Normalized mouse coordinates.
Consider the distance powered to level of the node.
Raycaster object used to cast rays into the world and check for hits.
Consider the scale of the node when calculating the distance.
If distance is not considered threshold values should be absolute distances.
Number of rays used to test nodes and subdivide the map.
N rays are cast each frame dependeing on this value to check distance to the visible map nodes. A single ray should be enough for must scenarios.
Threshold to simplify the map tiles.
Higher value will simplify earlier.
Threshold to subdivide the map tiles.
Lower value will subdivide earlier (less zoom required to subdivide).
Update LOD of the MapView and Camera position on the world.
Map view for wich the LOD will be updated.
Camera used to view the scene.
Renderer object.
Scene that compose the mapview.
Use random raycasting to randomly pick n objects to be tested on screen space.
Overall the fastest solution but does not include out of screen objects.