29#ifndef __Ogre_TerrainAutoUpdateLod_H__
30#define __Ogre_TerrainAutoUpdateLod_H__
#define _OgreTerrainExport
Superclass for all objects that wish to use custom memory allocators when their new / delete operator...
Variant type that can hold Any other type.
A viewpoint from which the scene will be rendered.
Reference-counted shared pointer, used for objects where implicit destruction is required.
Class implementing TerrainAutoUpdateLod interface.
int traverseTreeByDistance(TerrainQuadTreeNode *node, const Camera *cam, Real cFactor, const Real holdDistance)
Traverse Terrain's QuadTree and calculate what LOD level is needed.
virtual uint32 getStrategyId()
void autoUpdateLodByDistance(Terrain *terrain, bool synchronous, const Real holdDistance)
Modifies Terrain's LOD level according to it's distance from camera.
virtual void autoUpdateLod(Terrain *terrain, bool synchronous, const Any &data)
Method to be called to change terrain's LOD level.
static TerrainAutoUpdateLod * getAutoUpdateLod(uint32 strategy)
Terrain automatic LOD loading.
virtual void autoUpdateLod(Terrain *terrain, bool synchronous, const Any &data)=0
Method to be called to change terrain's LOD level.
virtual uint32 getStrategyId()=0
virtual ~TerrainAutoUpdateLod()
A node in a quad tree used to store a patch of terrain.
The main containing class for a chunk of terrain.
TerrainAutoUpdateLodStrategy