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

@ -1161,6 +1161,11 @@ void TerrainManager::streamTiles() {
continue;
}
// Circular pattern: skip corner tiles beyond radius (Euclidean distance)
if (dx*dx + dy*dy > loadRadius*loadRadius) {
continue;
}
TileCoord coord = {tileX, tileY};
// Skip if already loaded, pending, or failed
@ -1183,11 +1188,11 @@ void TerrainManager::streamTiles() {
for (const auto& pair : loadedTiles) {
const TileCoord& coord = pair.first;
int dx = std::abs(coord.x - currentTile.x);
int dy = std::abs(coord.y - currentTile.y);
int dx = coord.x - currentTile.x;
int dy = coord.y - currentTile.y;
// Chebyshev distance
if (dx > unloadRadius || dy > unloadRadius) {
// Circular pattern: unload beyond radius (Euclidean distance)
if (dx*dx + dy*dy > unloadRadius*unloadRadius) {
tilesToUnload.push_back(coord);
}
}
@ -1210,5 +1215,24 @@ void TerrainManager::streamTiles() {
}
}
void TerrainManager::precacheTiles(const std::vector<std::pair<int, int>>& tiles) {
std::lock_guard<std::mutex> lock(queueMutex);
for (const auto& [x, y] : tiles) {
TileCoord coord = {x, y};
// Skip if already loaded, pending, or failed
if (loadedTiles.find(coord) != loadedTiles.end()) continue;
if (pendingTiles.find(coord) != pendingTiles.end()) continue;
if (failedTiles.find(coord) != failedTiles.end()) continue;
loadQueue.push(coord);
pendingTiles[coord] = true;
}
// Notify workers to start loading
queueCV.notify_all();
}
} // namespace rendering
} // namespace wowee