Taos API Reference
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    Class TerrainContent

    Loaded terrain tile: an engine mesh in world space + its material.

    Implements

    Index

    Constructors

    • Parameters

      • mesh: Mesh
      • material: Material
      • triangles: number
      • level: number
      • bakeOriginEcef: Vec3d
      • sampler: TerrainHeightSampler

        CPU height lookup over this tile, for clamping buildings to the ground.

      • Optionalimagery: Texture

        Draped imagery texture (owned — destroyed on eviction), if any.

      • waterMesh: Mesh | null = null

        Terrain-conformed water surface (tile-local UVs) for this tile's water-masked area (owned — destroyed on eviction), or null when the tile has no water. Drawn by GeoWaterFeature; geometry-only here.

      • waterMask: TileWaterMask | null = null

        Per-tile land/water lookup from the watermask extension, if present (CPU-side, for point queries like the anchor pick).

      • waterMaskTexture: GPUTexture | null = null

        Per-tile watermask as a GPU texture (r8, 1×1 or 256×256), sampled per-fragment by GeoWaterFeature for a texel-sharp coastline. Owned — destroyed on eviction.

      Returns TerrainContent

    Properties

    MODEL: Mat4 = ...

    Identity — positions are baked into the mesh in world space.

    NORMAL: Mat4 = ...
    triangles: number

    Triangle count, for the triangle budget + stats.

    bytes: number

    Approximate GPU byte cost, for the memory budget + stats.

    lodLevel: number

    Tile tree depth, for the tile-LOD debug view (shared with Tileset3D).

    bakeOriginEcef: Vec3d

    The floating-origin ECEF point the world-space vertices were baked against; used to re-shift the mesh after the origin moves (origin shifting).

    bakeFrame?: FrameSnapshot

    Snapshot of the whole floating-origin frame (origin + ENU basis) the vertices were baked against. When the frame is REORIENTED (RTC), the draw loop places this mesh with frame.rigidFromSnapshot(bakeFrame) instead of a translation, so the reorientation needn't re-bake it. Undefined → translation-only origin shifting.

    mesh: Mesh
    material: Material

    CPU height lookup over this tile, for clamping buildings to the ground.

    waterMesh: Mesh | null = null

    Terrain-conformed water surface (tile-local UVs) for this tile's water-masked area (owned — destroyed on eviction), or null when the tile has no water. Drawn by GeoWaterFeature; geometry-only here.

    waterMask: TileWaterMask | null = null

    Per-tile land/water lookup from the watermask extension, if present (CPU-side, for point queries like the anchor pick).

    waterMaskTexture: GPUTexture | null = null

    Per-tile watermask as a GPU texture (r8, 1×1 or 256×256), sampled per-fragment by GeoWaterFeature for a texel-sharp coastline. Owned — destroyed on eviction.

    waterMaskView: GPUTextureView | null

    Default view of waterMaskTexture, for binding into the water pass.

    Methods