedSize.X + x];
}
}
}
// Initialize data container if need to
auto& splatmap = Splatmap[index];
auto& dataSplatmap = _dataSplatmap[index];
if (dataSplatmap == nullptr)
{
PROFILE_CPU_NAMED("Terrain.InitDataStorage");
if (Heightmap->WaitForLoaded())
{
LOG(Error, "Failed to load heightmap.");
return true;
}
// Use heightmap properties to match texture size and mip maps count
const auto heightmap = Heightmap->StreamingTexture();
const int32 textureSize = heightmap->TotalWidth();
const int32 lodCount = heightmap->TotalMipLevels();
// Prepare storage for splatmap saving to file and uploading to GPU
dataSplatmap = New<TextureBase::InitData>();
dataSplatmap->Format = PixelFormat::R8G8B8A8_UNorm;
dataSplatmap->Width = textureSize;
dataSplatmap->Height = textureSize;
dataSplatmap->ArraySize = 1;
dataSplatmap->Mips.Resize(lodCount);
// Initialize top mip container
auto& mip = dataSplatmap->Mips[0];
mip.RowPitch = textureSize * sizeof(Color32);
mip.SlicePitch = mip.RowPitch * textureSize;
mip.Data.Allocate(mip.SlicePitch);
}
// Update splat map storage data
const bool hasSplatmap = splatmap;
const auto splatmapData = dataSplatmap->Mips[0].Data.Get();
if (hasSplatmap)
UpdateSplatMap(info, splatMap, modifiedOffset, modifiedSize, splatmapData);
else
UpdateSplatMap(info, splatMap, splatmapData);
// Downscale mip data for all lower LODs
if (GenerateMips(dataSplatmap))
{
return true;
}
// Fix generated mip maps to keep the same values for chunk edges (reduce cracks on continuous LOD transitions)
FixMips(info, dataSplatmap, sizeof(Color32));
// Update the resource (upload data to the GPU or create a new splatmap asset if missing)
if (hasSplatmap)
{
// Ensure that splatmap data is all loaded
if (splatmap->WaitForLoaded())
{
LOG(Error, "Failed to load patch splatmap data.");
return true;
}
// Update terrain texture (on a GPU)
for (int32 mipIndex = 0; mipIndex < dataSplatmap->Mips.Count(); mipIndex++)
{
auto t = splatmap->GetTexture();
if (!t->IsAllocated())
{
LOG(Warning, "Failed to update splatmap texture. It's not allocated.");
continue;
}
auto task = t->UploadMipMapAsync(dataSplatmap->Mips[mipIndex].Data, mipIndex);
if (task)
task->Start();
}
}
else
{
#if USE_EDITOR
const bool useVirtualStorage = Editor::IsPlayMode || Heightmap->IsVirtual();
#else
const bool useVirtualStorage = true;
#endif
// Save the splatmap data to the asset
if (useVirtualStorage)
{
// Create new virtual texture
auto texture = Content::CreateVirtualAsset<Texture>();
if (texture == nullptr)
{
LOG(Warning, "Failed to create virtual splatmap texture.");
return true;
}
splatmap = texture;
// Initialize the texture (data will be streamed)
if (texture->Init(dataSplatmap))
{
LOG(Warning, "Failed to initialize virtual splatmap texture.");
return true;
}
}
#if COMPILE_WITH_ASSETS_IMPORTER
else
{
// Prepare asset path for the non-virtual asset
const String cacheDir = String(StringUtils::GetDirectoryName(Heightmap->GetPath())) / _terrain->GetID().ToString(Guid::FormatType::N);
const String splatMapPath = cacheDir + String::Format(TEXT("_{0:2}_{1:2}_Splatmap{3}.{2}"), _x, _z, ASSET_FILES_EXTENSION, index);
// Import data to the asset file
Guid id = Guid::New();
if (AssetsImportingManager::Create(AssetsImportingManager::CreateTextureAsInitDataTag, splatMapPath, id, dataSplatmap))
{
LOG(Error, "Cannot import generated splatmap texture asset.");
return true;
}
splatmap = Content::LoadAsync<Texture>(id);
if (splatmap == nullptr)
{
LOG(Error, "Cannot load generated splatmap texture asset.");
return true;
}
}
#else
else
{
// Not supported
CRASH;
}
#endif
}
// Mark as modified (need to save texture data during scene saving)
_wasSplatmapModified[index] = true;
// Note: if terrain is using virtual storage then it won't be updated, we could synchronize that data...
