M3TerrainLodConfig class

============================================================ M3TerrainLodConfig — LOD distance thresholds / segment count table / hysteresis settings

Distance progression: 64, 128, 256, 512 (m) — geometric x2 Segment progression: 32, 16, 8, 4 — matches tile 32x32 segments, minimum 4x4

Both lists must have the same length (lodCount). Index 0 = highest detail (closest).

Properties

hashCode → int
The hash code for this object.
no setterinherited
runtimeType → Type
A representation of the runtime type of the object.
no setterinherited

Methods

noSuchMethod(Invocation invocation) → dynamic
Invoked when a nonexistent method or property is accessed.
inherited
toString() → String
A string representation of this object.
inherited

Operators

operator ==(Object other) → bool
The equality operator.
inherited

Static Properties

distances → List<double>
Trigger distance (meters) for each LOD level, index 0 = highest detail. Generated from baseDistance with a geometric x2 progression: distances[i] = baseDistance * 2^i distance < distances[0] -> LOD 0 (baseSegmentCount segments) distances[0] <= distance < distances[1] -> LOD 1 (baseSegmentCount/2 segments) ...
final
distancesSquared → List<double>
Squared distance thresholds (cached so we never redo the multiplication). All comparisons use distanceSquared — never take a sqrt on tile coordinates.
final
segmentCounts → List<int>
Segment count per tile for each LOD level (32, 16, 8, 4). Generated from baseSegmentCount with a geometric /2 progression: segmentCounts[i] = baseSegmentCount >> i
final

Static Methods

segmentCountForLod(int lod) → int

Constants

baseDistance → const double
Base distance (meters) for LOD 0 — the highest-detail level. The full threshold list is generated from this value using a geometric x2 progression: base, base2, base4, base*8, ...
baseSegmentCount → const int
Segment count per tile for LOD 0 — the highest-detail level.
hysteresisRatio → const double
Hysteresis buffer ratio (±10% of the threshold value). The buffer width scales automatically with distance (the 320m band is wider than the 20m band), which matches the intuition that farther tiles are less sensitive to LOD switching — no extra constant table needed.
lodCount → const int
Number of LOD levels (LOD0: 32x32, LOD1: 16x16, LOD2: 8x8, LOD3: 4x4).