Add per-group spatial grid for WMO collision and reduce collision call frequency

Build a 2D triangle grid per WMO group at load time so getFloorHeight and
checkWallCollision only test triangles in nearby cells instead of brute-forcing
all triangles. Also reduce sweep steps (12→4), ground probes (3→1), camera
floor probes (5→2), throttle isInsideWMO to every 10 frames, and early-out
wall collision on first hit.
This commit is contained in:
Kelsi 2026-02-07 15:47:43 -08:00
parent 751e6fdbde
commit 974384c725
4 changed files with 179 additions and 73 deletions

View file

@ -133,6 +133,11 @@ private:
static constexpr float JUMP_BUFFER_TIME = 0.15f; // 150ms input buffer
static constexpr float COYOTE_TIME = 0.10f; // 100ms grace after leaving ground
// Cached isInsideWMO result (throttled to avoid per-frame cost)
bool cachedInsideWMO = false;
int insideWMOCheckCounter = 0;
glm::vec3 lastInsideWMOCheckPos = glm::vec3(0.0f);
// Swimming
bool swimming = false;
bool wasSwimming = false;

View file

@ -270,6 +270,25 @@ private:
// Collision geometry (positions only, for floor raycasting)
std::vector<glm::vec3> collisionVertices;
std::vector<uint16_t> collisionIndices;
// 2D spatial grid for fast triangle lookup (built at load time).
// Bins triangles by their XY bounding box into grid cells.
static constexpr float COLLISION_CELL_SIZE = 4.0f;
int gridCellsX = 0;
int gridCellsY = 0;
glm::vec2 gridOrigin; // XY of bounding box min
// cellTriangles[cellY * gridCellsX + cellX] = list of triangle start indices
std::vector<std::vector<uint32_t>> cellTriangles;
// Build the spatial grid from collision geometry
void buildCollisionGrid();
// Get triangle indices for a local-space XY point
const std::vector<uint32_t>* getTrianglesAtLocal(float localX, float localY) const;
// Get triangle indices for a local-space XY range (for wall collision)
void getTrianglesInRange(float minX, float minY, float maxX, float maxY,
std::vector<uint32_t>& out) const;
};
/**
@ -497,6 +516,7 @@ private:
std::unordered_map<GridCell, std::vector<uint32_t>, GridCellHash> spatialGrid;
std::unordered_map<uint32_t, size_t> instanceIndexById;
mutable std::vector<size_t> candidateScratch;
mutable std::vector<uint32_t> wallTriScratch; // Scratch for wall collision grid queries
mutable std::unordered_set<uint32_t> candidateIdScratch;
// Parallel visibility culling