// TODO: disable splatmap dynamic streaming - data on a GPU was modified and we don't want to override it with the old data stored in the asset container
// Update heightfield to reflect physical materials layering
if (info.UsePhysicalMaterials() && HasCollision())
{
UpdateHeightData(info, modifiedOffset, modifiedSize, false, false);
}
return false;
}
bool TerrainPatch::UpdateHeightData(TerrainDataUpdateInfo& info, const Int2& modifiedOffset, const Int2& modifiedSize, bool wasHeightRangeChanged, bool wasHeightChanged)
{
PROFILE_CPU();
float* heightMap = GetHeightmapData();
byte* holesMask = GetHolesMaskData();
ASSERT(heightMap && holesMask);
// Prepare data for the uploading to GPU
ASSERT(Heightmap);
auto texture = Heightmap->GetTexture();
ASSERT(texture->ResidentMipLevels() > 0);
const int32 textureSize = texture->Width();
const PixelFormat pixelFormat = texture->Format();
const int32 pixelStride = PixelFormatExtensions::SizeInBytes(pixelFormat);
const int32 lodCount = texture->MipLevels();
if (_dataHeightmap == nullptr)
{
// Setup
_dataHeightmap = New<TextureBase::InitData>();
_dataHeightmap->Format = pixelFormat;
_dataHeightmap->Width = textureSize;
_dataHeightmap->Height = textureSize;
_dataHeightmap->ArraySize = 1;
_dataHeightmap->Mips.Resize(lodCount);
// Allocate top level mip
auto& mip = _dataHeightmap->Mips[0];
mip.RowPitch = textureSize * pixelStride;
mip.SlicePitch = mip.RowPitch * textureSize;
mip.Data.Allocate(mip.SlicePitch);
// Generate full data on first usage (need to get valid normals and update the whole heightmap region)
UpdateHeightMap(info, heightMap, mip.Data.Get());
UpdateNormalsAndHoles(info, heightMap, holesMask, mip.Data.Get());
}
// Downscale mip data for all lower LODs
if (GenerateMips(_dataHeightmap))
return true;
// Fix generated mip maps to keep the same values for chunk edges (reduce cracks on continuous LOD transitions)
FixMips(info, _dataHeightmap, pixelStride);
// Update terrain texture (on a GPU)
for (int32 mipIndex = 0; mipIndex < _dataHeightmap->Mips.Count(); mipIndex++)
{
auto task = texture->UploadMipMapAsync(_dataHeightmap->Mips[mipIndex].Data, mipIndex);
if (task)
task->Start();
}
#if 1
if (wasHeightRangeChanged)
{
// When min-max height range has been changed for the patch let's update it all, it's faster to cook collision and rebuild shape rather than modify all the samples
if (_heightfield->WaitForLoaded())
{
LOG(Error, "Failed to load patch heightfield data.");
return true;
}
const auto collisionData = &_heightfield->Data;
if (CookCollision(info, _dataHeightmap, _terrain->_collisionLod, collisionData))
return true;
UpdateCollision();
}
else
{
ScopeLock lock(_collisionLocker);
if (ModifyCollision(info, _dataHeightmap, _terrain->_collisionLod, modifiedOffset, modifiedSize, _physicsHeightField))
return true;
if (wasHeightChanged)
UpdateCollisionScale();
}
#else
// Modify heightfield samples (without cooking collision which is done on a separate async task)
if (HasCollision() && _physicsHeightField)
{
ScopeLock lock(_collisionLocker);
if (wasHeightRangeChanged)
{
if (ModifyCollision(info, _dataHeightmap, _terrain->_collisionLod, Int2::Zero, Int2(info.HeightmapSize), _physicsHeightField))
return true;
}
else
{
if (ModifyCollision(info, _dataHeightmap, _terrain->_collisionLod, modifiedOffset, modifiedSize, _physicsHeightField))
return true;
}
UpdateCollisionScale();
}
#endif
// Mark as modified (need to save texture data during scene saving)
_wasHeightModified = true;
if (!wasHeightChanged)
return false;
// Invalidate cache
#if TERRAIN_USE_PHYSICS_DEBUG
_debugLines.Resize(0);
#endif
#if USE_EDITOR
_collisionTriangles.Resize(0);
#endif
_collisionVertices.Resize(0);
// Note: if terrain is using virtual storage then it won't be updated, we could synchronize that data...
