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redsnail.floratool / FloraRenderer.cs
Game library
using System;
using System.Collections.Generic;
using Sandbox;

namespace RedSnail.FloraTool;

/// <summary>
/// Renders painted flora. Coverage is stored per chunk and instances are regenerated from it plus
/// <see cref="Seed"/>, so the scene file holds a density map rather than a transform per tree - the
/// difference between a few megabytes and something a repository will refuse.
///
/// Chunks become scene objects only within the definition's stream radius. Scene objects rather than
/// a hand-rolled instanced draw because they take part in every pass the engine runs: the depth
/// prepass, the shadow cascades, and per-object LOD using the model's own compiled distances.
/// Standard instancing still batches them into few draw calls.
/// </summary>
[Icon( "park" ), Group( "Flora" ), Title( "Flora Renderer" )]
public sealed partial class FloraRenderer : Component, Component.ExecuteInEditor, Component.DontExecuteOnServer
{
	/// <summary>A chunk's generated instances and the scene objects currently standing for them.</summary>
	private sealed class LiveChunk
	{
		public List<FloraGenerator.Instance> Instances = [];
		public List<SceneObject> SceneObjects = [];

		/// <summary>
		/// Whether this chunk is currently allowed to cast. Tracked so the flags are only touched
		/// when a chunk crosses the shadow boundary, rather than every object every frame.
		/// </summary>
		public bool ShadowsEnabled = true;
	}

	[Property, Group( "General" )]
	public FloraDefinition Definition { get; set; }

	/// <summary>
	/// Decides exactly where each instance lands within the painted coverage. Change it to reshuffle
	/// a whole forest without repainting; keep it fixed and the same trees stand in the same places
	/// every run, on every machine.
	/// </summary>
	[Property, Group( "General" )]
	public int Seed
	{
		get => field;
		set
		{
			if ( field == value ) return;
			field = value;
			MarkDirty();
		}
	}

	/// <summary>Painted coverage. Serialized as a binary blob, not JSON.</summary>
	[Property, Hide]
	public FloraStorage Storage { get; set; } = new();

	private readonly Dictionary<FloraStorage.ChunkCoord, LiveChunk> _live = [];
	private readonly List<FloraStorage.ChunkCoord> _wantedChunks = [];
	private readonly List<FloraStorage.ChunkCoord> _staleChunks = [];

	// Reused across chunk builds so streaming doesn't allocate a fresh list per chunk.
	private readonly List<FloraGenerator.Instance> _scratchInstances = [];

	private int _builtRevision = -1;
	private Vector3 _lastStreamOrigin;
	private bool _hasStreamOrigin;

	/// <summary>
	/// Restreaming walks every painted chunk, so it only happens once the viewer has moved far enough
	/// for the answer to have changed. A fraction of a chunk keeps the boundary from thrashing.
	/// </summary>
	private const float StreamRefreshDistance = FloraStorage.ChunkSize * 0.25f;

	protected override void OnEnabled()
	{
		Storage ??= new FloraStorage();

		// Scene objects were deleted on disable, so a matching revision would leave us thinking the
		// world is already built when nothing is in it.
		_builtRevision = -1;
		_hasStreamOrigin = false;
	}

	protected override void OnDisabled()
	{
		ReleaseAllChunks();
		ReleaseCollision();

		_builtRevision = -1;
		_hasStreamOrigin = false;
	}

	protected override void OnUpdate()
	{
		var viewer = GetViewerPosition();
		if ( !viewer.HasValue )
			return;

		UpdateStreaming( viewer.Value );
		UpdateCollision( viewer.Value );
	}

	/// <summary>
	/// What streaming follows. While editing that is the viewport camera, so flora appears around
	/// what you are looking at rather than wherever the game camera is parked.
	/// </summary>
	private Vector3? GetViewerPosition()
	{
		if ( Scene.IsEditor )
		{
			var editorCamera = Application.Editor?.Camera;
			if ( editorCamera.IsValid() )
				return editorCamera.WorldPosition;
		}

		return Scene.Camera.IsValid() ? Scene.Camera.WorldPosition : null;
	}

	private void UpdateStreaming( Vector3 origin )
	{
		if ( Storage is null || !Definition.IsValid() )
		{
			ReleaseAllChunks();
			return;
		}

		// Painting or reseeding invalidates everything regardless of whether the viewer moved.
		var dirty = _builtRevision != Storage.Revision;

		if ( !dirty && _hasStreamOrigin && origin.Distance( _lastStreamOrigin ) < StreamRefreshDistance )
			return;

		if ( dirty )
		{
			ReleaseAllChunks();
			_builtRevision = Storage.Revision;
		}

		_lastStreamOrigin = origin;
		_hasStreamOrigin = true;

		GatherWantedChunks( origin );
		SyncChunks( origin );
	}

	private void GatherWantedChunks( Vector3 origin )
	{
		_wantedChunks.Clear();

		// A chunk's near corner can be in range while its centre is not, hence the circumradius.
		var radius = Definition.StreamRadius + FloraStorage.ChunkSize * 0.7072f;
		var radiusSquared = radius * radius;

		foreach ( var (coord, _) in Storage.Chunks )
		{
			var center = FloraStorage.ChunkCenter( coord );

			var dx = center.x - origin.x;
			var dy = center.y - origin.y;

			if ( dx * dx + dy * dy > radiusSquared )
				continue;

			_wantedChunks.Add( coord );
		}
	}

	private void SyncChunks( Vector3 origin )
	{
		_staleChunks.Clear();

		foreach ( var (coord, _) in _live )
		{
			if ( !_wantedChunks.Contains( coord ) )
				_staleChunks.Add( coord );
		}

		foreach ( var coord in _staleChunks )
			ReleaseChunk( coord );

		foreach ( var coord in _wantedChunks )
		{
			if ( _live.ContainsKey( coord ) )
				continue;

			BuildChunk( coord, origin );
		}

		UpdateChunkShadows( origin );
	}

	/// <summary>
	/// Turns shadow casting off for chunks past the shadow distance. Evaluated per chunk rather than
	/// per instance, and only written when a chunk actually crosses the boundary, so a stationary
	/// camera costs nothing here.
	/// </summary>
	private void UpdateChunkShadows( Vector3 origin )
	{
		foreach ( var (coord, chunk) in _live )
		{
			var wanted = ChunkCastsShadows( coord, origin );
			if ( wanted == chunk.ShadowsEnabled )
				continue;

			chunk.ShadowsEnabled = wanted;
			ApplyChunkShadows( chunk );
		}
	}

	private bool ChunkCastsShadows( FloraStorage.ChunkCoord coord, Vector3 origin )
	{
		var distance = Definition.ShadowDistance;
		if ( distance <= 0.0f )
			return true;

