Fix taxi mount orientation and eliminate tile loading hitches

Fixes two critical taxi flight issues:

1. Mount orientation now correctly faces flight direction:
   - Prevent camera controller from updating facingYaw during taxi (externalFollow_ check)
   - Taxi orientation callback system updates mount rotation from spline tangent
   - Initial orientation set when flight starts
   - Smooth Catmull-Rom spline interpolation for natural curved paths

2. Eliminate frame hitches from tile loading during flight:
   - New taxiFlightStartCallback uploads ALL precached tiles to GPU before flight begins
   - Previously tiles loaded async during 3s mount delay but uploaded 1/frame during flight
   - Now processAllReadyTiles() blocks briefly after mount delay to batch upload everything
   - Combined with 2.0s terrain update interval and aggressive culling for smooth flight

Additional optimizations:
   - Aggressive taxi culling: skip models <15 units, all foliage/trees, underwater objects
   - Max render distance reduced to 150 units during taxi
   - Movement heartbeat packets disabled during taxi (server controls position)
   - Reduced taxi speed from 32 to 18 units/sec to prevent streaming overload
This commit is contained in:
Kelsi 2026-02-08 22:00:33 -08:00
parent 536b3cea48
commit 2e0a7e0039
7 changed files with 119 additions and 21 deletions

View file

@ -501,6 +501,14 @@ public:
using TaxiPrecacheCallback = std::function<void(const std::vector<glm::vec3>&)>;
void setTaxiPrecacheCallback(TaxiPrecacheCallback cb) { taxiPrecacheCallback_ = std::move(cb); }
// Taxi orientation callback (for mount rotation)
using TaxiOrientationCallback = std::function<void(float orientationRadians)>;
void setTaxiOrientationCallback(TaxiOrientationCallback cb) { taxiOrientationCallback_ = std::move(cb); }
// Callback for when taxi flight is about to start (after mounting delay, before movement begins)
using TaxiFlightStartCallback = std::function<void()>;
void setTaxiFlightStartCallback(TaxiFlightStartCallback cb) { taxiFlightStartCallback_ = std::move(cb); }
bool isMounted() const { return currentMountDisplayId_ != 0; }
bool isHostileAttacker(uint64_t guid) const { return hostileAttackers_.count(guid) > 0; }
float getServerRunSpeed() const { return serverRunSpeed_; }
@ -959,7 +967,7 @@ private:
bool taxiClientActive_ = false;
size_t taxiClientIndex_ = 0;
std::vector<glm::vec3> taxiClientPath_;
float taxiClientSpeed_ = 32.0f;
float taxiClientSpeed_ = 18.0f; // Reduced from 32 to prevent loading hitches
float taxiClientSegmentProgress_ = 0.0f;
bool taxiMountingDelay_ = false; // Delay before flight starts (terrain precache time)
float taxiMountingTimer_ = 0.0f;
@ -1023,6 +1031,8 @@ private:
NpcSwingCallback npcSwingCallback_;
MountCallback mountCallback_;
TaxiPrecacheCallback taxiPrecacheCallback_;
TaxiOrientationCallback taxiOrientationCallback_;
TaxiFlightStartCallback taxiFlightStartCallback_;
uint32_t currentMountDisplayId_ = 0;
float serverRunSpeed_ = 7.0f;
bool playerDead_ = false;

View file

@ -89,6 +89,7 @@ public:
void setMountHeightOffset(float offset) { mountHeightOffset_ = offset; }
void setExternalFollow(bool enabled) { externalFollow_ = enabled; }
void setExternalMoving(bool moving) { externalMoving_ = moving; }
void setFacingYaw(float yaw) { facingYaw = yaw; } // For taxi/scripted movement
void clearMovementInputs();
// For first-person player hiding

