Unigine::TerrainGlobalLod Class
Header: | #include <UnigineObjects.h> |
This class is used to manage a single LOD (level of detail) of the global terrain object.
TerrainGlobalLod Class
枚举
TYPE#
Name | 描述 |
---|---|
TERRAIN_GLOBAL_LOD = 0 | Albedo, normal or detail mask LOD of the global terrain object. |
TERRAIN_GLOBAL_LOD_HEIGHT = 1 | Height LOD of the global terrain object. This type of LOD is used for collision and intersection detection. |
NUM_TERRAIN_GLOBAL_LODS = 2 | Total number of LOD types of the global terrain objectю |
Members
void setClearDistance ( float distance ) #
Sets the clear distance of the LOD. Starting from this distance the tiles of the LOD are removed from memory.Arguments
- float distance - Clear distance, in units.
float getClearDistance ( ) #
Returns the clear distance of the LOD. Starting from this distance the tiles of the LOD are removed from memory.Return value
Current clear distance, in units.void setEnabled ( bool enabled ) #
Enables or disables the LOD.Arguments
- bool enabled - 1 to enable the LOD, 0 to disable it.
bool isEnabled ( ) #
Returns a value indicating if the LOD is enabled.Return value
1 if the LOD is enabled; otherwise, 0.void setLoadDistance ( float distance ) #
Sets the load distance for the LOD. Starting from this distance the tiles of the LOD are loaded into memory.Arguments
- float distance - Load distance, in units.
float getLoadDistance ( ) #
Returns the current load distance for the LOD. Starting from this distance the tiles of the LOD are loaded into memory.Return value
Current load distance, in units.void setPath ( const char * path ) #
Sets the path to the folder where the LOD is stored.Arguments
- const char * path - Path to the folder where the LOD is stored.
const char * getPath ( ) #
Returns the path to the folder where the LOD is stored.Return value
Path to the folder where the LOD is stored.void setTileDensity ( float density ) #
Sets the density of LOD tiles.Arguments
- float density - LOD tile density, in meters per pixel.
float getTileDensity ( ) #
Returns the current density of LOD tiles.Return value
Current LOD tile density, in meters per pixel.Ptr<Tileset> getTileset ( ) #
Returns the tileset for the LOD.Return value
LOD tileset.void setViewportMask ( int mask ) #
Sets the bit mask for rendering into the viewport. The LOD is rendered, if its mask matches the player's one.Arguments
- int mask - Viewport mask, an integer value each bit of which is a mask.
int getViewportMask ( ) #
Returns the current bit mask for rendering into the viewport. The LOD is rendered, if its mask matches the player's one.Return value
Viewport mask, an integer value each bit of which is a mask.void setVisibleDistance ( float distance ) #
Sets the visibility distance. Starting from this distance the tiles of the LOD become visible.Arguments
- float distance - Visibility distance, in units.
float getVisibleDistance ( ) #
Returns the current visibility distance. Starting from this distance the tiles of the LOD become visible.Return value
Current visibility distance, in units.int renamePath ( const char * new_path ) #
Sets a new path to the folder where the LOD is stored.Arguments
- const char * new_path - New path to be set.
Return value
1 if the new path was set successfully; otherwise, 0.void reload ( ) #
Reloads the LOD.TerrainGlobalLod::TYPE getType ( ) #
Returns the type of the LOD. This method is used to define whether it is a height LOD used for collision and intersection detection or an ordinary albedo, normal or detail mask LOD.Return value
LOD type, one of the TYPE values.const char * getTypeName ( ) #
Returns the name of the terrain global LOD type. This method is used to define whether it is a height LOD used for collision and intersection detection or an ordinary albedo, normal or detail mask LOD.Return value
Name of the terrain global LOD type. One of the following values:- TerrainGlobalLod
- TerrainGlobalLodHeight
Last update:
2024-12-13
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