		// Measured to the chunk's near edge via its circumradius, so a chunk is only cut off once all
		// of it is beyond the limit.
		var limit = distance + FloraStorage.ChunkSize * 0.7072f;

		var center = FloraStorage.ChunkCenter( coord );
		var dx = center.x - origin.x;
		var dy = center.y - origin.y;

		return dx * dx + dy * dy <= limit * limit;
	}

	/// <summary>
	/// The per-entry CastShadows setting is the ceiling - distance can only ever take shadows away,
	/// never grant them to an entry the artist turned them off for.
	/// </summary>
	private void ApplyChunkShadows( LiveChunk chunk )
	{
		for ( var i = 0; i < chunk.SceneObjects.Count && i < chunk.Instances.Count; i++ )
		{
			var sceneObject = chunk.SceneObjects[i];
			if ( !sceneObject.IsValid() )
				continue;

			var entry = Definition.GetEntry( chunk.Instances[i].EntryIndex );
			sceneObject.Flags.CastShadows = chunk.ShadowsEnabled && entry?.CastShadows is true;
		}
	}

	private void BuildChunk( FloraStorage.ChunkCoord coord, Vector3 origin )
	{
		if ( !Storage.Chunks.TryGetValue( coord, out var cells ) )
			return;

		var world = Scene.SceneWorld;
		if ( !world.IsValid() )
			return;

		var chunk = new LiveChunk();
		chunk.ShadowsEnabled = ChunkCastsShadows( coord, origin );

		_scratchInstances.Clear();
		FloraGenerator.GenerateChunk( coord, cells, Definition, Seed, _scratchInstances );

		// Instances and scene objects are kept strictly parallel - anything whose entry no longer
		// resolves is dropped from both. Skipping only the scene object would slide the two lists out
		// of step, and the shadow and collision paths index one by the other.
		for ( var i = 0; i < _scratchInstances.Count; i++ )
		{
			var instance = _scratchInstances[i];

			var entry = Definition.GetEntry( instance.EntryIndex );
			if ( entry is null )
				continue;

			var sceneObject = new SceneObject( world, entry.Model, instance.ToTransform() );
			sceneObject.Flags.CastShadows = chunk.ShadowsEnabled && entry.CastShadows;

			chunk.Instances.Add( instance );
			chunk.SceneObjects.Add( sceneObject );
		}

		_live[coord] = chunk;
	}

	private void ReleaseChunk( FloraStorage.ChunkCoord coord )
	{
		if ( !_live.Remove( coord, out var chunk ) )
			return;

		foreach ( var sceneObject in chunk.SceneObjects )
		{
			if ( sceneObject.IsValid() )
				sceneObject.Delete();
		}

		chunk.SceneObjects.Clear();
		chunk.Instances.Clear();
	}

	private void ReleaseAllChunks()
	{
		foreach ( var (_, chunk) in _live )
		{
			foreach ( var sceneObject in chunk.SceneObjects )
			{
				if ( sceneObject.IsValid() )
					sceneObject.Delete();
			}
		}

		_live.Clear();
		_wantedChunks.Clear();
		_staleChunks.Clear();
	}

	/// <summary>
	/// Called by the editor tool after painting, so the next frame regenerates. Also fires when the
	/// seed changes.
	/// </summary>
	public void MarkDirty()
	{
		_builtRevision = -1;
		_hasStreamOrigin = false;
	}

	/// <summary>Total instances currently streamed in. Useful when tuning density and stream radius.</summary>
	public int LiveInstanceCount
	{
		get
		{
			var count = 0;
			foreach ( var (_, chunk) in _live )
				count += chunk.SceneObjects.Count;
			return count;
		}
	}

	protected override void DrawGizmos()
	{
		if ( !Gizmo.IsSelected || Storage is null || Storage.ChunkCount == 0 )
			return;

		Gizmo.Draw.Color = Color.Green.WithAlpha( 0.25f );

		foreach ( var (coord, _) in Storage.Chunks )
		{
			var origin = FloraStorage.ChunkOrigin( coord );

			var mins = WorldTransform.PointToLocal( new Vector3( origin.x, origin.y, 0 ) );
			var maxs = WorldTransform.PointToLocal( new Vector3(
				origin.x + FloraStorage.ChunkSize, origin.y + FloraStorage.ChunkSize, 0 ) );

			Gizmo.Draw.LineBBox( new BBox( mins, maxs ) );
		}
	}
}
redsnail.floratool / Code/FloraDefinition.cs
Game library
using System;
using System.Collections.Generic;
using Sandbox;

namespace RedSnail.FloraTool;

/// <summary>
/// One kind of flora the brush can plant. Weight decides how often it comes up relative to the
/// other entries in the definition.
/// </summary>
public sealed class FloraEntry
{
	[Property]
	public Model Model { get; set; }

	/// <summary>Relative chance of this entry being picked. Zero excludes it without deleting it.</summary>
	[Property, Range( 0, 10 )]
	public float Weight { get; set; } = 1.0f;

	[Property]
	public RangedFloat Scale { get; set; } = new( 0.85f, 1.25f );

	/// <summary>Random spin about the vertical axis, so repeated instances don't read as clones.</summary>
	[Property]
	public bool RandomYaw { get; set; } = true;

	/// <summary>
	/// Tilts the instance toward the surface normal. Right for rocks and bushes, usually wrong for
	/// trees - a trunk growing perpendicular to a hillside looks broken.
	/// </summary>
	[Property, Range( 0, 1 )]
	public float AlignToNormal { get; set; } = 0.0f;

	/// <summary>Random lean away from vertical, in degrees. A little goes a long way on trees.</summary>
	[Property, Range( 0, 45 )]
	public float RandomTilt { get; set; } = 0.0f;

	/// <summary>Sinks the instance into the ground, hiding the seam where the base meets the surface.</summary>
	[Property, Range( 0, 64 )]
	public float SinkDepth { get; set; } = 0.0f;

	/// <summary>
	/// Gives this entry real collision. Colliders are only created near the player, so this is about
	/// whether the flora is solid at all - not about paying for every painted instance at once.
	/// </summary>
	[Property, Group( "Physics" )]
	public bool EnablePhysics { get; set; } = true;

	[Property, Group( "Rendering" )]
	public bool CastShadows { get; set; } = true;

	public bool HasModel => Model is not null && !string.IsNullOrEmpty( Model.ResourcePath );
}

/// <summary>
/// A palette of flora plus the rules used when painting it. Shared by every
/// <see cref="FloraRenderer"/> that references it, so a whole world can be retuned from one asset.
/// </summary>
[AssetType( Name = "Flora Definition", Extension = "floradef", Category = "Flora" )]
public sealed class FloraDefinition : GameResource
{
	[Property]
	public List<FloraEntry> Entries { get; set; } = [];

	/// <summary>
	/// Instances a fully painted cell can hold. Coverage scales this, so it sets the ceiling on how
	/// tightly flora can pack - raise it for undergrowth, leave it low for trees.
	/// </summary>
	[Property, Group( "Painting" ), Range( 1, 16 )]
	public int MaxPerCell { get; set; } = 2;

	/// <summary>Minimum ground normal Z. Steeper than this and nothing plants, so cliffs stay bare.</summary>
	[Property, Group( "Painting" ), Range( 0, 1 )]
	public float SlopeLimit { get; set; } = 0.6f;