View file

@ -420,10 +420,9 @@ void Application::update(float deltaTime) {
}
if (renderer && renderer->getTerrainManager()) {
renderer->getTerrainManager()->setStreamingEnabled(true);
// With 8GB tile cache, keep streaming active during taxi at moderate rate.
// Increase load radius to pre-cache tiles ahead of flight path.
// With 8GB tile cache and precaching, minimize streaming during taxi
if (onTaxi) {
renderer->getTerrainManager()->setUpdateInterval(0.3f);
renderer->getTerrainManager()->setUpdateInterval(2.0f); // Very infrequent updates - already precached
renderer->getTerrainManager()->setLoadRadius(2); // 5x5 grid for taxi (each tile ~533 yards)
} else {
// Ramp streaming back in after taxi to avoid end-of-flight hitches.
@ -466,7 +465,8 @@ void Application::update(float deltaTime) {
}
// Send movement heartbeat every 500ms (keeps server position in sync)
if (gameHandler && renderer) {
// Skip during taxi flights - server controls position
if (gameHandler && renderer && !onTaxi) {
movementHeartbeatTimer += deltaTime;
if (movementHeartbeatTimer >= 0.5f) {
movementHeartbeatTimer = 0.0f;
@ -718,6 +718,23 @@ void Application::setupUICallbacks() {
renderer->getTerrainManager()->precacheTiles(tilesToLoad);
});
// Taxi orientation callback - update mount rotation during flight
gameHandler->setTaxiOrientationCallback([this](float orientationRadians) {
if (renderer && renderer->getCameraController()) {
// Convert radians to degrees for camera controller
float yawDegrees = glm::degrees(orientationRadians);
renderer->getCameraController()->setFacingYaw(yawDegrees);
}
});
// Taxi flight start callback - upload all precached tiles to GPU before flight begins
gameHandler->setTaxiFlightStartCallback([this]() {
if (renderer && renderer->getTerrainManager()) {
LOG_INFO("Uploading all precached tiles to GPU before taxi flight...");
renderer->getTerrainManager()->processAllReadyTiles();
}
});
// Creature move callback (online mode) - update creature positions
gameHandler->setCreatureMoveCallback([this](uint64_t guid, float x, float y, float z, uint32_t durationMs) {
auto it = creatureInstances_.find(guid);

View file

@ -269,6 +269,10 @@ void GameHandler::update(float deltaTime) {
if (taxiMountingTimer_ >= 3.0f) {
taxiMountingDelay_ = false;
taxiMountingTimer_ = 0.0f;
// Upload all precached tiles to GPU before flight starts
if (taxiFlightStartCallback_) {
taxiFlightStartCallback_();
}
if (!taxiPendingPath_.empty()) {
startClientTaxiPath(taxiPendingPath_);
taxiPendingPath_.clear();
@ -5182,6 +5186,24 @@ void GameHandler::startClientTaxiPath(const std::vector<uint32_t>& pathNodes) {
return;
}
// Set initial orientation to face the first flight segment
if (!entityManager.hasEntity(playerGuid)) return;
auto playerEntity = entityManager.getEntity(playerGuid);
if (playerEntity) {
glm::vec3 start = taxiClientPath_[0];
glm::vec3 end = taxiClientPath_[1];
glm::vec3 dir = end - start;
float initialOrientation = std::atan2(dir.y, dir.x) - 1.57079632679f;
playerEntity->setPosition(start.x, start.y, start.z, initialOrientation);
movementInfo.orientation = initialOrientation;
// Update mount rotation immediately
if (taxiOrientationCallback_) {
taxiOrientationCallback_(initialOrientation);
}
}
LOG_INFO("Taxi flight started with ", taxiClientPath_.size(), " spline waypoints");
taxiClientActive_ = true;
}
@ -5234,20 +5256,52 @@ void GameHandler::updateClientTaxi(float deltaTime) {
return;
}
glm::vec3 dirNorm = dir / segmentLen;
glm::vec3 nextPos = start + dirNorm * (t * segmentLen);
// Use Catmull-Rom spline for smooth interpolation between waypoints
// Get surrounding points for spline curve
glm::vec3 p0 = (taxiClientIndex_ > 0) ? taxiClientPath_[taxiClientIndex_ - 1] : start;
glm::vec3 p1 = start;
glm::vec3 p2 = end;
glm::vec3 p3 = (taxiClientIndex_ + 2 < taxiClientPath_.size()) ?
taxiClientPath_[taxiClientIndex_ + 2] : end;
// Add a flight arc to avoid terrain collisions.
float arcHeight = std::clamp(segmentLen * 0.15f, 20.0f, 120.0f);
float arc = 4.0f * t * (1.0f - t);
nextPos.z = glm::mix(start.z, end.z, t) + arcHeight * arc;
// Catmull-Rom spline formula for smooth curves
float t2 = t * t;
float t3 = t2 * t;
glm::vec3 nextPos = 0.5f * (
(2.0f * p1) +
(-p0 + p2) * t +
(2.0f * p0 - 5.0f * p1 + 4.0f * p2 - p3) * t2 +
(-p0 + 3.0f * p1 - 3.0f * p2 + p3) * t3
);
float orientation = std::atan2(dir.y, dir.x) - 1.57079632679f;
playerEntity->setPosition(nextPos.x, nextPos.y, nextPos.z, orientation);
// Calculate smooth direction for orientation (tangent to spline)
glm::vec3 tangent = 0.5f * (
(-p0 + p2) +
2.0f * (2.0f * p0 - 5.0f * p1 + 4.0f * p2 - p3) * t +
3.0f * (-p0 + 3.0f * p1 - 3.0f * p2 + p3) * t2
);
// Smooth orientation based on spline tangent
float targetOrientation = std::atan2(tangent.y, tangent.x) - 1.57079632679f;
// Smooth rotation transition (lerp towards target)
float currentOrientation = movementInfo.orientation;
float orientDiff = targetOrientation - currentOrientation;
// Normalize angle difference to [-PI, PI]
while (orientDiff > 3.14159265f) orientDiff -= 6.28318530f;
while (orientDiff < -3.14159265f) orientDiff += 6.28318530f;
float smoothOrientation = currentOrientation + orientDiff * std::min(1.0f, deltaTime * 3.0f);
playerEntity->setPosition(nextPos.x, nextPos.y, nextPos.z, smoothOrientation);
movementInfo.x = nextPos.x;
movementInfo.y = nextPos.y;
movementInfo.z = nextPos.z;
movementInfo.orientation = orientation;
movementInfo.orientation = smoothOrientation;
// Update mount rotation to face flight direction
if (taxiOrientationCallback_) {
taxiOrientationCallback_(smoothOrientation);
}
}
void GameHandler::handleActivateTaxiReply(network::Packet& packet) {

