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Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

TerrainGlobalLod Class

Warning
The scope of applications for UnigineScript is limited to implementing materials-related logic (material expressions, scriptable materials, brush materials). Do not use UnigineScript as a language for application logic, please consider C#/C++ instead, as these APIs are the preferred ones. Availability of new Engine features in UnigineScript (beyond its scope of applications) is not guaranteed, as the current level of support assumes only fixing critical issues.
Warning
The functionality described in this article is not available in the Community SDK edition.
You should upgrade to Engineering / Sim SDK edition to use it.

This class is used to manage a single LOD (level of detail) of the global terrain object.

TerrainGlobalLod Class

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 ( int enabled ) #

Enables or disables the LOD.

Arguments

  • int enabled - 1 to enable the LOD, 0 to disable it.

int 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 ( string path ) #

Sets the path to the folder where the LOD is stored.

Arguments

  • string path - Path to the folder where the LOD is stored.

string 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.

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 ( string new_path ) #

Sets a new path to the folder where the LOD is stored.

Arguments

  • string new_path - New path to be set.

Return value

1 if the new path was set successfully; otherwise, 0.

void reload ( ) #

Reloads the LOD.

int 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 TERRAIN_GLOBAL_LOD* values.

string 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: 2021-12-13
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