	/// <summary>
	/// Radius around the viewer within which chunks are turned into scene objects. Chunks beyond it
	/// keep their painted coverage but cost nothing to render.
	/// </summary>
	[Property, Group( "Streaming" ), Range( 2000, 100000 )]
	public float StreamRadius { get; set; } = 25000.0f;

	/// <summary>
	/// Distance past which flora stops casting shadows. Shadow cascades ignore the view frustum, so
	/// distant trees are rendered into them whichever way the camera faces - dropping them is one of
	/// the few savings that applies even when you are looking away.
	///
	/// Set it too low and you will see shadows wink out as chunks cross the boundary, most obviously
	/// under a low sun where far geometry casts long shadows into view. Zero disables the cutoff.
	/// </summary>
	[Property, Group( "Streaming" ), Range( 0, 50000 )]
	public float ShadowDistance { get; set; } = 10000.0f;

	/// <summary>
	/// Radius around the viewer within which entries flagged <see cref="FloraEntry.EnablePhysics"/>
	/// get real colliders. Keep it just past where the player can reach.
	/// </summary>
	[Property, Group( "Physics" ), Range( 256, 20000 )]
	public float CollisionRadius { get; set; } = 4000.0f;

	/// <summary>
	/// The entry at an index, or null when the index no longer resolves - entries can be removed
	/// after coverage has already been painted naming them.
	/// </summary>
	public FloraEntry GetEntry( int index )
	{
		if ( Entries is null || index < 0 || index >= Entries.Count )
			return null;

		var entry = Entries[index];
		return entry?.HasModel is true ? entry : null;
	}
}
redsnail.floratool / Code/FloraStorage.cs
Game library
using System;
using System.Collections.Generic;
using Sandbox;

namespace RedSnail.FloraTool;

/// <summary>
/// Painted flora coverage, stored as a sparse chunked grid of density samples rather than one
/// transform per tree. Instances are regenerated from this plus a seed, so a forest of a hundred
/// thousand trees costs a few megabytes instead of tens - which matters because the scene sidecar
/// has to survive being committed to a repository.
///
/// The trade is that positions are derived, not authored: painting decides where flora *can* grow
/// and how densely, and the seed decides exactly where each trunk lands.
/// </summary>
public sealed class FloraStorage : BlobData
{
	public override int Version => 1;

	/// <summary>Cells along one edge of a chunk.</summary>
	public const int ChunkResolution = 32;

	/// <summary>
	/// World size of one density cell. Roughly a tree's footprint - each cell holds at most a
	/// handful of instances, so this is what bounds how tightly flora can pack.
	/// Changing it invalidates every painted scene, so it is a constant rather than a setting.
	/// </summary>
	public const float CellSize = 256.0f;

	public const float ChunkSize = ChunkResolution * CellSize;

	public const int CellsPerChunk = ChunkResolution * ChunkResolution;

	/// <summary>
	/// One coverage sample. Height and normal are baked at paint time so flora sits on whatever
	/// geometry was there, without the renderer having to trace anything at load.
	/// </summary>
	public struct Cell
	{
		public float Height;

		/// <summary>density (0-7) | normal.x (8-15) | normal.y (16-23) | entry index (24-31)</summary>
		public uint Packed;

		public readonly float Density => (Packed & 0xFF) / 255.0f;

		/// <summary>Index into the definition's entry list. 0xFF means "pick one by weight".</summary>
		public readonly int EntryIndex => (int)((Packed >> 24) & 0xFF);

		public readonly Vector3 Normal
		{
			get
			{
				var x = ((Packed >> 8) & 0xFF) / 127.5f - 1.0f;
				var y = ((Packed >> 16) & 0xFF) / 127.5f - 1.0f;
				var z = MathF.Sqrt( Math.Clamp( 1.0f - x * x - y * y, 0.0f, 1.0f ) );
				return new Vector3( x, y, z );
			}
		}

		public static uint Pack( float density, Vector3 normal, int entryIndex )
		{
			var d = (uint)Math.Clamp( density * 255.0f + 0.5f, 0.0f, 255.0f );
			var nx = (uint)Math.Clamp( (normal.x + 1.0f) * 127.5f + 0.5f, 0.0f, 255.0f );
			var ny = (uint)Math.Clamp( (normal.y + 1.0f) * 127.5f + 0.5f, 0.0f, 255.0f );
			var e = (uint)Math.Clamp( entryIndex, 0, 255 );

			return d | (nx << 8) | (ny << 16) | (e << 24);
		}
	}

	public readonly record struct ChunkCoord( int X, int Y );

	private readonly Dictionary<ChunkCoord, Cell[]> _chunks = [];

	/// <summary>Bumped on every mutation so the renderer knows to regenerate.</summary>
	public int Revision { get; private set; }

	public int ChunkCount => _chunks.Count;

	public IReadOnlyDictionary<ChunkCoord, Cell[]> Chunks => _chunks;

	public static ChunkCoord WorldToChunk( Vector3 world ) => new(
		(int)MathF.Floor( world.x / ChunkSize ),
		(int)MathF.Floor( world.y / ChunkSize ) );

	public static Vector2 ChunkOrigin( ChunkCoord coord ) => new( coord.X * ChunkSize, coord.Y * ChunkSize );

	public static Vector3 ChunkCenter( ChunkCoord coord, float height = 0.0f )
	{
		var origin = ChunkOrigin( coord );
		return new Vector3( origin.x + ChunkSize * 0.5f, origin.y + ChunkSize * 0.5f, height );
	}

	private static int WorldToCell( float world ) => (int)MathF.Floor( world / CellSize );

	private static int FloorDiv( int a, int b ) => a >= 0 ? a / b : ~(~a / b);

	private static int Mod( int a, int b )
	{
		var r = a % b;
		return r < 0 ? r + b : r;
	}

	/// <summary>
	/// Writes a coverage sample, baking the surface height and normal alongside it. Density of zero
	/// frees the sample.
	/// </summary>
	public void SetCell( float worldX, float worldY, float density, float height, Vector3 normal, int entryIndex )
	{
		var cellX = WorldToCell( worldX );
		var cellY = WorldToCell( worldY );
		var coord = new ChunkCoord( FloorDiv( cellX, ChunkResolution ), FloorDiv( cellY, ChunkResolution ) );

		if ( !_chunks.TryGetValue( coord, out var cells ) )
		{
			if ( density <= 0.0f ) return;

			cells = new Cell[CellsPerChunk];
			_chunks[coord] = cells;
		}

		var index = Mod( cellY, ChunkResolution ) * ChunkResolution + Mod( cellX, ChunkResolution );
		cells[index] = new Cell { Height = height, Packed = Cell.Pack( density, normal, entryIndex ) };

