Kelsidavis-WoWee/include
Kelsi 6158d56316 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.
2026-02-08 22:30:37 -08:00
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audio Add audio volume controls to settings 2026-02-05 17:32:21 -08:00
auth Use auth username for world connection 2026-02-05 18:18:15 -08:00
core Add idle yawn emote and hearth home tooltip 2026-02-08 03:39:02 -08:00
game Add mount pitch and roll for realistic taxi flight animation 2026-02-08 22:05:38 -08:00
network Fix online mode creature spawning and packet parsing 2026-02-05 21:55:52 -08:00
pipeline Add M2 collision mesh parsing and mesh-based wall/floor collision 2026-02-08 19:56:17 -08:00
platform Fix hair/vendor/loot bugs, revamp spellbook with tabs and icons, clean up action bar, add talent placeholder 2026-02-06 16:04:25 -08:00
rendering Add collision query caching to reduce map traversal overhead 2026-02-08 22:30:37 -08:00
ui Add trainer dialog system with spell list UI and buy support 2026-02-08 14:33:39 -08:00