refactor(M03): extract terrain chunk LOD planner
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@@ -950,6 +950,20 @@ $exe = Join-Path $env:TEMP 'godot-4.6.1-openwc\Godot_v4.6.1-stable_win64.exe'
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- The ray height, 3x3 tile search and `2/5/10/20/40`-unit nearby fallback are
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preserved. No terrain geometry, cache, streaming or visual behavior changed.
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## 2026-07-16 Terrain Chunk LOD Planner Extraction
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- `TerrainChunkLodPlanner` now owns the pure mapping from populated parsed ADT
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chunk indices to desired terrain LOD 0/1/2.
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- `TerrainChunkLodPolicy` snapshots the existing enabled flag, three raw chunk
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radii and chunk size once per streaming-target application.
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- Horizontal XZ distance to the chunk center, inclusive squared thresholds,
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sparse-index omission and historical negative-radius squaring are unchanged.
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- `StreamingWorldLoader` still owns tile/chunk state, queues, operation budgets,
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creation/removal, Mesh/Node/RID finalization and tile-LOD fallback.
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- Cache formats, quality presets and visible behavior are unchanged. The
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scene-free contract is formula evidence only; asset-backed p95/p99 and visual
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acceptance remain required.
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## 2026-07-16 World Environment Snapshot Facade
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- `WorldEnvironmentSnapshot` carries one immutable finite time-of-day value,
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