		Revision++;
	}

	public Cell GetCell( float worldX, float worldY )
	{
		var cellX = WorldToCell( worldX );
		var cellY = WorldToCell( worldY );
		var coord = new ChunkCoord( FloorDiv( cellX, ChunkResolution ), FloorDiv( cellY, ChunkResolution ) );

		if ( !_chunks.TryGetValue( coord, out var cells ) )
			return default;

		return cells[Mod( cellY, ChunkResolution ) * ChunkResolution + Mod( cellX, ChunkResolution )];
	}

	/// <summary>Reduces coverage in a radius, removing samples that reach zero.</summary>
	public void Erase( Vector3 center, float radius, float strength )
	{
		var radiusSquared = radius * radius;

		var minCellX = WorldToCell( center.x - radius );
		var maxCellX = WorldToCell( center.x + radius );
		var minCellY = WorldToCell( center.y - radius );
		var maxCellY = WorldToCell( center.y + radius );

		var changed = false;

		for ( var cy = minCellY; cy <= maxCellY; cy++ )
		{
			for ( var cx = minCellX; cx <= maxCellX; cx++ )
			{
				var coord = new ChunkCoord( FloorDiv( cx, ChunkResolution ), FloorDiv( cy, ChunkResolution ) );
				if ( !_chunks.TryGetValue( coord, out var cells ) )
					continue;

				var wx = (cx + 0.5f) * CellSize;
				var wy = (cy + 0.5f) * CellSize;
				var dx = wx - center.x;
				var dy = wy - center.y;

				if ( dx * dx + dy * dy > radiusSquared )
					continue;

				var index = Mod( cy, ChunkResolution ) * ChunkResolution + Mod( cx, ChunkResolution );
				ref var cell = ref cells[index];

				if ( (cell.Packed & 0xFF) == 0 )
					continue;

				var density = Math.Max( cell.Density - strength, 0.0f );
				cell.Packed = density <= 0.0f
					? 0u
					: Cell.Pack( density, cell.Normal, cell.EntryIndex );

				changed = true;
			}
		}

		if ( !changed )
			return;

		PruneEmptyChunks();
		Revision++;
	}

	public void ClearAll()
	{
		if ( _chunks.Count == 0 ) return;

		_chunks.Clear();
		Revision++;
	}

	private void PruneEmptyChunks()
	{
		List<ChunkCoord> empty = null;

		foreach ( var (coord, cells) in _chunks )
		{
			var used = false;
			for ( var i = 0; i < cells.Length; i++ )
			{
				if ( (cells[i].Packed & 0xFF) != 0 ) { used = true; break; }
			}

			if ( !used )
			{
				empty ??= [];
				empty.Add( coord );
			}
		}

		if ( empty is null ) return;

		foreach ( var coord in empty )
			_chunks.Remove( coord );
	}

	/// <summary>
	/// Writes only the painted cells. Storing them densely cost 8KB per chunk however little of it
	/// was painted, and a brush stroke across a landscape touches a lot of chunks.
	///
	/// Each painted cell costs 2 bytes more than it did dense (its index), so a chunk past about 80%
	/// coverage is cheaper stored densely. Both layouts are written and each chunk says which it used.
	/// </summary>
	public override void Serialize( ref Writer writer )
	{
		writer.Stream.Write( _chunks.Count );

		foreach ( var (coord, cells) in _chunks )
		{
			writer.Stream.Write( coord.X );
			writer.Stream.Write( coord.Y );

			var painted = 0;
			for ( var i = 0; i < CellsPerChunk; i++ )
			{
				if ( (cells[i].Packed & 0xFF) != 0 ) painted++;
			}

			var sparse = painted * 10 < CellsPerChunk * 8;
			writer.Stream.Write( sparse );

			if ( !sparse )
			{
				for ( var i = 0; i < CellsPerChunk; i++ )
				{
					writer.Stream.Write( cells[i].Height );
					writer.Stream.Write( cells[i].Packed );
				}

				continue;
			}

			writer.Stream.Write( painted );

			for ( var i = 0; i < CellsPerChunk; i++ )
			{
				if ( (cells[i].Packed & 0xFF) == 0 )
					continue;

				writer.Stream.Write( (ushort)i );
				writer.Stream.Write( cells[i].Height );
				writer.Stream.Write( cells[i].Packed );
			}
		}
	}

	public override void Deserialize( ref Reader reader )
	{
		_chunks.Clear();

		var chunkCount = reader.Stream.Read<int>();

		for ( var c = 0; c < chunkCount; c++ )
		{
			var coord = new ChunkCoord( reader.Stream.Read<int>(), reader.Stream.Read<int>() );
			var cells = new Cell[CellsPerChunk];

			if ( reader.Stream.Read<bool>() )
			{
				var painted = reader.Stream.Read<int>();

				for ( var p = 0; p < painted; p++ )
				{
					var index = reader.Stream.Read<ushort>();
					var height = reader.Stream.Read<float>();
					var packed = reader.Stream.Read<uint>();

					if ( index < CellsPerChunk )
					{
						cells[index].Height = height;
						cells[index].Packed = packed;
					}
				}
			}
			else
			{
				for ( var i = 0; i < CellsPerChunk; i++ )
				{
					cells[i].Height = reader.Stream.Read<float>();
					cells[i].Packed = reader.Stream.Read<uint>();
				}
			}

			_chunks[coord] = cells;
		}

		Revision++;
	}
}
redsnail.floratool / Code/FloraRenderer.Collision.cs
Game library
using System;
using System.Collections.Generic;
using Sandbox;

namespace RedSnail.FloraTool;

/// <summary>
/// Collision for painted flora. Instances only exist as scene objects, so nothing is solid until a
/// collider is made for it - and those are made only for instances near the viewer and recycled as
/// it moves, keeping physics cost tied to what is reachable rather than to the whole forest.
/// </summary>
public sealed partial class FloraRenderer
{
	private readonly record struct CollisionKey( FloraStorage.ChunkCoord Chunk, int Index );

	private readonly Dictionary<CollisionKey, GameObject> _colliders = [];

	// A set rather than a list: SyncColliders tests every live collider against it, so a linear scan
	// there would be quadratic once a few hundred are in range.
	private readonly HashSet<CollisionKey> _wantedColliders = [];
	private readonly List<CollisionKey> _staleColliders = [];

	private GameObject _collisionRoot;
	private Vector3 _lastCollisionOrigin;
	private bool _hasCollisionOrigin;
	private int _collisionRevision = -1;

	/// <summary>
	/// Rebuilding walks every streamed instance, so it only happens once the viewer has moved far
	/// enough for the answer to have changed.
	/// </summary>
	private const float CollisionRefreshDistance = 256.0f;

	private void UpdateCollision( Vector3 origin )
	{
		if ( !Definition.IsValid() || Definition.CollisionRadius <= 0.0f )
		{
			ReleaseCollision();
			return;
		}

		var storageChanged = Storage is null || _collisionRevision != Storage.Revision;

		if ( !storageChanged && _hasCollisionOrigin &&
			 origin.Distance( _lastCollisionOrigin ) < CollisionRefreshDistance )
			return;

		_collisionRevision = Storage?.Revision ?? -1;
		_lastCollisionOrigin = origin;
		_hasCollisionOrigin = true;

