Improve rendering distances, camera collision, and spawn point

- Increase WMO render distance from 1500 to 3000 units for better city loading
- Increase M2 render distance from 500 to 1000 units
- Increase terrain load radius from 4 to 6 tiles (~3200 units)
- Add raycast-based camera collision that zooms in when obstructed by walls/objects
- Move spawn point outside chapel to road near Stormwind gate
- Add ground height smoothing to prevent stumbling on uneven terrain
This commit is contained in:
Kelsi 2026-02-02 23:18:34 -08:00
parent 76a16a214e
commit a8cf17e7e5
7 changed files with 142 additions and 12 deletions

View file

@ -126,9 +126,9 @@ private:
static constexpr float WOW_GRAVITY = -19.29f;
static constexpr float WOW_JUMP_VELOCITY = 7.96f;
// Default spawn position (in front of Stormwind gate)
glm::vec3 defaultPosition = glm::vec3(-8900.0f, -170.0f, 150.0f);
float defaultYaw = 0.0f; // Look north toward Stormwind gate
// Default spawn position (on the road outside Stormwind)
glm::vec3 defaultPosition = glm::vec3(-8830.0f, -150.0f, 82.0f);
float defaultYaw = 180.0f; // Look south toward Stormwind gate
float defaultPitch = -5.0f;
};

View file

@ -144,6 +144,15 @@ public:
bool checkCollision(const glm::vec3& from, const glm::vec3& to,
glm::vec3& adjustedPos, float playerRadius = 0.5f) const;
/**
* Raycast against M2 bounding boxes for camera collision
* @param origin Ray origin (e.g., character head position)
* @param direction Ray direction (normalized)
* @param maxDistance Maximum ray distance to check
* @return Distance to first intersection, or maxDistance if no hit
*/
float raycastBoundingBoxes(const glm::vec3& origin, const glm::vec3& direction, float maxDistance) const;
// Stats
uint32_t getModelCount() const { return static_cast<uint32_t>(models.size()); }
uint32_t getInstanceCount() const { return static_cast<uint32_t>(instances.size()); }

View file

@ -240,8 +240,8 @@ private:
// Streaming parameters
bool streamingEnabled = true;
int loadRadius = 4; // Load tiles within this radius (9x9 grid, ~2133 units)
int unloadRadius = 6; // Unload tiles beyond this radius (~3200 units, past far clip)
int loadRadius = 6; // Load tiles within this radius (13x13 grid, ~3200 units)
int unloadRadius = 8; // Unload tiles beyond this radius (~4266 units)
float updateInterval = 0.1f; // Check streaming every 0.1 seconds
float timeSinceLastUpdate = 0.0f;

View file

@ -149,6 +149,15 @@ public:
*/
bool isInsideWMO(float glX, float glY, float glZ, uint32_t* outModelId = nullptr) const;
/**
* Raycast against WMO bounding boxes for camera collision
* @param origin Ray origin (e.g., character head position)
* @param direction Ray direction (normalized)
* @param maxDistance Maximum ray distance to check
* @return Distance to first intersection, or maxDistance if no hit
*/
float raycastBoundingBoxes(const glm::vec3& origin, const glm::vec3& direction, float maxDistance) const;
private:
/**
* WMO group GPU resources

View file

@ -201,9 +201,18 @@ void CameraController::update(float deltaTime) {
}
if (groundH) {
lastGroundZ = *groundH;
if (targetPos.z <= *groundH) {
targetPos.z = *groundH;
// Smooth ground height to prevent stumbling on uneven terrain
float groundDiff = *groundH - lastGroundZ;
if (std::abs(groundDiff) < 2.0f) {
// Small height difference - smooth it
lastGroundZ += groundDiff * std::min(1.0f, deltaTime * 15.0f);
} else {
// Large height difference (stairs, ledges) - snap
lastGroundZ = *groundH;
}
if (targetPos.z <= lastGroundZ + 0.1f) {
targetPos.z = lastGroundZ;
verticalVelocity = 0.0f;
grounded = true;
swimming = false; // Touching ground = wading, not swimming
@ -223,7 +232,30 @@ void CameraController::update(float deltaTime) {
// Compute camera position orbiting behind the character
glm::vec3 lookAtPoint = targetPos + glm::vec3(0.0f, 0.0f, eyeHeight);
glm::vec3 camPos = lookAtPoint - forward3D * orbitDistance;
// Camera collision detection - raycast from character head to desired camera position
glm::vec3 rayDir = -forward3D; // Direction from character toward camera
float desiredDist = orbitDistance;
float actualDist = desiredDist;
const float cameraOffset = 0.3f; // Small offset to not clip into walls
// Raycast against WMO bounding boxes
if (wmoRenderer) {
float wmoHit = wmoRenderer->raycastBoundingBoxes(lookAtPoint, rayDir, desiredDist);
if (wmoHit < actualDist) {
actualDist = std::max(minOrbitDistance, wmoHit - cameraOffset);
}
}
// Raycast against M2 bounding boxes (larger objects only affect camera)
if (m2Renderer) {
float m2Hit = m2Renderer->raycastBoundingBoxes(lookAtPoint, rayDir, desiredDist);
if (m2Hit < actualDist) {
actualDist = std::max(minOrbitDistance, m2Hit - cameraOffset);
}
}
glm::vec3 camPos = lookAtPoint + rayDir * actualDist;
// Clamp camera above terrain/WMO floor
{