// TODO: disable heightmap dynamic streaming - data on a GPU was modified and we don't want to override it with the old data stored in the asset container
return false;
}
void TerrainPatch::SaveHeightData()
{
#if USE_EDITOR
// Skip if was not modified or cannot be saved
if (!_wasHeightModified ||
Heightmap == nullptr ||
_heightfield == nullptr ||
Heightmap->IsVirtual() ||
_heightfield->IsVirtual() ||
_dataHeightmap == nullptr)
{
return;
}
PROFILE_CPU_NAMED("Terrain.Save");
TerrainDataUpdateInfo info(this, _yOffset, _yHeight);
// Save heightmap to asset
if (Heightmap->WaitForLoaded())
{
LOG(Error, "Failed to load patch heightmap data.");
return;
}
if (Heightmap->Save(String::Empty, _dataHeightmap))
{
LOG(Error, "Failed to save heightmap data to asset.");
return;
}
// Generate physics backend height field data for the runtime
if (_heightfield->WaitForLoaded())
{
LOG(Error, "Failed to load patch heightfield data.");
return;
}
const auto collisionData = &_heightfield->Data;
if (CookCollision(info, _dataHeightmap, _terrain->_collisionLod, collisionData))
{
return;
}
// Save heightfield to asset
if (_heightfield->Save())
{
LOG(Error, "Failed to save heightfield data to asset.");
return;
}
// Clear flag
_wasHeightModified = false;
#endif
}
void TerrainPatch::SaveSplatData()
{
#if USE_EDITOR
for (int32 i = 0; i < TERRAIN_MAX_SPLATMAPS_COUNT; i++)
SaveSplatData(i);
#endif
}
void TerrainPatch::SaveSplatData(int32 index)
{
#if USE_EDITOR
ASSERT(index >= 0 && index < TERRAIN_MAX_SPLATMAPS_COUNT);
// Skip if was not modified or cannot be saved
if (!_wasSplatmapModified[index] ||
Splatmap[index] == nullptr ||
Splatmap[index]->IsVirtual() ||
_dataSplatmap[index] == nullptr)
{
return;
}
PROFILE_CPU_NAMED("Terrain.Save");
// Save splatmap to asset
if (Splatmap[index]->WaitForLoaded())
{
LOG(Error, "Failed to load patch splatmap data.");
return;
}
if (Splatmap[index]->Save(String::Empty, _dataSplatmap[index]))
{
LOG(Error, "Failed to save splatmap data to asset.");
return;
}
// Clear flag
_wasSplatmapModified[index] = false;
#endif
}
#endif
bool TerrainPatch::UpdateCollision()
{
PROFILE_CPU();
ScopeLock lock(_collisionLocker);
// Update collision
if (HasCollision())
{
// Invalidate cache
#if TERRAIN_USE_PHYSICS_DEBUG
_debugLines.Resize(0);
#endif
#if USE_EDITOR
_collisionTriangles.Resize(0);
#endif
_collisionVertices.Resize(0);
// Recreate height field
PhysicsBackend::DestroyObject(_physicsHeightField);
_physicsHeightField = nullptr;
if (CreateHeightField())
{
LOG(Error, "Failed to create terrain collision height field.");
return true;
}
// Update physics (will link new height field into shape geometry container)
UpdateCollisionScale();
}
else
{
CreateCollision();
}
return false;
}
bool TerrainPatch::RayCast(const Vector3& origin, const Vector3& direction, float& resultHitDistance, float maxDistance) const
{
if (_physicsShape == nullptr)
return false;
Vector3 shapePos;
Quaternion shapeRot;
PhysicsBackend::GetShapePose(_physicsShape, shapePos, shapeRot);
return PhysicsBackend::RayCastShape(_physicsShape, shapePos, shapeRot, origin, direction, resultHitDistance, maxDistance);
}
bool TerrainPatch::RayCast(const Vector3& origin, const Vector3& direction, float& resultHitDistance, Vector3& resultHitNormal, float maxDistance) const
{
if (_physicsShape == nullptr)
return false;
Vector3 shapePos;
Quaternion shapeRot;
PhysicsBackend::GetShapePose(_physicsShape, shapePos, shapeRot);
RayCastHit hit;