		GatherWantedColliders( origin );
		SyncColliders();
	}

	/// <summary>
	/// Only streamed chunks are considered. Collision radius should sit well inside the stream radius
	/// anyway, so anything outside it has no business being solid.
	/// </summary>
	private void GatherWantedColliders( Vector3 origin )
	{
		_wantedColliders.Clear();

		var radiusSquared = Definition.CollisionRadius * Definition.CollisionRadius;

		foreach ( var (coord, chunk) in _live )
		{
			for ( var i = 0; i < chunk.Instances.Count; i++ )
			{
				var instance = chunk.Instances[i];

				if ( instance.Position.DistanceSquared( origin ) > radiusSquared )
					continue;

				var entry = Definition.GetEntry( instance.EntryIndex );
				if ( entry?.EnablePhysics is not true )
					continue;

				_wantedColliders.Add( new CollisionKey( coord, i ) );
			}
		}
	}

	private void SyncColliders()
	{
		// Drop what fell out of range first, so those objects are free to be reused this same frame.
		_staleColliders.Clear();

		foreach ( var (key, gameObject) in _colliders )
		{
			if ( gameObject.IsValid() && _wantedColliders.Contains( key ) )
				continue;

			_staleColliders.Add( key );
		}

		foreach ( var key in _staleColliders )
		{
			if ( _colliders.Remove( key, out var gameObject ) && gameObject.IsValid() )
				gameObject.Destroy();
		}

		foreach ( var key in _wantedColliders )
		{
			if ( _colliders.ContainsKey( key ) )
				continue;

			var gameObject = CreateCollider( key );
			if ( gameObject.IsValid() )
				_colliders[key] = gameObject;
		}
	}

	private GameObject CreateCollider( CollisionKey key )
	{
		if ( !_live.TryGetValue( key.Chunk, out var chunk ) )
			return null;

		if ( key.Index < 0 || key.Index >= chunk.Instances.Count )
			return null;

		var instance = chunk.Instances[key.Index];

		var entry = Definition.GetEntry( instance.EntryIndex );
		if ( entry is null )
			return null;

		EnsureCollisionRoot();

		var gameObject = new GameObject( true, "FloraCollider" )
		{
			Parent = _collisionRoot,
			WorldTransform = instance.ToTransform(),
		};

		// Not saved with the scene and not shown in the hierarchy - these are transient physics
		// proxies for geometry that is regenerated from the seed anyway.
		gameObject.Flags |= GameObjectFlags.NotSaved | GameObjectFlags.Hidden;

		var collider = gameObject.Components.Create<ModelCollider>();
		collider.Model = entry.Model;
		collider.Static = true;

		return gameObject;
	}

	private void EnsureCollisionRoot()
	{
		if ( _collisionRoot.IsValid() )
			return;

		_collisionRoot = new GameObject( true, "Flora Colliders" ) { Parent = GameObject };
		_collisionRoot.Flags |= GameObjectFlags.NotSaved | GameObjectFlags.Hidden;
	}

	private void ReleaseCollision()
	{
		foreach ( var (_, gameObject) in _colliders )
		{
			if ( gameObject.IsValid() )
				gameObject.Destroy();
		}

		_colliders.Clear();
		_wantedColliders.Clear();
		_staleColliders.Clear();

		if ( _collisionRoot.IsValid() )
			_collisionRoot.Destroy();

		_collisionRoot = null;
		_hasCollisionOrigin = false;
		_collisionRevision = -1;
	}
}
redsnail.floratool / FloraGenerator.cs
Game library
using System;
using System.Collections.Generic;
using Sandbox;

namespace RedSnail.FloraTool;

/// <summary>
/// Turns painted coverage into concrete instances. Everything here is a pure function of the chunk
/// coordinate, the cell contents and the seed - no state, no RNG object - so a chunk regenerates
/// identically every run, on every machine, however many times it is streamed in and out.
/// </summary>
public static class FloraGenerator
{
	public readonly record struct Instance( int EntryIndex, Vector3 Position, Rotation Rotation, float Scale )
	{
		public readonly Transform ToTransform() => new( Position, Rotation, Scale );
	}

	/// <summary>
	/// Integer avalanche hash. Deterministic across runs and platforms, which the framework RNG is
	/// not guaranteed to be, and cheap enough to call several times per instance.
	/// </summary>
	private static uint Hash( uint x )
	{
		x ^= x >> 16;
		x *= 0x7feb352du;
		x ^= x >> 15;
		x *= 0x846ca68bu;
		x ^= x >> 16;
		return x;
	}

	private static float HashFloat( uint x ) => Hash( x ) * (1.0f / 4294967296.0f);

	/// <summary>
	/// Generates every instance for one chunk, appending into <paramref name="results"/>.
	/// </summary>
	public static void GenerateChunk( FloraStorage.ChunkCoord coord, FloraStorage.Cell[] cells,
		FloraDefinition definition, int seed, List<Instance> results )
	{
		if ( cells is null || definition is null )
			return;

		var origin = FloraStorage.ChunkOrigin( coord );
		var maxPerCell = Math.Max( definition.MaxPerCell, 1 );

		// Mixing the chunk coordinate into the seed keeps neighbouring chunks from sharing a
		// sequence, which would otherwise show up as a visible repeating pattern across the world.
		var chunkSeed = Hash( (uint)seed
			^ Hash( (uint)coord.X * 73856093u )
			^ Hash( (uint)coord.Y * 19349663u ) );

		for ( var cellIndex = 0; cellIndex < cells.Length; cellIndex++ )
		{
			var cell = cells[cellIndex];

			var density = cell.Density;
			if ( density <= 0.0f )
				continue;

			if ( cell.Normal.z < definition.SlopeLimit )
				continue;

			var cellSeed = Hash( chunkSeed ^ Hash( (uint)cellIndex * 0x9e3779b9u ) );

			var cx = cellIndex % FloraStorage.ChunkResolution;
			var cy = cellIndex / FloraStorage.ChunkResolution;

			var cellMinX = origin.x + cx * FloraStorage.CellSize;
			var cellMinY = origin.y + cy * FloraStorage.CellSize;

			// Fractional counts are resolved by a hash rather than rounding, so density reads as a
			// smooth thinning across a field instead of stepping between whole numbers per cell.
			var exact = density * maxPerCell;
			var count = (int)exact;
			if ( HashFloat( cellSeed ^ 0x1b56c4e9u ) < exact - count )
				count++;

			for ( var i = 0; i < count; i++ )
			{
				var s = Hash( cellSeed + (uint)i * 0x85ebca6bu );

				var entry = ResolveEntry( definition, cell.EntryIndex, s );
				if ( entry.Index < 0 )
					continue;

				results.Add( BuildInstance( entry.Index, entry.Entry, cell, s, cellMinX, cellMinY ) );
			}
		}
	}

