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
This commit is contained in:
Kelsi 2026-02-08 21:32:38 -08:00
parent 941dac446d
commit 536b3cea48
9 changed files with 249 additions and 32 deletions

View file

@ -420,11 +420,11 @@ void Application::update(float deltaTime) {
}
if (renderer && renderer->getTerrainManager()) {
renderer->getTerrainManager()->setStreamingEnabled(true);
// With 2GB tile cache, keep streaming active during taxi at moderate rate.
// With 8GB tile cache, keep streaming active during taxi at moderate rate.
// Increase load radius to pre-cache tiles ahead of flight path.
if (onTaxi) {
renderer->getTerrainManager()->setUpdateInterval(0.3f);
renderer->getTerrainManager()->setLoadRadius(4); // 9x9 grid for taxi
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.
if (lastTaxiFlight_) {
@ -689,6 +689,35 @@ void Application::setupUICallbacks() {
pendingMountDisplayId_ = mountDisplayId;
});
// Taxi precache callback - preload terrain tiles along flight path
gameHandler->setTaxiPrecacheCallback([this](const std::vector<glm::vec3>& path) {
if (!renderer || !renderer->getTerrainManager()) return;
std::set<std::pair<int, int>> uniqueTiles;
// Sample waypoints along path and gather tiles
for (const auto& waypoint : path) {
glm::vec3 renderPos = core::coords::canonicalToRender(waypoint);
int tileX = static_cast<int>(32 - (renderPos.x / 533.33333f));
int tileY = static_cast<int>(32 - (renderPos.y / 533.33333f));
// Load tile at waypoint + 1 radius around it (3x3 per waypoint)
for (int dy = -1; dy <= 1; dy++) {
for (int dx = -1; dx <= 1; dx++) {
int tx = tileX + dx;
int ty = tileY + dy;
if (tx >= 0 && tx <= 63 && ty >= 0 && ty <= 63) {
uniqueTiles.insert({tx, ty});
}
}
}
}
std::vector<std::pair<int, int>> tilesToLoad(uniqueTiles.begin(), uniqueTiles.end());
LOG_INFO("Precaching ", tilesToLoad.size(), " tiles for taxi route");
renderer->getTerrainManager()->precacheTiles(tilesToLoad);
});
// 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);