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
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(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.Ptr<TerrainGlobalLod> getTerrainGlobalLod()
Returns a TerrainGlobalLod pointer.Return value
TerrainGlobalLod pointer.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.int TERRAIN_LOD
Description
Albedo, normal or detail mask LOD of the global terrain object.int TERRAIN_LOD_HEIGHT
Description
Height LOD of the global terrain object. This type of LOD is used for intersection detection.Last update: 2018-06-04
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