if (PhysicsBackend::RayCastShape(_physicsShape, shapePos, shapeRot, origin, direction, hit, maxDistance))
{
resultHitDistance = hit.Distance;
resultHitNormal = hit.Normal;
return true;
}
return false;
}
bool TerrainPatch::RayCast(const Vector3& origin, const Vector3& direction, float& resultHitDistance, TerrainChunk*& resultChunk, float maxDistance) const
{
if (_physicsShape == nullptr)
return false;
Vector3 shapePos;
Quaternion shapeRot;
PhysicsBackend::GetShapePose(_physicsShape, shapePos, shapeRot);
// Perform raycast test
float hitDistance;
if (PhysicsBackend::RayCastShape(_physicsShape, shapePos, shapeRot, origin, direction, hitDistance, maxDistance))
{
// Find hit chunk
resultChunk = nullptr;
const auto hitPoint = origin + direction * hitDistance;
for (int32 chunkIndex = 0; chunkIndex < Terrain::ChunksCount; chunkIndex++)
{
const auto box = Chunks[chunkIndex]._bounds;
if (box.Minimum.X <= hitPoint.X && box.Maximum.X >= hitPoint.X &&
box.Minimum.Z <= hitPoint.Z && box.Maximum.Z >= hitPoint.Z)
{
resultChunk = (TerrainChunk*)&Chunks[chunkIndex];
break;
}
}
// This should never happen but in that case just skip hit
if (resultChunk == nullptr)
return false;
resultHitDistance = hitDistance;
return true;
}
return false;
}
bool TerrainPatch::RayCast(const Vector3& origin, const Vector3& direction, RayCastHit& hitInfo, float maxDistance) const
{
if (_physicsShape == nullptr)
return false;
Vector3 shapePos;
Quaternion shapeRot;
PhysicsBackend::GetShapePose(_physicsShape, shapePos, shapeRot);
return PhysicsBackend::RayCastShape(_physicsShape, shapePos, shapeRot, origin, direction, hitInfo, maxDistance);
}
void TerrainPatch::ClosestPoint(const Vector3& position, Vector3& result) const
{
if (_physicsShape == nullptr)
{
result = Vector3::Maximum;
return;
}
Vector3 shapePos;
Quaternion shapeRot;
PhysicsBackend::GetShapePose(_physicsShape, shapePos, shapeRot);
Vector3 closestPoint;
const float distanceSqr = PhysicsBackend::ComputeShapeSqrDistanceToPoint(_physicsShape, shapePos, shapeRot, position, &closestPoint);
if (distanceSqr > 0.0f)
result = closestPoint;
else
result = position;
}
#if USE_EDITOR
void TerrainPatch::UpdatePostManualDeserialization()
{
// Update data
for (int32 chunkIndex = 0; chunkIndex < Terrain::ChunksCount; chunkIndex++)
{
auto& chunk = Chunks[chunkIndex];
chunk.UpdateTransform();
}
_terrain->UpdateBounds();
ScopeLock lock(_collisionLocker);
// Update collision
if (HasCollision())
{
// Invalidate cache
#if TERRAIN_USE_PHYSICS_DEBUG
_debugLines.Resize(0);
#endif
#if USE_EDITOR
_collisionTriangles.Resize(0);
#endif
_collisionVertices.Resize(0);
// Recreate height field
PhysicsBackend::DestroyObject(_physicsHeightField);
_physicsHeightField = nullptr;
if (CreateHeightField())
{
LOG(Error, "Failed to create terrain collision height field.");
return;
}
// Update physics (will link new height field into shape geometry container)
UpdateCollisionScale();
}
else
{
CreateCollision();
}
}
#endif
void TerrainPatch::CreateCollision()
{
PROFILE_CPU();
ASSERT(!HasCollision());
if (CreateHeightField())
return;
ASSERT(_physicsHeightField);
// Create geometry
const Transform terrainTransform = _terrain->_transform;
CollisionShape shape;
const float rowScale = Math::Abs(terrainTransform.Scale.X) * _collisionScaleXZ;
const float heightScale = Math::Abs(terrainTransform.Scale.Y) * _yHeight / TERRAIN_PATCH_COLLISION_QUANTIZATION;
const float columnScale = Math::Abs(terrainTransform.Scale.Z) * _collisionScaleXZ;
shape.SetHeightField(_physicsHeightField, heightScale, rowScale, columnScale);
