Expand description
CesScatterLayer — the editor-facing scatter layer resource (CEL-73).
One layer = one mesh scattered over the planet. The day-to-day sliders —
density, min_height/max_height — are LIVE: editing them re-runs only
the scatter-compact dispatch (no re-realize, no bake, no cache invalidation).
lod_level sets how fine the stable world lattice the candidates live on
is (higher = denser + shorter reach; fine ≈ 12 for grass, coarse ≈ 6 for
trees), with instances_per_cell (K) the count per cell. Editing lod_level
/ scale / seed re-places resident chunks (GPU-only, via
ChunkCache::invalidate_all); changing max_instances or the layer list
rebuilds the job. Every setter emit_changed()s so the planet node can diff
what actually changed.
Structs§
- CesScatter
Layer - One scattered mesh — grass, trees, rocks — spread over the planet.