	/// <summary>
	/// A cell either names its entry - painted deliberately with one species selected - or defers to
	/// the definition's weights.
	/// </summary>
	private static (int Index, FloraEntry Entry) ResolveEntry( FloraDefinition definition, int cellEntryIndex, uint seed )
	{
		var entries = definition.Entries;
		if ( entries is null || entries.Count == 0 )
			return (-1, null);

		if ( cellEntryIndex < entries.Count )
		{
			var named = entries[cellEntryIndex];
			return named?.HasModel is true ? (cellEntryIndex, named) : (-1, null);
		}

		var total = 0.0f;
		for ( var i = 0; i < entries.Count; i++ )
		{
			if ( entries[i]?.HasModel is true && entries[i].Weight > 0.0f )
				total += entries[i].Weight;
		}

		if ( total <= 0.0f )
			return (-1, null);

		var pick = HashFloat( seed ^ 0x3c6ef372u ) * total;

		for ( var i = 0; i < entries.Count; i++ )
		{
			var entry = entries[i];
			if ( entry?.HasModel is not true || entry.Weight <= 0.0f )
				continue;

			pick -= entry.Weight;
			if ( pick <= 0.0f )
				return (i, entry);
		}

		return (-1, null);
	}

	private static Instance BuildInstance( int entryIndex, FloraEntry entry, FloraStorage.Cell cell,
		uint seed, float cellMinX, float cellMinY )
	{
		var jitterX = HashFloat( seed ^ 0x68bc21ebu );
		var jitterY = HashFloat( seed ^ 0x02e5be93u );

		var x = cellMinX + jitterX * FloraStorage.CellSize;
		var y = cellMinY + jitterY * FloraStorage.CellSize;

		var normal = cell.Normal;

		// The baked height is the cell centre's, so a slope needs the offset carried across to the
		// jittered position or trunks float on the uphill side and sink on the downhill one.
		var offsetX = x - (cellMinX + FloraStorage.CellSize * 0.5f);
		var offsetY = y - (cellMinY + FloraStorage.CellSize * 0.5f);
		var z = cell.Height - (normal.x * offsetX + normal.y * offsetY) / MathF.Max( normal.z, 0.1f );

		var position = new Vector3( x, y, z );
		if ( entry.SinkDepth > 0.0f )
			position -= normal * entry.SinkDepth;

		var rotation = entry.RandomYaw
			? Rotation.FromYaw( HashFloat( seed ^ 0x7f4a7c15u ) * 360.0f )
			: Rotation.Identity;

		if ( entry.AlignToNormal > 0.0f )
		{
			var aligned = Rotation.LookAt( normal ) * Rotation.FromPitch( 90.0f );
			rotation = Rotation.Slerp( rotation, aligned * rotation, entry.AlignToNormal );
		}

		if ( entry.RandomTilt > 0.0f )
		{
			var tiltAngle = HashFloat( seed ^ 0x165667b1u ) * entry.RandomTilt;
			var tiltDirection = HashFloat( seed ^ 0x27d4eb2fu ) * 360.0f;
			rotation *= Rotation.FromAxis( Rotation.FromYaw( tiltDirection ).Forward, tiltAngle );
		}

		var scale = MathX.Lerp( entry.Scale.Min, entry.Scale.Max, HashFloat( seed ^ 0xd3a2646cu ) );

		return new Instance( entryIndex, position, rotation, scale );
	}
}
redsnail.floratool / Editor/FloraTool.cs
Editor library
using System;
using System.Linq;
using Editor;
using Editor.TerrainEditor;
using Sandbox;

namespace RedSnail.FloraTool.Editor;

/// <summary>
/// Paints flora onto any surface. Each stroke scatters entries from the target renderer's
/// definition, honouring its spacing and slope rules, and bakes the resulting transform into the
/// renderer's storage. Hold Ctrl to erase.
/// </summary>
[EditorTool( "flora" )]
[Title( "Flora" )]
[Icon( "park" )]
public sealed class FloraPaintTool : EditorTool
{
	public BrushSettings BrushSettings { get; private set; } = new();

	private FloraRenderer _target;
	private bool _erasing;
	private bool _dragging;
	private bool _painted;
	private Vector3 _lastPaintPosition;

	private ComboBox _entryDropdown;

	/// <summary>Index into the definition's entries, or 255 for "mix by weight".</summary>
	private int _entryIndex = MixedEntryIndex;

	private const int MixedEntryIndex = 255;

	// The brush has to travel a fraction of its own radius before depositing again, or holding the
	// mouse still would keep hammering the same spot with traces.
	private float PaintStepDistance => BrushSettings.Size * 0.35f;

	public FloraPaintTool()
	{
		RebuildSidebarOnSelectionChange = false;
	}

	public override Widget CreateToolSidebar()
	{
		var sidebar = new ToolSidebarWidget();
		sidebar.AddTitle( "Flora Brush", "brush" );
		sidebar.MinimumWidth = 300;

		{
			var group = sidebar.AddGroup( "Brush" );
			var so = BrushSettings.GetSerialized();
			group.Add( ControlSheet.CreateRow( so.GetProperty( nameof( BrushSettings.Size ) ) ) );
			group.Add( ControlSheet.CreateRow( so.GetProperty( nameof( BrushSettings.Opacity ) ) ) );
		}

		{
			// Coverage names the entry it was painted with, so an artist can lay down pines here and
			// oaks there rather than getting one weighted mix everywhere.
			var group = sidebar.AddGroup( "Entry" );

			_entryDropdown = new ComboBox( sidebar );
			_entryDropdown.ToolTip = "Which flora entry this stroke paints. Mixed uses the definition's weights.";
			RebuildEntryOptions();

			group.Add( _entryDropdown );
		}

		{
			var group = sidebar.AddGroup( "Actions" );

			var clear = new Button( "Clear All Flora", "delete_sweep" );
			clear.ToolTip = "Remove every painted instance from the target Flora Renderer";
			clear.Clicked += () =>
			{
				var target = ResolveTarget();
				if ( !target.IsValid() || target.Storage is null )
					return;

				// Wiping the whole painted set has no undo, so this one asks first.
				Dialog.AskConfirm(
					() =>
					{
						target.Storage.ClearAll();
						target.MarkDirty();
					},
					"Are you sure you want to delete all flora? This action cannot be undone.",
					"Delete All Flora",
					"Delete",
					"Cancel" );
			};
			group.Add( clear );
		}

		sidebar.Layout.AddStretchCell();

		return sidebar;
	}

	public override void OnUpdate()
	{
		_erasing = Gizmo.IsCtrlPressed;

		DrawBrushPreview();

		Gizmo.Hitbox.BBox( BBox.FromPositionAndSize( Vector3.Zero, 999999 ) );

		if ( Gizmo.IsLeftMouseDown )
		{
			if ( !_dragging )
			{
				_dragging = true;
				_lastPaintPosition = Vector3.Zero;
			}

			OnPaintUpdate();
		}
		else if ( _dragging )
		{
			_dragging = false;
			_lastPaintPosition = Vector3.Zero;

			if ( _painted )
			{
				ResolveTarget()?.MarkDirty();
				_painted = false;
			}
		}
	}

