Surface-vertex quantized coords [0, QM_MAX]; height maps over [min,max].
Surface triangle indices (skirts excluded) into u/v/height.
Retained-array byte footprint, for the cache budget.
The quantized surface arrays this sampler already retains, as the source for upsampleQuantizedMesh when a child quadrant has no real data. No copy — the upsampler only reads them.
True when (lon, lat) in radians falls within this tile's rectangle.
Ellipsoid-relative terrain height (meters) at (lon, lat) in radians, by locating the containing surface triangle and barycentrically interpolating its quantized heights. Returns null when the point is outside the tile or falls in a gap (no covering triangle).
Bakes this tile's surface triangles into a caller-supplied frame, for
building a physics collider from the streamed terrain. toWorld maps a
geodetic position (lon, lat in radians, height in meters) to a world point;
pass the same geodetic→ECEF→world path the mesh was baked with so the
collider lines up with the rendered surface. Returns interleaved xyz
positions (one triplet per surface vertex) plus the surface triangle
indices — skirt geometry is already excluded, exactly what a collider wants.
CPU-side terrain elevation lookup for one decoded tile, retained so other content (e.g. buildings) can be clamped to the ground. Keeps the quantized surface u/v/height arrays + triangle indices (the heights are otherwise discarded once baked into the mesh) and buckets the triangles into a uniform
SAMPLER_GRID² grid over u/v, so heightAt is ~O(1) per query.