// Create shape
JsonAsset* materials[8];
for (int32 i = 0; i < 8; i++)
materials[i] = _terrain->GetPhysicalMaterials()[i];
_physicsShape = PhysicsBackend::CreateShape(_terrain, shape, ToSpan(materials, 8), _terrain->IsActiveInHierarchy(), false);
PhysicsBackend::SetShapeLocalPose(_physicsShape, Vector3(0, _yOffset * terrainTransform.Scale.Y, 0), Quaternion::Identity);
// Create static actor
void* scene = _terrain->GetPhysicsScene()->GetPhysicsScene();
_physicsActor = PhysicsBackend::CreateRigidStaticActor(nullptr, terrainTransform.LocalToWorld(_offset), terrainTransform.Orientation, scene);
PhysicsBackend::AttachShape(_physicsShape, _physicsActor);
PhysicsBackend::AddSceneActor(scene, _physicsActor);
}
bool TerrainPatch::CreateHeightField()
{
PROFILE_CPU();
ASSERT(_physicsHeightField == nullptr);
// Skip if height field data is missing but warn on loading failed
if (_heightfield == nullptr)
return true;
if (_heightfield->WaitForLoaded() || _heightfield->Data.IsEmpty())
{
LOG(Warning, "Cannot create terrain collision. Failed to load heightfield data for terrain {0} patch {1}x{2}.", _terrain->ToString(), _x, _z);
return true;
}
// Check if the cooked collision matches the engine version
auto collisionHeader = (TerrainCollisionDataHeader*)_heightfield->Data.Get();
if (collisionHeader->CheckOldMagicNumber != MAX_int32 || collisionHeader->Version != TerrainCollisionDataHeader::CurrentVersion)
{
// Reset height map
PROFILE_CPU_NAMED("ResetHeightMap");
const float* data = GetHeightmapData();
return SetupHeightMap(_cachedHeightMap.Count(), data);
}
// Create heightfield object from the data
_collisionScaleXZ = collisionHeader->ScaleXZ * TERRAIN_UNITS_PER_VERTEX;
_physicsHeightField = PhysicsBackend::CreateHeightField(_heightfield->Data.Get() + sizeof(TerrainCollisionDataHeader), _heightfield->Data.Count() - sizeof(TerrainCollisionDataHeader));
if (_physicsHeightField == nullptr)
{
LOG(Error, "Failed to create terrain collision height field.");
return true;
}
return false;
}
void TerrainPatch::UpdateCollisionScale() const
{
PROFILE_CPU();
ASSERT(HasCollision());
// Create geometry
const Transform terrainTransform = _terrain->_transform;
CollisionShape geometry;
const float rowScale = Math::Abs(terrainTransform.Scale.X) * _collisionScaleXZ;
const float heightScale = Math::Abs(terrainTransform.Scale.Y) * _yHeight / TERRAIN_PATCH_COLLISION_QUANTIZATION;
const float columnScale = Math::Abs(terrainTransform.Scale.Z) * _collisionScaleXZ;
geometry.SetHeightField(_physicsHeightField, heightScale, rowScale, columnScale);
// Update shape
PhysicsBackend::SetShapeGeometry(_physicsShape, geometry);
PhysicsBackend::SetShapeLocalPose(_physicsShape, Vector3(0, _yOffset * terrainTransform.Scale.Y, 0), Quaternion::Identity);
}
void TerrainPatch::DestroyCollision()
{
PROFILE_CPU();
ScopeLock lock(_collisionLocker);
ASSERT(HasCollision());
void* scene = _terrain->GetPhysicsScene()->GetPhysicsScene();
PhysicsBackend::RemoveCollider(_terrain);
PhysicsBackend::RemoveSceneActor(scene, _physicsActor);
PhysicsBackend::DestroyActor(_physicsActor);
PhysicsBackend::DestroyShape(_physicsShape);
PhysicsBackend::DestroyObject(_physicsHeightField);
_physicsActor = nullptr;
_physicsShape = nullptr;
_physicsHeightField = nullptr;
#if TERRAIN_USE_PHYSICS_DEBUG
_debugLines.Resize(0);
#endif
#if USE_EDITOR
_collisionTriangles.Resize(0);
#endif
_collisionVertices.Resize(0);
}
#if TERRAIN_USE_PHYSICS_DEBUG
void TerrainPatch::CacheDebugLines()
{
PROFILE_CPU();
