This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
Basics
Rendering
Professional (SIM)
UnigineEditor
Interface Overview
Assets Workflow
Version Control
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
Sandworm
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Built-in Node Types
Nodes
Objects
Effects
Decals
Light Sources
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
Materials and Shaders
Rebuilding the Engine Tools
GUI
Double Precision Coordinates
API
Animations-Related Classes
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
VR-Related Classes
Content Creation
Content Optimization
Materials
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials

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

Enums

TYPE#

NameDescription
TERRAIN_GLOBAL_LOD = 0Albedo, normal or detail mask LOD of the global terrain object.
TERRAIN_GLOBAL_LOD_HEIGHT = 1Height LOD of the global terrain object. This type of LOD is used for collision and intersection detection.
NUM_TERRAIN_GLOBAL_LODS = 2Total 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: 2021-02-17
Build: ()