This page has been translated automatically.
UnigineEditor
Interface Overview
Assets Workflow
Settings and Preferences
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Landscape Tool
Using Editor Tools for Specific Tasks
FAQ
Программирование
Fundamentals
Setting Up Development Environment
Usage Examples
UnigineScript
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine and Tools
GUI
Double Precision Coordinates
API
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
CIGI Client Plugin
Rendering-Related Classes
Внимание! Эта версия документация УСТАРЕЛА, поскольку относится к более ранней версии SDK! Пожалуйста, переключитесь на самую актуальную документацию для последней версии SDK.
Внимание! Эта версия документации описывает устаревшую версию SDK, которая больше не поддерживается! Пожалуйста, обновитесь до последней версии SDK.

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.
Last update: 27.12.2018
Build: ()