ASSERT(_debugLines.IsEmpty() && _physicsHeightField);
int32 rows, cols;
PhysicsBackend::GetHeightFieldSize(_physicsHeightField, rows, cols);
_debugLines.Resize((rows - 1) * (cols - 1) * 6 + (cols + rows - 2) * 2);
Vector3* data = _debugLines.Get();
#define GET_VERTEX(x, y) const Vector3 v##x##y((float)(row + (x)), PhysicsBackend::GetHeightFieldHeight(_physicsHeightField, row + (x), col + (y)) / TERRAIN_PATCH_COLLISION_QUANTIZATION, (float)(col + (y)))
for (int32 row = 0; row < rows - 1; row++)
{
for (int32 col = 0; col < cols - 1; col++)
{
// Skip holes
const auto sample = PhysicsBackend::GetHeightFieldSample(_physicsHeightField, row, col);
if (sample.MaterialIndex0 == (uint8)PhysicsBackend::HeightFieldMaterial::Hole)
{
for (int32 i = 0; i < 6; i++)
*data++ = Vector3::Zero;
continue;
}
GET_VERTEX(0, 0);
GET_VERTEX(0, 1);
GET_VERTEX(1, 0);
GET_VERTEX(1, 1);
*data++ = v00;
*data++ = v01;
*data++ = v00;
*data++ = v10;
*data++ = v00;
*data++ = v11;
}
}
for (int32 row = 0; row < rows - 1; row++)
{
const int32 col = cols - 1;
GET_VERTEX(0, 0);
GET_VERTEX(1, 0);
*data++ = v00;
*data++ = v10;
}
for (int32 col = 0; col < cols - 1; col++)
{
const int32 row = rows - 1;
GET_VERTEX(0, 0);
GET_VERTEX(0, 1);
*data++ = v00;
*data++ = v01;
}
#undef GET_VERTEX
}
void TerrainPatch::DrawPhysicsDebug(RenderView& view)
{
const BoundingBox bounds(_bounds.Minimum - view.Origin, _bounds.Maximum - view.Origin);
if (!_physicsShape || !view.CullingFrustum.Intersects(bounds))
return;
const Transform terrainTransform = _terrain->_transform;
const Transform localTransform(Vector3(0, _yOffset, 0), Quaternion::Identity, Vector3(_collisionScaleXZ, _yHeight, _collisionScaleXZ));
const Matrix world = localTransform.GetWorld() * terrainTransform.GetWorld();
if (view.Mode == ViewMode::PhysicsColliders)
{
DEBUG_DRAW_TRIANGLES(GetCollisionTriangles(), Color::DarkOliveGreen, 0, true);
}
else
{
BoundingSphere sphere;
BoundingSphere::FromBox(bounds, sphere);
if (Vector3::Distance(sphere.Center, view.Position) - sphere.Radius < 4000.0f)
{
if (_debugLines.IsEmpty())
CacheDebugLines();
DEBUG_DRAW_LINES(_debugLines, world, Color::GreenYellow * 0.8f, 0, true);
}
}
}
#endif
#if USE_EDITOR
const Array<Vector3>& TerrainPatch::GetCollisionTriangles()
{
ScopeLock lock(_collisionLocker);
if (!_physicsShape || _collisionTriangles.HasItems())
return _collisionTriangles;
PROFILE_CPU();
int32 rows, cols;
PhysicsBackend::GetHeightFieldSize(_physicsHeightField, rows, cols);
_collisionTriangles.Resize((rows - 1) * (cols - 1) * 6);
Vector3* data = _collisionTriangles.Get();
#define GET_VERTEX(x, y) Vector3 v##x##y((float)(row + (x)), PhysicsBackend::GetHeightFieldHeight(_physicsHeightField, row + (x), col + (y)) / TERRAIN_PATCH_COLLISION_QUANTIZATION, (float)(col + (y))); Vector3::Transform(v##x##y, world, v##x##y)
const float size = _terrain->_chunkSize * TERRAIN_UNITS_PER_VERTEX * Terrain::Terrain::ChunksCountEdge;
const Transform terrainTransform = _terrain->_transform;
Transform localTransform(Vector3(_x * size, _yOffset, _z * size), Quaternion::Identity, Vector3(_collisionScaleXZ, _yHeight, _collisionScaleXZ));
const Matrix world = localTransform.GetWorld() * terrainTransform.GetWorld();
for (int32 row = 0; row < rows - 1; row++)
{
for (int32 col = 0; col < cols - 1; col++)
{
// Skip holes
const auto sample = PhysicsBackend::GetHeightFieldSample(_physicsHeightField, row, col);
if (sample.MaterialIndex0 == (uint8)PhysicsBackend::HeightFieldMaterial::Hole)
{
