/** * TerrainLOD.ts * * Quadtree-based terrain LOD: distance-based chunking, * seamless stitching, morph factors, and streaming. * * @module terrain */ export interface TerrainChunk { id: string; level: number; x: number; z: number; size: number; resolution: number; heightData: Float32Array; morphFactor: number; active: boolean; children: string[]; } export interface TerrainLODConfig { totalSize: number; maxLOD: number; baseResolution: number; lodDistances: number[]; morphRange: number; } export declare class TerrainLOD { private config; private chunks; private activeChunks; constructor(config?: Partial); generateQuadtree(heightSampler: (x: number, z: number) => number): void; private subdivide; selectLOD(cameraX: number, cameraZ: number): void; getStitchEdges(chunkId: string): { north: boolean; south: boolean; east: boolean; west: boolean; }; private overlapsX; private overlapsZ; getChunk(id: string): TerrainChunk | undefined; getActiveChunks(): TerrainChunk[]; getActiveChunkCount(): number; getTotalChunkCount(): number; sampleHeight(x: number, z: number): number; } //# sourceMappingURL=TerrainLOD.d.ts.map