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

@ -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