Disable WMO floor cache and add camera collision with WMO/M2

Disabled persistent WMO floor grid cache - it stored one height per
2-unit cell causing fall-through at stairs where floor height changes
within a cell. Per-frame dedup cache is sufficient for performance.

Added camera raycast collision against WMO walls (when inside) and M2
objects to zoom in when camera would clip through geometry instead of
phasing through walls.
This commit is contained in:
Kelsi 2026-02-08 20:33:40 -08:00
parent dbadfb043b
commit 7765b41611
2 changed files with 26 additions and 18 deletions

View file

@ -641,8 +641,30 @@ void CameraController::update(float deltaTime) {
// Find max safe distance using raycast + sphere radius
collisionDistance = currentDistance;
// Camera collision: terrain-only floor clamping (skip expensive WMO raycasts).
// The camera may clip through WMO walls but won't go underground.
// WMO raycast collision: zoom in when camera would clip through walls
if (wmoRenderer && cachedInsideWMO && currentDistance > MIN_DISTANCE) {
glm::vec3 camRayOrigin = pivot;
glm::vec3 camRayDir = camDir;
float wmoHitDist = wmoRenderer->raycastBoundingBoxes(camRayOrigin, camRayDir, currentDistance);
if (wmoHitDist < currentDistance) {
// Hit WMO geometry — pull camera in to avoid clipping
constexpr float CAM_RADIUS = 0.3f;
collisionDistance = std::max(MIN_DISTANCE, wmoHitDist - CAM_RADIUS);
}
}
// M2 raycast collision: zoom in when camera would clip through doodads
if (m2Renderer && currentDistance > MIN_DISTANCE) {
glm::vec3 camRayOrigin = pivot;
glm::vec3 camRayDir = camDir;
float m2HitDist = m2Renderer->raycastBoundingBoxes(camRayOrigin, camRayDir, currentDistance);
if (m2HitDist < collisionDistance) {
constexpr float CAM_RADIUS = 0.3f;
collisionDistance = std::max(MIN_DISTANCE, m2HitDist - CAM_RADIUS);
}
}
// Camera collision: terrain-only floor clamping
auto getTerrainFloorAt = [&](float x, float y) -> std::optional<float> {
if (terrainManager) {
return terrainManager->getHeightAt(x, y);

View file

@ -1743,22 +1743,8 @@ std::optional<float> WMORenderer::getFloorHeight(float glX, float glY, float glZ
auto frameCached = frameFloorCache_.get(glX, glY, currentFrameId, outNormalZ);
if (frameCached) return *frameCached;
// Check persistent grid cache first (computed lazily, never expires)
uint64_t gridKey = floorGridKey(glX, glY);
auto gridIt = precomputedFloorGrid.find(gridKey);
if (gridIt != precomputedFloorGrid.end()) {
float cachedHeight = gridIt->second;
// Only trust cache if it's basically at foot level.
// Reject cache if it's too high above us (prevents stair landing from overriding approach floor)
constexpr float CACHE_ABOVE = 0.25f; // tight above threshold (prevents stair landing cache hit)
constexpr float CACHE_BELOW = 4.0f; // keep generous below
if (cachedHeight <= glZ + CACHE_ABOVE && cachedHeight >= glZ - CACHE_BELOW) {
// Persistent cache doesn't store normal — report as flat
if (outNormalZ) *outNormalZ = 0.8f; // conservative "walkable-ish"
frameFloorCache_.put(glX, glY, cachedHeight, 1.0f, currentFrameId);
return cachedHeight;
}
}
// Persistent grid cache disabled - causes fall-through at stairs where
// one 2-unit cell contains multiple floor heights. Per-frame cache is sufficient.
QueryTimer timer(&queryTimeMs, &queryCallCount);
std::optional<float> bestFloor;