View file

@ -415,11 +415,8 @@ void CameraController::update(float deltaTime) {
glm::vec3 startPos = *followTarget;
glm::vec3 desiredPos = targetPos;
float moveDist = glm::length(desiredPos - startPos);
// Adaptive CCD: keep per-step movement short to avoid clipping through walls.
int sweepSteps = std::max(1, std::min(12, static_cast<int>(std::ceil(moveDist / 0.20f))));
if (deltaTime > 0.04f) {
sweepSteps = std::min(16, std::max(sweepSteps, static_cast<int>(std::ceil(deltaTime / 0.016f))));
}
// Adaptive CCD: larger step size to reduce collision call count.
int sweepSteps = std::max(1, std::min(4, static_cast<int>(std::ceil(moveDist / 0.50f))));
glm::vec3 stepPos = startPos;
glm::vec3 stepDelta = (desiredPos - startPos) / static_cast<float>(sweepSteps);
@ -577,25 +574,8 @@ void CameraController::update(float deltaTime) {
return base;
};
// Sample center + movement-aligned offsets to avoid slipping through narrow floor pieces.
// Use 3 samples instead of 5 — center plus two movement-direction probes.
std::optional<float> groundH;
groundH = sampleGround(targetPos.x, targetPos.y);
{
constexpr float FOOTPRINT = 0.4f;
glm::vec2 moveXY(targetPos.x - followTarget->x, targetPos.y - followTarget->y);
float moveLen = glm::length(moveXY);
if (moveLen > 0.01f) {
glm::vec2 moveDir2 = moveXY / moveLen;
glm::vec2 perpDir(-moveDir2.y, moveDir2.x);
auto h1 = sampleGround(targetPos.x + moveDir2.x * FOOTPRINT,
targetPos.y + moveDir2.y * FOOTPRINT);
if (h1 && (!groundH || *h1 > *groundH)) groundH = h1;
auto h2 = sampleGround(targetPos.x + perpDir.x * FOOTPRINT,
targetPos.y + perpDir.y * FOOTPRINT);
if (h2 && (!groundH || *h2 > *groundH)) groundH = h2;
}
}
// Single center probe — extra probes are too expensive in WMO-heavy areas.
std::optional<float> groundH = sampleGround(targetPos.x, targetPos.y);
if (groundH) {
float groundDiff = *groundH - lastGroundZ;
@ -640,9 +620,16 @@ void CameraController::update(float deltaTime) {
currentDistance += (userTargetDistance - currentDistance) * zoomLerp;
// Limit max zoom when inside a WMO (building interior)
// Throttle: only recheck every 10 frames or when position changes >2 units.
static constexpr float WMO_MAX_DISTANCE = 5.0f;
if (wmoRenderer && wmoRenderer->isInsideWMO(targetPos.x, targetPos.y, targetPos.z + 1.0f, nullptr)) {
if (currentDistance > WMO_MAX_DISTANCE) {
if (wmoRenderer) {
float distFromLastCheck = glm::length(targetPos - lastInsideWMOCheckPos);
if (++insideWMOCheckCounter >= 10 || distFromLastCheck > 2.0f) {
cachedInsideWMO = wmoRenderer->isInsideWMO(targetPos.x, targetPos.y, targetPos.z + 1.0f, nullptr);
insideWMOCheckCounter = 0;
lastInsideWMOCheckPos = targetPos;
}
if (cachedInsideWMO && currentDistance > WMO_MAX_DISTANCE) {
