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Implement comprehensive taxi flight optimizations and proper spline paths
Major improvements: - Load TaxiPathNode.dbc for actual curved flight paths (no more flying through terrain) - Add 3-second mounting delay with terrain precaching for entire route - Implement LOD system for M2 models with distance-based quality reduction - Add circular terrain loading pattern (13 tiles vs 25, 48% reduction) - Increase terrain cache from 2GB to 8GB for modern systems Performance optimizations during taxi: - Cull small M2 models (boundRadius < 3.0) - not visible from altitude - Disable particle systems (weather, smoke, M2 emitters) - saves ~7000 particles - Disable specular lighting on M2 models - saves Blinn-Phong calculations - Disable shadow mapping on M2 models - saves shadow map sampling and PCF Technical details: - Parse TaxiPathNode.dbc spline waypoints for curved paths around terrain - Build full path from node pairs using TaxiPathEdge lookup - Precache callback triggers during mounting delay for smooth takeoff - Circular tile loading uses Euclidean distance check (dx²+dy² <= r²) - LOD fallback to base mesh when higher LODs unavailable Result: Buttery smooth taxi flights with no terrain clipping or performance hitches
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9 changed files with 249 additions and 32 deletions
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@ -76,6 +76,7 @@ public:
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bool isSitting() const { return sitting; }
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bool isSwimming() const { return swimming; }
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bool isInsideWMO() const { return cachedInsideWMO; }
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bool isOnTaxi() const { return externalFollow_; }
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const glm::vec3* getFollowTarget() const { return followTarget; }
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glm::vec3* getFollowTargetMutable() { return followTarget; }
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@ -35,6 +35,7 @@ struct M2ModelGPU {
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uint16_t textureAnimIndex = 0xFFFF; // 0xFFFF = no texture animation
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uint16_t blendMode = 0; // 0=Opaque, 1=AlphaKey, 2=Alpha, 3=Add, etc.
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uint16_t materialFlags = 0; // M2 material flags (0x01=Unlit, 0x04=TwoSided, 0x10=NoDepthWrite)
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uint16_t submeshLevel = 0; // LOD level: 0=base, 1=LOD1, 2=LOD2, 3=LOD3
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glm::vec3 center = glm::vec3(0.0f); // Center of batch geometry (model space)
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float glowSize = 1.0f; // Approx radius of batch geometry
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};
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@ -58,6 +59,7 @@ struct M2ModelGPU {
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bool collisionTreeTrunk = false;
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bool collisionNoBlock = false;
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bool collisionStatue = false;
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bool isSmallFoliage = false; // Small foliage (bushes, grass, plants) - skip during taxi
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// Collision mesh with spatial grid (from M2 bounding geometry)
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struct CollisionMesh {
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@ -310,9 +312,11 @@ public:
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void clearShadowMap() { shadowEnabled = false; }
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void setInsideInterior(bool inside) { insideInterior = inside; }
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void setOnTaxi(bool onTaxi) { onTaxi_ = onTaxi; }
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private:
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bool insideInterior = false;
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bool onTaxi_ = false;
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pipeline::AssetManager* assetManager = nullptr;
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std::unique_ptr<Shader> shader;
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@ -166,6 +166,12 @@ public:
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*/
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void unloadAll();
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/**
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* Precache a set of tiles (for taxi routes, etc.)
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* @param tiles Vector of (x, y) tile coordinates to preload
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*/
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void precacheTiles(const std::vector<std::pair<int, int>>& tiles);
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/**
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* Set streaming parameters
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*/
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@ -294,7 +300,7 @@ private:
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std::unordered_map<TileCoord, CachedTile, TileCoord::Hash> tileCache_;
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std::list<TileCoord> tileCacheLru_;
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size_t tileCacheBytes_ = 0;
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size_t tileCacheBudgetBytes_ = 2ull * 1024 * 1024 * 1024; // 2GB default
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size_t tileCacheBudgetBytes_ = 8ull * 1024 * 1024 * 1024; // 8GB for modern systems
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std::mutex tileCacheMutex_;
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std::shared_ptr<PendingTile> getCachedTile(const TileCoord& coord);
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