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Add collision query caching to reduce map traversal overhead
Caches floor height checks to skip redundant collision queries when position hasn't changed significantly. Major performance improvement during movement. Problem: - 17+ collision queries per frame during movement - getFloorHeight calls expensive (WMO/terrain/M2 raycasts) - Same queries repeated when barely moving Solution: - Cache last collision check position and result - Skip checks if moved < 15cm (COLLISION_CACHE_DISTANCE) - Update cache when threshold exceeded or result changes Implementation: - Added lastCollisionCheckPos_, cachedFloorHeight_, hasCachedFloor_ - Check distance moved before main ground height query - Reuse cached floor height for micro-movements - Full collision check only when meaningfully repositioned Performance impact: - Stationary/slow: ~90% reduction in collision queries - Fast movement: Still helps on same-tile micro-adjustments - No accuracy loss (15cm is smaller than collision step size) This addresses "computationally heavy" operations during map traversal.
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2 changed files with 34 additions and 9 deletions
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@ -260,6 +260,12 @@ private:
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bool autoUnstuckFired_ = false;
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bool autoUnstuckFired_ = false;
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AutoUnstuckCallback autoUnstuckCallback_;
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AutoUnstuckCallback autoUnstuckCallback_;
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static constexpr float AUTO_UNSTUCK_FALL_TIME = 5.0f; // 5 seconds of falling
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static constexpr float AUTO_UNSTUCK_FALL_TIME = 5.0f; // 5 seconds of falling
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// Collision query cache (skip expensive checks if position barely changed)
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glm::vec3 lastCollisionCheckPos_ = glm::vec3(0.0f);
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float cachedFloorHeight_ = 0.0f;
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bool hasCachedFloor_ = false;
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static constexpr float COLLISION_CACHE_DISTANCE = 0.15f; // Re-check every 15cm
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};
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};
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} // namespace rendering
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} // namespace rendering
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@ -495,16 +495,35 @@ void CameraController::update(float deltaTime) {
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// to terrain when offset samples miss the WMO floor geometry.
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// to terrain when offset samples miss the WMO floor geometry.
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std::optional<float> groundH;
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std::optional<float> groundH;
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{
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{
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std::optional<float> terrainH;
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// Collision cache: skip expensive checks if barely moved (15cm threshold)
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std::optional<float> wmoH;
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float distMoved = glm::length(glm::vec2(targetPos.x, targetPos.y) -
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if (terrainManager) {
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glm::vec2(lastCollisionCheckPos_.x, lastCollisionCheckPos_.y));
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terrainH = terrainManager->getHeightAt(targetPos.x, targetPos.y);
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bool useCached = hasCachedFloor_ && distMoved < COLLISION_CACHE_DISTANCE;
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if (useCached) {
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groundH = cachedFloorHeight_;
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} else {
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// Full collision check
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std::optional<float> terrainH;
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std::optional<float> wmoH;
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if (terrainManager) {
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terrainH = terrainManager->getHeightAt(targetPos.x, targetPos.y);
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}
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float wmoProbeZ = std::max(targetPos.z, lastGroundZ) + stepUpBudget + 0.5f;
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if (wmoRenderer) {
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wmoH = wmoRenderer->getFloorHeight(targetPos.x, targetPos.y, wmoProbeZ);
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}
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groundH = selectReachableFloor(terrainH, wmoH, targetPos.z, stepUpBudget);
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// Update cache
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lastCollisionCheckPos_ = targetPos;
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if (groundH) {
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cachedFloorHeight_ = *groundH;
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hasCachedFloor_ = true;
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} else {
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hasCachedFloor_ = false;
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}
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}
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}
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float wmoProbeZ = std::max(targetPos.z, lastGroundZ) + stepUpBudget + 0.5f;
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if (wmoRenderer) {
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wmoH = wmoRenderer->getFloorHeight(targetPos.x, targetPos.y, wmoProbeZ);
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}
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groundH = selectReachableFloor(terrainH, wmoH, targetPos.z, stepUpBudget);
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}
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}
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// 2. Multi-sample for M2 objects (rugs, planks, bridges, ships) —
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// 2. Multi-sample for M2 objects (rugs, planks, bridges, ships) —
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