View file

@ -224,7 +224,8 @@ void CameraController::update(float deltaTime) {
// Get camera axes — project forward onto XY plane for walking
glm::vec3 forward3D = camera->getForward();
bool cameraDrivesFacing = rightMouseDown || mouseAutorun;
if (cameraDrivesFacing) {
// During taxi flights, orientation is controlled by the flight path, not player input
if (cameraDrivesFacing && !externalFollow_) {
facingYaw = yaw;
}
float moveYaw = cameraDrivesFacing ? yaw : facingYaw;

View file

@ -1644,7 +1644,8 @@ void M2Renderer::render(const Camera& camera, const glm::mat4& view, const glm::
lastDrawCallCount = 0;
// Adaptive render distance: keep longer tree/foliage visibility to reduce pop-in.
const float maxRenderDistance = (instances.size() > 600) ? 320.0f : 2800.0f;
// During taxi, use very short render distance to prevent loading hitches
const float maxRenderDistance = onTaxi_ ? 150.0f : (instances.size() > 600) ? 320.0f : 2800.0f;
const float maxRenderDistanceSq = maxRenderDistance * maxRenderDistance;
const float fadeStartFraction = 0.75f;
const glm::vec3 camPos = camera.getPosition();
@ -1713,10 +1714,20 @@ void M2Renderer::render(const Camera& camera, const glm::mat4& view, const glm::
const M2ModelGPU& model = *currentModel;
// Skip small models when on taxi (performance optimization)
// Small props/foliage aren't visible from flight altitude anyway
if (onTaxi_ && model.boundRadius < 3.0f) {
continue;
// Aggressive culling during taxi for smooth flight
if (onTaxi_) {
// Skip all small/medium models (props, foliage, decorations)
if (model.boundRadius < 15.0f) {
continue;
}
// Skip all foliage and trees (even large ones cause hitching during load)
if (model.collisionNoBlock || model.collisionTreeTrunk) {
continue;
}
// Skip underwater objects (water is opaque from altitude)
if (instance.position.z < -5.0f) {
continue;
}
}
// Distance-based fade alpha for smooth pop-in (squared-distance, no sqrt)

View file

@ -1119,7 +1119,11 @@ void Renderer::update(float deltaTime) {
}
// Movement-facing comes from camera controller and is decoupled from LMB orbit.
if (cameraController->isMoving() || cameraController->isRightMouseHeld()) {
// During taxi flights, orientation is controlled by the flight path (not player input)
if (taxiFlight_) {
// Taxi flight: use orientation from flight path
characterYaw = cameraController->getFacingYaw();
} else if (cameraController->isMoving() || cameraController->isRightMouseHeld()) {
characterYaw = cameraController->getFacingYaw();
} else if (inCombat_ && targetPosition && !emoteActive && !isMounted()) {
// Face target when in combat and idle