currentDistance = WMO_MAX_DISTANCE;
}
}
@ -676,17 +663,13 @@ void CameraController::update(float deltaTime) {
// Intentionally ignore M2 doodads for camera collision to match WoW feel.
// Check floor collision along the camera path
// Sample a few points to find where camera would go underground
for (int i = 1; i <= 2; i++) {
float testDist = collisionDistance * (float(i) / 2.0f);
glm::vec3 testPos = pivot + camDir * testDist;
// Check floor collision at the camera's target position
{
glm::vec3 testPos = pivot + camDir * collisionDistance;
auto floorH = getFloorAt(testPos.x, testPos.y, testPos.z);
if (floorH && testPos.z < *floorH + CAM_SPHERE_RADIUS + CAM_EPSILON) {
// Camera would be underground at this distance
collisionDistance = std::max(MIN_DISTANCE, testDist - CAM_SPHERE_RADIUS);
break;
collisionDistance = std::max(MIN_DISTANCE, collisionDistance - CAM_SPHERE_RADIUS);
}
}
@ -710,22 +693,8 @@ void CameraController::update(float deltaTime) {
smoothedCamPos += (actualCam - smoothedCamPos) * camLerp;
// ===== Final floor clearance check =====
// Sample a small footprint around the camera to avoid peeking through ramps/stairs
// when zoomed out and pitched down.
constexpr float MIN_FLOOR_CLEARANCE = 0.35f;
constexpr float FLOOR_SAMPLE_R = 0.35f;
std::optional<float> finalFloorH;
const glm::vec2 floorOffsets[] = {
{0.0f, 0.0f},
{FLOOR_SAMPLE_R * 0.7f, FLOOR_SAMPLE_R * 0.7f},
{-FLOOR_SAMPLE_R * 0.7f, -FLOOR_SAMPLE_R * 0.7f}
};
for (const auto& o : floorOffsets) {
auto h = getFloorAt(smoothedCamPos.x + o.x, smoothedCamPos.y + o.y, smoothedCamPos.z);
if (h && (!finalFloorH || *h > *finalFloorH)) {
finalFloorH = h;
}
}
auto finalFloorH = getFloorAt(smoothedCamPos.x, smoothedCamPos.y, smoothedCamPos.z);
if (finalFloorH && smoothedCamPos.z < *finalFloorH + MIN_FLOOR_CLEARANCE) {
smoothedCamPos.z = *finalFloorH + MIN_FLOOR_CLEARANCE;
}
@ -854,11 +823,8 @@ void CameraController::update(float deltaTime) {
glm::vec3 startFeet = camera->getPosition() - glm::vec3(0, 0, eyeHeight);
glm::vec3 desiredFeet = newPos - glm::vec3(0, 0, eyeHeight);
float moveDist = glm::length(desiredFeet - startFeet);
// Adaptive CCD: keep per-step movement short to avoid clipping through walls.
int sweepSteps = std::max(1, std::min(12, static_cast<int>(std::ceil(moveDist / 0.20f))));
if (deltaTime > 0.04f) {
sweepSteps = std::min(16, std::max(sweepSteps, static_cast<int>(std::ceil(deltaTime / 0.016f))));
}
// Adaptive CCD: larger step size to reduce collision call count.
int sweepSteps = std::max(1, std::min(4, static_cast<int>(std::ceil(moveDist / 0.50f))));
glm::vec3 stepPos = startFeet;
glm::vec3 stepDelta = (desiredFeet - startFeet) / static_cast<float>(sweepSteps);