for (int32 i = 0; i < 6; i++)
*data++ = Vector3::Zero;
continue;
}
GET_VERTEX(0, 0);
GET_VERTEX(0, 1);
GET_VERTEX(1, 0);
GET_VERTEX(1, 1);
*data++ = v00;
*data++ = v11;
*data++ = v10;
*data++ = v00;
*data++ = v01;
*data++ = v11;
}
}
#undef GET_VERTEX
return _collisionTriangles;
}
void TerrainPatch::GetCollisionTriangles(const BoundingSphere& bounds, Array<Vector3>& result)
{
PROFILE_CPU();
result.Clear();
// Skip if no intersection with patch
if (!CollisionsHelper::BoxIntersectsSphere(GetBounds(), bounds) || !_physicsHeightField)
return;
// Prepare
const auto& triangles = GetCollisionTriangles();
const float size = _terrain->_chunkSize * TERRAIN_UNITS_PER_VERTEX * Terrain::Terrain::ChunksCountEdge;
Transform transform;
transform.Translation = _offset + Vector3(0, _yOffset, 0);
transform.Orientation = Quaternion::Identity;
transform.Scale = Vector3(1.0f, _yHeight, 1.0f);
transform = _terrain->_transform.LocalToWorld(transform);
Matrix world;
transform.GetWorld(world);
Matrix invWorld;
Matrix::Invert(world, invWorld);
// Project bounds to terrain surface XZ plane to find the heightfield range that might intersect with the brush
BoundingBox box;
BoundingBox::FromSphere(bounds, box);
Vector3 min, max;
Vector3::Transform(box.Minimum, invWorld, min);
Vector3::Transform(box.Maximum, invWorld, max);
{
Vector3 t = min;
Vector3::Min(t, max, min);
Vector3::Max(t, max, max);
}
// Normalize bounds and map to actual triangles buffer
int32 rows, cols;
PhysicsBackend::GetHeightFieldSize(_physicsHeightField, rows, cols);
int32 startRow = (int32)Math::Floor(min.X / size * rows);
int32 startCol = (int32)Math::Floor(min.Z / size * cols);
int32 endRow = (int32)Math::Ceil(max.X / size * rows);
int32 endCol = (int32)Math::Ceil(max.Z / size * cols);
// Normalize bounds to patch borders
startRow = Math::Clamp(startRow, 0, rows - 2);
startCol = Math::Clamp(startCol, 0, cols - 2);
endRow = Math::Clamp(endRow, 0, rows - 2);
endCol = Math::Clamp(endCol, 0, cols - 2);
// Shortcut: row=x, col=z
// Check every triangle from the given range
for (int32 row = startRow; row <= endRow; row++)
{
for (int32 col = startCol; col <= endCol; col++)
{
int32 index = (row * (cols - 1) + col) * 6;
Vector3 t0 = triangles[index + 0];
Vector3 t1 = triangles[index + 1];
Vector3 t2 = triangles[index + 2];
#if 0
DebugDraw::DrawLine(t0, t2, Color::Red, 1.0f, false);
DebugDraw::DrawLine(t1, t2, Color::Red, 1.0f, false);
DebugDraw::DrawLine(t0, t1, Color::Red, 1.0f, false);
#endif
// Check if triangles intersects with the bounds
if (CollisionsHelper::SphereIntersectsTriangle(bounds, t0, t1, t2))
{
result.Add(t0);
result.Add(t1);
result.Add(t2);
}
t0 = triangles[index + 3];
t1 = triangles[index + 4];
t2 = triangles[index + 5];
#if 0
DebugDraw::DrawLine(t0, t2, Color::Red, 1.0f, false);
DebugDraw::DrawLine(t1, t2, Color::Red, 1.0f, false);
DebugDraw::DrawLine(t0, t1, Color::Red, 1.0f, false);
#endif
// Check if triangles intersects with the bounds
if (CollisionsHelper::SphereIntersectsTriangle(bounds, t0, t1, t2))
{
result.Add(t0);
result.Add(t1);
result.Add(t2);
}
}
}
}
#endif
void TerrainPatch::ExtractCollisionGeometry(Array<Float3>& vertexBuffer, Array<int32>& indexBuffer)
{
PROFILE_CPU();
vertexBuffer.Clear();
indexBuffer.Clear();
ScopeLock lock(_collisionLocker);
if (!_physicsShape)
return;
int32 rows, cols;
PhysicsBackend::GetHeightFieldSize(_physicsHeightField, rows, cols);
// Cache pre-transformed collision heightfield vertices locations
if (_collisionVertices.IsEmpty())
{