	/// <summary>
	/// Uses the selected renderer when there is one, otherwise the last used, otherwise the only one
	/// in the scene. Creating one implicitly would leave stray components behind every time someone
	/// opens the tool.
	/// </summary>
	private FloraRenderer ResolveTarget()
	{
		var selected = Selection
			.OfType<GameObject>()
			.Select( go => go.Components.Get<FloraRenderer>( FindMode.EnabledInSelfAndDescendants ) )
			.FirstOrDefault( r => r.IsValid() );

		if ( selected.IsValid() )
		{
			_target = selected;
			return _target;
		}

		if ( _target.IsValid() )
			return _target;

		_target = Scene.GetAllComponents<FloraRenderer>().FirstOrDefault();
		return _target;
	}

	private void OnPaintUpdate()
	{
		var target = ResolveTarget();
		if ( !target.IsValid() || target.Storage is null || !target.Definition.IsValid() )
			return;

		var cursor = TraceCursor();
		if ( !cursor.Hit )
			return;

		if ( _lastPaintPosition != Vector3.Zero &&
			 Vector3.DistanceBetween( cursor.HitPosition, _lastPaintPosition ) < PaintStepDistance )
			return;

		_lastPaintPosition = cursor.HitPosition;

		var radius = (float)BrushSettings.Size;
		var strength = BrushSettings.Opacity;

		if ( _erasing )
		{
			target.Storage.Erase( cursor.HitPosition, radius, strength );
			_painted = true;
			return;
		}

		PaintCoverage( target, cursor.HitPosition, radius, strength );
		_painted = true;
	}

	/// <summary>
	/// Walks every coverage cell the brush touches and traces straight down onto the world, baking
	/// the surface height and normal so instances sit on whatever geometry is there. Nothing is
	/// placed here - the renderer derives the actual trunks from this coverage plus its seed.
	/// </summary>
	private void PaintCoverage( FloraRenderer target, Vector3 center, float radius, float strength )
	{
		var definition = target.Definition;
		var storage = target.Storage;

		var radiusSquared = radius * radius;

		var minX = (int)MathF.Floor( (center.x - radius) / FloraStorage.CellSize );
		var maxX = (int)MathF.Floor( (center.x + radius) / FloraStorage.CellSize );
		var minY = (int)MathF.Floor( (center.y - radius) / FloraStorage.CellSize );
		var maxY = (int)MathF.Floor( (center.y + radius) / FloraStorage.CellSize );

		// Enough headroom to find the surface from above without punching through overhangs the
		// brush was never aimed at.
		var traceHeight = radius + 2048.0f;

		for ( var cy = minY; cy <= maxY; cy++ )
		{
			for ( var cx = minX; cx <= maxX; cx++ )
			{
				var wx = (cx + 0.5f) * FloraStorage.CellSize;
				var wy = (cy + 0.5f) * FloraStorage.CellSize;

				var dx = wx - center.x;
				var dy = wy - center.y;
				var distSq = dx * dx + dy * dy;

				if ( distSq > radiusSquared )
					continue;

				var from = new Vector3( wx, wy, center.z + traceHeight );
				var to = new Vector3( wx, wy, center.z - traceHeight );

				var tr = Scene.Trace.Ray( from, to )
					.UseRenderMeshes( true )
					.WithTag( "solid" )
					.Run();

				if ( !tr.Hit )
					continue;

				if ( tr.Normal.z < definition.SlopeLimit )
					continue;

				// Soft edge, so overlapping strokes build up smoothly instead of leaving a disc.
				var falloff = 1.0f - MathF.Sqrt( distSq ) / radius;
				var added = strength * MathF.Pow( falloff, 0.5f );

				var existing = storage.GetCell( wx, wy ).Density;
				var density = Math.Clamp( existing + added, 0.0f, 1.0f );

				storage.SetCell( wx, wy, density, tr.HitPosition.z, tr.Normal, _entryIndex );
			}
		}
	}

	/// <summary>
	/// Fills the entry dropdown from the target definition. Rebuilt on demand, since entries can be
	/// added or changed while the tool is open.
	/// </summary>
	private void RebuildEntryOptions()
	{
		if ( _entryDropdown is null )
			return;

		_entryDropdown.Clear();
		_entryDropdown.AddItem( "Mixed (by weight)", "shuffle", () => _entryIndex = MixedEntryIndex );

		var definition = ResolveTarget()?.Definition;
		if ( !definition.IsValid() || definition.Entries is null )
			return;

		for ( var i = 0; i < definition.Entries.Count; i++ )
		{
			var entry = definition.Entries[i];
			if ( entry?.HasModel is not true )
				continue;

			var index = i;
			var name = System.IO.Path.GetFileNameWithoutExtension( entry.Model.ResourcePath );

			_entryDropdown.AddItem( name, "park", () => _entryIndex = index );
		}
	}

	private SceneTraceResult TraceCursor() =>
		Scene.Trace.Ray( Gizmo.CurrentRay, 100000 )
			.UseRenderMeshes( true )
			.WithTag( "solid" )
			.Run();

	private void DrawBrushPreview()
	{
		var tr = TraceCursor();
		if ( !tr.Hit )
			return;

		using ( Gizmo.Scope( "FloraBrush" ) )
		{
			Gizmo.Draw.Color = _erasing
				? Color.FromBytes( 250, 150, 150 )
				: Color.FromBytes( 160, 230, 150 );

			Gizmo.Draw.LineCircle( tr.HitPosition + tr.Normal * 1.0f, tr.Normal, BrushSettings.Size );
			Gizmo.Draw.LineCircle( tr.HitPosition + tr.Normal * 1.0f, tr.Normal, BrushSettings.Size * 0.5f );
		}
	}
}
redsnail.floratool / Code/FloraRenderer.cs
Game library
using System;
using System.Collections.Generic;
using Sandbox;

namespace RedSnail.FloraTool;

/// <summary>
/// Renders painted flora. Coverage is stored per chunk and instances are regenerated from it plus
/// <see cref="Seed"/>, so the scene file holds a density map rather than a transform per tree - the
/// difference between a few megabytes and something a repository will refuse.
///
/// Chunks become scene objects only within the definition's stream radius. Scene objects rather than
/// a hand-rolled instanced draw because they take part in every pass the engine runs: the depth
/// prepass, the shadow cascades, and per-object LOD using the model's own compiled distances.
/// Standard instancing still batches them into few draw calls.
/// </summary>
[Icon( "park" ), Group( "Flora" ), Title( "Flora Renderer" )]
public sealed partial class FloraRenderer : Component, Component.ExecuteInEditor, Component.DontExecuteOnServer
{
	/// <summary>A chunk's generated instances and the scene objects currently standing for them.</summary>
	private sealed class LiveChunk
	{
		public List<FloraGenerator.Instance> Instances = [];
		public List<SceneObject> SceneObjects = [];

		/// <summary>
		/// Whether this chunk is currently allowed to cast. Tracked so the flags are only touched
		/// when a chunk crosses the shadow boundary, rather than every object every frame.
		/// </summary>
		public bool ShadowsEnabled = true;
	}