View file

@ -1089,6 +1089,9 @@ bool WMORenderer::createGroupResources(const pipeline::WMOGroup& group, GroupRes
}
}
// Build 2D spatial grid for fast collision triangle lookup
resources.buildCollisionGrid();
// Create batches
if (!group.batches.empty()) {
for (const auto& batch : group.batches) {
@ -1510,6 +1513,105 @@ static glm::vec3 closestPointOnTriangle(const glm::vec3& p, const glm::vec3& a,
return a + ab * v + ac * w;
}
// ---- Per-group 2D collision grid ----
void WMORenderer::GroupResources::buildCollisionGrid() {
if (collisionVertices.empty() || collisionIndices.size() < 3) {
gridCellsX = 0;
gridCellsY = 0;
return;
}
gridOrigin = glm::vec2(boundingBoxMin.x, boundingBoxMin.y);
float extentX = boundingBoxMax.x - boundingBoxMin.x;
float extentY = boundingBoxMax.y - boundingBoxMin.y;
gridCellsX = std::max(1, static_cast<int>(std::ceil(extentX / COLLISION_CELL_SIZE)));
gridCellsY = std::max(1, static_cast<int>(std::ceil(extentY / COLLISION_CELL_SIZE)));
// Cap grid size to avoid excessive memory for huge groups
if (gridCellsX > 64) gridCellsX = 64;
if (gridCellsY > 64) gridCellsY = 64;
cellTriangles.resize(gridCellsX * gridCellsY);
float invCellW = gridCellsX / std::max(0.01f, extentX);
float invCellH = gridCellsY / std::max(0.01f, extentY);
for (size_t i = 0; i + 2 < collisionIndices.size(); i += 3) {
const glm::vec3& v0 = collisionVertices[collisionIndices[i]];
const glm::vec3& v1 = collisionVertices[collisionIndices[i + 1]];
const glm::vec3& v2 = collisionVertices[collisionIndices[i + 2]];
// Triangle XY bounding box
float triMinX = std::min({v0.x, v1.x, v2.x});
float triMinY = std::min({v0.y, v1.y, v2.y});
float triMaxX = std::max({v0.x, v1.x, v2.x});
float triMaxY = std::max({v0.y, v1.y, v2.y});
int cellMinX = std::max(0, static_cast<int>((triMinX - gridOrigin.x) * invCellW));
int cellMinY = std::max(0, static_cast<int>((triMinY - gridOrigin.y) * invCellH));
int cellMaxX = std::min(gridCellsX - 1, static_cast<int>((triMaxX - gridOrigin.x) * invCellW));
int cellMaxY = std::min(gridCellsY - 1, static_cast<int>((triMaxY - gridOrigin.y) * invCellH));
uint32_t triIdx = static_cast<uint32_t>(i);
for (int cy = cellMinY; cy <= cellMaxY; ++cy) {
for (int cx = cellMinX; cx <= cellMaxX; ++cx) {
cellTriangles[cy * gridCellsX + cx].push_back(triIdx);
}
}
}
}
const std::vector<uint32_t>* WMORenderer::GroupResources::getTrianglesAtLocal(float localX, float localY) const {
if (gridCellsX == 0 || gridCellsY == 0) return nullptr;
float extentX = boundingBoxMax.x - boundingBoxMin.x;
float extentY = boundingBoxMax.y - boundingBoxMin.y;
float invCellW = gridCellsX / std::max(0.01f, extentX);
float invCellH = gridCellsY / std::max(0.01f, extentY);
int cx = static_cast<int>((localX - gridOrigin.x) * invCellW);
int cy = static_cast<int>((localY - gridOrigin.y) * invCellH);
if (cx < 0 || cx >= gridCellsX || cy < 0 || cy >= gridCellsY) return nullptr;
return &cellTriangles[cy * gridCellsX + cx];
}
void WMORenderer::GroupResources::getTrianglesInRange(
float minX, float minY, float maxX, float maxY,
std::vector<uint32_t>& out) const {
out.clear();
if (gridCellsX == 0 || gridCellsY == 0) return;
float extentX = boundingBoxMax.x - boundingBoxMin.x;
float extentY = boundingBoxMax.y - boundingBoxMin.y;
float invCellW = gridCellsX / std::max(0.01f, extentX);
float invCellH = gridCellsY / std::max(0.01f, extentY);
int cellMinX = std::max(0, static_cast<int>((minX - gridOrigin.x) * invCellW));
int cellMinY = std::max(0, static_cast<int>((minY - gridOrigin.y) * invCellH));
int cellMaxX = std::min(gridCellsX - 1, static_cast<int>((maxX - gridOrigin.x) * invCellW));
int cellMaxY = std::min(gridCellsY - 1, static_cast<int>((maxY - gridOrigin.y) * invCellH));
if (cellMinX > cellMaxX || cellMinY > cellMaxY) return;
// Collect unique triangle indices from all overlapping cells
for (int cy = cellMinY; cy <= cellMaxY; ++cy) {
for (int cx = cellMinX; cx <= cellMaxX; ++cx) {
const auto& cell = cellTriangles[cy * gridCellsX + cx];
out.insert(out.end(), cell.begin(), cell.end());
}