// Prevent race conditions
ScopeLock lock(Level::ScenesLock);
if (_collisionVertices.IsEmpty())
{
const float size = _terrain->_chunkSize * TERRAIN_UNITS_PER_VERTEX * Terrain::Terrain::ChunksCountEdge;
const Transform terrainTransform = _terrain->_transform;
const Transform localTransform(Vector3(_x * size, _yOffset, _z * size), Quaternion::Identity, Float3(_collisionScaleXZ, _yHeight, _collisionScaleXZ));
const Matrix world = localTransform.GetWorld() * terrainTransform.GetWorld();
const int32 vertexCount = rows * cols;
_collisionVertices.Resize(vertexCount);
Float3* vb = _collisionVertices.Get();
for (int32 row = 0; row < rows; row++)
{
for (int32 col = 0; col < cols; col++)
{
Float3 v((float)row, PhysicsBackend::GetHeightFieldHeight(_physicsHeightField, row, col) / TERRAIN_PATCH_COLLISION_QUANTIZATION, (float)col);
Float3::Transform(v, world, v);
*vb++ = v;
}
}
}
}
// Copy vertex buffer
vertexBuffer.Add(_collisionVertices);
// Generate index buffer
const int32 indexCount = (rows - 1) * (cols - 1) * 6;
indexBuffer.Resize(indexCount);
int32* ib = indexBuffer.Get();
for (int32 row = 0; row < rows - 1; row++)
{
for (int32 col = 0; col < cols - 1; col++)
{
#define GET_INDEX(x, y) *ib++ = (col + (y)) + (row + (x)) * cols
GET_INDEX(0, 0);
GET_INDEX(1, 1);
GET_INDEX(1, 0);
GET_INDEX(0, 0);
GET_INDEX(0, 1);
GET_INDEX(1, 1);
#undef GET_INDEX
}
}
}
void TerrainPatch::Serialize(SerializeStream& stream, const void* otherObj)
{
SERIALIZE_GET_OTHER_OBJ(TerrainPatch);
SERIALIZE_MEMBER(X, _x);
SERIALIZE_MEMBER(Z, _z);
SERIALIZE_MEMBER(Offset, _yOffset);
SERIALIZE_MEMBER(Height, _yHeight);
SERIALIZE_MEMBER(Heightmap, Heightmap);
SERIALIZE_MEMBER(Splatmap0, Splatmap[0]);
SERIALIZE_MEMBER(Splatmap1, Splatmap[1]);
static_assert(ARRAY_COUNT(Splatmap) == 2, "Please update the code above to match the maximum terrain splatmaps amount.");
SERIALIZE_MEMBER(Heightfield, _heightfield);
stream.JKEY("Chunks");
stream.StartArray();
for (int32 i = 0; i < Terrain::Terrain::ChunksCount; i++)
{
stream.StartObject();
Chunks[i].Serialize(stream, other ? &other->Chunks[i] : nullptr);
stream.EndObject();
}
stream.EndArray();
#if TERRAIN_UPDATING
SaveHeightData();
SaveSplatData();
#endif
}
void TerrainPatch::Deserialize(DeserializeStream& stream, ISerializeModifier* modifier)
{
DESERIALIZE_MEMBER(X, _x);
DESERIALIZE_MEMBER(Z, _z);
DESERIALIZE_MEMBER(Offset, _yOffset);
DESERIALIZE_MEMBER(Height, _yHeight);
DESERIALIZE_MEMBER(Heightmap, Heightmap);
DESERIALIZE_MEMBER(Splatmap0, Splatmap[0]);
DESERIALIZE_MEMBER(Splatmap1, Splatmap[1]);
static_assert(ARRAY_COUNT(Splatmap) == 2, "Please update the code above to match the maximum terrain splatmaps amount.");
DESERIALIZE_MEMBER(Heightfield, _heightfield);
// Update offset (x or/and z may be modified)
const float size = _terrain->_chunkSize * TERRAIN_UNITS_PER_VERTEX * Terrain::ChunksCountEdge;
_offset = Vector3(_x * size, 0.0f, _z * size);
auto member = stream.FindMember("Chunks");
if (member != stream.MemberEnd() && member->value.IsArray())
{
auto& chunksData = member->value;
const auto chunksCount = Math::Min<int32>((int32)chunksData.Size(), Terrain::ChunksCount);
for (int32 i = 0; i < chunksCount; i++)
{
Chunks[i].Deserialize(chunksData[i], modifier);
}
}
}
void TerrainPatch::OnPhysicsSceneChanged(PhysicsScene* previous)
{
PhysicsBackend::RemoveSceneActor(previous->GetPhysicsScene(), _physicsActor, true);
void* scene = _terrain->GetPhysicsScene()->GetPhysicsScene();
PhysicsBackend::AddSceneActor(scene, _physicsActor);
}