View file

@ -364,7 +364,7 @@ void M2Renderer::render(const Camera& camera, const glm::mat4& view, const glm::
lastDrawCallCount = 0;
// Distance-based culling threshold for M2 models
const float maxRenderDistance = 500.0f; // Don't render small doodads beyond this
const float maxRenderDistance = 1000.0f; // Don't render small doodads beyond this
const float maxRenderDistanceSq = maxRenderDistance * maxRenderDistance;
const glm::vec3 camPos = camera.getPosition();
@ -392,7 +392,7 @@ void M2Renderer::render(const Camera& camera, const glm::mat4& view, const glm::
shader->setUniform("uModel", instance.modelMatrix);
shader->setUniform("uTime", instance.animTime);
shader->setUniform("uAnimScale", 1.0f); // Enable animation for all M2s
shader->setUniform("uAnimScale", 0.0f); // Disabled - proper M2 animation needs bone/particle systems
glBindVertexArray(model.vao);
@ -587,5 +587,46 @@ bool M2Renderer::checkCollision(const glm::vec3& from, const glm::vec3& to,
return collided;
}
float M2Renderer::raycastBoundingBoxes(const glm::vec3& origin, const glm::vec3& direction, float maxDistance) const {
float closestHit = maxDistance;
for (const auto& instance : instances) {
auto it = models.find(instance.modelId);
if (it == models.end()) continue;
const M2ModelGPU& model = it->second;
// Transform model bounds to world space (approximate with scaled AABB)
glm::vec3 worldMin = instance.position + model.boundMin * instance.scale;
glm::vec3 worldMax = instance.position + model.boundMax * instance.scale;
// Ensure min/max are correct
glm::vec3 actualMin = glm::min(worldMin, worldMax);
glm::vec3 actualMax = glm::max(worldMin, worldMax);
// Ray-AABB intersection (slab method)
glm::vec3 invDir = 1.0f / direction;
glm::vec3 tMin = (actualMin - origin) * invDir;
glm::vec3 tMax = (actualMax - origin) * invDir;
// Handle negative direction components
glm::vec3 t1 = glm::min(tMin, tMax);
glm::vec3 t2 = glm::max(tMin, tMax);
float tNear = std::max({t1.x, t1.y, t1.z});
float tFar = std::min({t2.x, t2.y, t2.z});
// Check if ray intersects the box
if (tNear <= tFar && tFar > 0.0f) {
float hitDist = tNear > 0.0f ? tNear : tFar;
if (hitDist > 0.0f && hitDist < closestHit) {
closestHit = hitDist;
}
}
}
return closestHit;
}
} // namespace rendering
} // namespace wowee

View file

@ -354,7 +354,7 @@ void WMORenderer::render(const Camera& camera, const glm::mat4& view, const glm:
// Render all instances with instance-level culling
const glm::vec3 camPos = camera.getPosition();
const float maxRenderDistance = 1500.0f; // Don't render WMOs beyond this distance
const float maxRenderDistance = 3000.0f; // Don't render WMOs beyond this distance
const float maxRenderDistanceSq = maxRenderDistance * maxRenderDistance;
for (const auto& instance : instances) {
@ -883,5 +883,44 @@ bool WMORenderer::isInsideWMO(float glX, float glY, float glZ, uint32_t* outMode
return false;
}
float WMORenderer::raycastBoundingBoxes(const glm::vec3& origin, const glm::vec3& direction, float maxDistance) const {
float closestHit = maxDistance;
for (const auto& instance : instances) {
auto it = loadedModels.find(instance.modelId);
if (it == loadedModels.end()) continue;
const ModelData& model = it->second;
// Transform ray into local space
glm::mat4 invModel = glm::inverse(instance.modelMatrix);
glm::vec3 localOrigin = glm::vec3(invModel * glm::vec4(origin, 1.0f));
glm::vec3 localDir = glm::normalize(glm::vec3(invModel * glm::vec4(direction, 0.0f)));
for (const auto& group : model.groups) {
// Ray-AABB intersection (slab method)
glm::vec3 tMin = (group.boundingBoxMin - localOrigin) / localDir;
glm::vec3 tMax = (group.boundingBoxMax - localOrigin) / localDir;
// Handle negative direction components
glm::vec3 t1 = glm::min(tMin, tMax);
glm::vec3 t2 = glm::max(tMin, tMax);
float tNear = std::max({t1.x, t1.y, t1.z});
float tFar = std::min({t2.x, t2.y, t2.z});
// Check if ray intersects the box
if (tNear <= tFar && tFar > 0.0f) {
float hitDist = tNear > 0.0f ? tNear : tFar;
if (hitDist > 0.0f && hitDist < closestHit) {
closestHit = hitDist;
}
}
}
}
return closestHit;
}
} // namespace rendering
} // namespace wowee