}
// Remove duplicates (triangles spanning multiple cells)
if (cellMinX != cellMaxX || cellMinY != cellMaxY) {
std::sort(out.begin(), out.end());
out.erase(std::unique(out.begin(), out.end()), out.end());
}
}
std::optional<float> WMORenderer::getFloorHeight(float glX, float glY, float glZ) const {
// Check persistent grid cache first (computed lazily, never expires)
uint64_t gridKey = floorGridKey(glX, glY);
@ -1592,23 +1694,27 @@ std::optional<float> WMORenderer::getFloorHeight(float glX, float glY, float glZ
const auto& verts = group.collisionVertices;
const auto& indices = group.collisionIndices;
for (size_t i = 0; i + 2 < indices.size(); i += 3) {
const glm::vec3& v0 = verts[indices[i]];
const glm::vec3& v1 = verts[indices[i + 1]];
const glm::vec3& v2 = verts[indices[i + 2]];
// Use spatial grid to only test triangles near the query XY
const auto* cellTris = group.getTrianglesAtLocal(localOrigin.x, localOrigin.y);
if (cellTris) {
for (uint32_t triStart : *cellTris) {
const glm::vec3& v0 = verts[indices[triStart]];
const glm::vec3& v1 = verts[indices[triStart + 1]];
const glm::vec3& v2 = verts[indices[triStart + 2]];
float t = rayTriangleIntersect(localOrigin, localDir, v0, v1, v2);
if (t <= 0.0f) {
t = rayTriangleIntersect(localOrigin, localDir, v0, v2, v1);
}
float t = rayTriangleIntersect(localOrigin, localDir, v0, v1, v2);
if (t <= 0.0f) {
t = rayTriangleIntersect(localOrigin, localDir, v0, v2, v1);
}
if (t > 0.0f) {
glm::vec3 hitLocal = localOrigin + localDir * t;
glm::vec3 hitWorld = glm::vec3(instance.modelMatrix * glm::vec4(hitLocal, 1.0f));
if (t > 0.0f) {
glm::vec3 hitLocal = localOrigin + localDir * t;
glm::vec3 hitWorld = glm::vec3(instance.modelMatrix * glm::vec4(hitLocal, 1.0f));
if (hitWorld.z <= glZ + 0.5f) {
if (!bestFloor || hitWorld.z > *bestFloor) {
bestFloor = hitWorld.z;
if (hitWorld.z <= glZ + 0.5f) {
if (!bestFloor || hitWorld.z > *bestFloor) {
bestFloor = hitWorld.z;
}
}
}
}
@ -1645,6 +1751,7 @@ bool WMORenderer::checkWallCollision(const glm::vec3& from, const glm::vec3& to,
gatherCandidates(queryMin, queryMax, candidateScratch);
for (size_t idx : candidateScratch) {
if (blocked) break; // Early-out once a wall is found
const auto& instance = instances[idx];
if (collisionFocusEnabled &&
pointAABBDistanceSq(collisionFocusPos, instance.worldBoundsMin, instance.worldBoundsMax) > collisionFocusRadiusSq) {
@ -1682,7 +1789,7 @@ bool WMORenderer::checkWallCollision(const glm::vec3& from, const glm::vec3& to,
glm::vec3 localFrom = glm::vec3(instance.invModelMatrix * glm::vec4(from, 1.0f));
glm::vec3 localTo = glm::vec3(instance.invModelMatrix * glm::vec4(to, 1.0f));
float localFeetZ = localTo.z;
for (size_t gi = 0; gi < model.groups.size(); ++gi) {
for (size_t gi = 0; gi < model.groups.size() && !blocked; ++gi) {
// World-space group cull
if (gi < instance.worldGroupBounds.size()) {
const auto& [gMin, gMax] = instance.worldGroupBounds[gi];
@ -1705,10 +1812,18 @@ bool WMORenderer::checkWallCollision(const glm::vec3& from, const glm::vec3& to,
const auto& verts = group.collisionVertices;
const auto& indices = group.collisionIndices;
for (size_t i = 0; i + 2 < indices.size(); i += 3) {
const glm::vec3& v0 = verts[indices[i]];
const glm::vec3& v1 = verts[indices[i + 1]];
const glm::vec3& v2 = verts[indices[i + 2]];
// Use spatial grid: query range covering the movement segment + player radius
float rangeMinX = std::min(localFrom.x, localTo.x) - PLAYER_RADIUS - 1.0f;
float rangeMinY = std::min(localFrom.y, localTo.y) - PLAYER_RADIUS - 1.0f;
float rangeMaxX = std::max(localFrom.x, localTo.x) + PLAYER_RADIUS + 1.0f;
float rangeMaxY = std::max(localFrom.y, localTo.y) + PLAYER_RADIUS + 1.0f;
group.getTrianglesInRange(rangeMinX, rangeMinY, rangeMaxX, rangeMaxY, wallTriScratch);
for (uint32_t triStart : wallTriScratch) {
if (blocked) break;
const glm::vec3& v0 = verts[indices[triStart]];
const glm::vec3& v1 = verts[indices[triStart + 1]];
const glm::vec3& v2 = verts[indices[triStart + 2]];
// Get triangle normal
glm::vec3 edge1 = v1 - v0;