	[Property, Group( "General" )]
	public FloraDefinition Definition { get; set; }

	/// <summary>
	/// Decides exactly where each instance lands within the painted coverage. Change it to reshuffle
	/// a whole forest without repainting; keep it fixed and the same trees stand in the same places
	/// every run, on every machine.
	/// </summary>
	[Property, Group( "General" )]
	public int Seed
	{
		get => field;
		set
		{
			if ( field == value ) return;
			field = value;
			MarkDirty();
		}
	}

	/// <summary>Painted coverage. Serialized as a binary blob, not JSON.</summary>
	[Property, Hide]
	public FloraStorage Storage { get; set; } = new();

	private readonly Dictionary<FloraStorage.ChunkCoord, LiveChunk> _live = [];
	private readonly List<FloraStorage.ChunkCoord> _wantedChunks = [];
	private readonly List<FloraStorage.ChunkCoord> _staleChunks = [];

	// Reused across chunk builds so streaming doesn't allocate a fresh list per chunk.
	private readonly List<FloraGenerator.Instance> _scratchInstances = [];

	private int _builtRevision = -1;
	private Vector3 _lastStreamOrigin;
	private bool _hasStreamOrigin;

	/// <summary>
	/// Restreaming walks every painted chunk, so it only happens once the viewer has moved far enough
	/// for the answer to have changed. A fraction of a chunk keeps the boundary from thrashing.
	/// </summary>
	private const float StreamRefreshDistance = FloraStorage.ChunkSize * 0.25f;

	protected override void OnEnabled()
	{
		Storage ??= new FloraStorage();

		// Scene objects were deleted on disable, so a matching revision would leave us thinking the
		// world is already built when nothing is in it.
		_builtRevision = -1;
		_hasStreamOrigin = false;
	}

	protected override void OnDisabled()
	{
		ReleaseAllChunks();
		ReleaseCollision();

		_builtRevision = -1;
		_hasStreamOrigin = false;
	}

	protected override void OnUpdate()
	{
		var viewer = GetViewerPosition();
		if ( !viewer.HasValue )
			return;

		UpdateStreaming( viewer.Value );
		UpdateCollision( viewer.Value );
	}

	/// <summary>
	/// What streaming follows. While editing that is the viewport camera, so flora appears around
	/// what you are looking at rather than wherever the game camera is parked.
	/// </summary>
	private Vector3? GetViewerPosition()
	{
		if ( Scene.IsEditor )
		{
			var editorCamera = Application.Editor?.Camera;
			if ( editorCamera.IsValid() )
				return editorCamera.WorldPosition;
		}

		return Scene.Camera.IsValid() ? Scene.Camera.WorldPosition : null;
	}

	private void UpdateStreaming( Vector3 origin )
	{
		if ( Storage is null || !Definition.IsValid() )
		{
			ReleaseAllChunks();
			return;
		}

		// Painting or reseeding invalidates everything regardless of whether the viewer moved.
		var dirty = _builtRevision != Storage.Revision;

		if ( !dirty && _hasStreamOrigin && origin.Distance( _lastStreamOrigin ) < StreamRefreshDistance )
			return;

		if ( dirty )
		{
			ReleaseAllChunks();
			_builtRevision = Storage.Revision;
		}

		_lastStreamOrigin = origin;
		_hasStreamOrigin = true;

		GatherWantedChunks( origin );
		SyncChunks( origin );
	}

	private void GatherWantedChunks( Vector3 origin )
	{
		_wantedChunks.Clear();

		// A chunk's near corner can be in range while its centre is not, hence the circumradius.
		var radius = Definition.StreamRadius + FloraStorage.ChunkSize * 0.7072f;
		var radiusSquared = radius * radius;

		foreach ( var (coord, _) in Storage.Chunks )
		{
			var center = FloraStorage.ChunkCenter( coord );

			var dx = center.x - origin.x;
			var dy = center.y - origin.y;

			if ( dx * dx + dy * dy > radiusSquared )
				continue;

			_wantedChunks.Add( coord );
		}
	}

	private void SyncChunks( Vector3 origin )
	{
		_staleChunks.Clear();

		foreach ( var (coord, _) in _live )
		{
			if ( !_wantedChunks.Contains( coord ) )
				_staleChunks.Add( coord );
		}

		foreach ( var coord in _staleChunks )
			ReleaseChunk( coord );

		foreach ( var coord in _wantedChunks )
		{
			if ( _live.ContainsKey( coord ) )
				continue;

			BuildChunk( coord, origin );
		}

		UpdateChunkShadows( origin );
	}

	/// <summary>
	/// Turns shadow casting off for chunks past the shadow distance. Evaluated per chunk rather than
	/// per instance, and only written when a chunk actually crosses the boundary, so a stationary
	/// camera costs nothing here.
	/// </summary>
	private void UpdateChunkShadows( Vector3 origin )
	{
		foreach ( var (coord, chunk) in _live )
		{
			var wanted = ChunkCastsShadows( coord, origin );
			if ( wanted == chunk.ShadowsEnabled )
				continue;

			chunk.ShadowsEnabled = wanted;
			ApplyChunkShadows( chunk );
		}
	}

	private bool ChunkCastsShadows( FloraStorage.ChunkCoord coord, Vector3 origin )
	{
		var distance = Definition.ShadowDistance;
		if ( distance <= 0.0f )
			return true;

		// Measured to the chunk's near edge via its circumradius, so a chunk is only cut off once all
		// of it is beyond the limit.
		var limit = distance + FloraStorage.ChunkSize * 0.7072f;

		var center = FloraStorage.ChunkCenter( coord );
		var dx = center.x - origin.x;
		var dy = center.y - origin.y;

		return dx * dx + dy * dy <= limit * limit;
	}

	/// <summary>
	/// The per-entry CastShadows setting is the ceiling - distance can only ever take shadows away,
	/// never grant them to an entry the artist turned them off for.
	/// </summary>
	private void ApplyChunkShadows( LiveChunk chunk )
	{
		for ( var i = 0; i < chunk.SceneObjects.Count && i < chunk.Instances.Count; i++ )
		{
			var sceneObject = chunk.SceneObjects[i];
			if ( !sceneObject.IsValid() )
				continue;

			var entry = Definition.GetEntry( chunk.Instances[i].EntryIndex );
			sceneObject.Flags.CastShadows = chunk.ShadowsEnabled && entry?.CastShadows is true;
		}
	}

	private void BuildChunk( FloraStorage.ChunkCoord coord, Vector3 origin )
	{
		if ( !Storage.Chunks.TryGetValue( coord, out var cells ) )
			return;

		var world = Scene.SceneWorld;
		if ( !world.IsValid() )
			return;

		var chunk = new LiveChunk();
		chunk.ShadowsEnabled = ChunkCastsShadows( coord, origin );

		_scratchInstances.Clear();
		FloraGenerator.GenerateChunk( coord, cells, Definition, Seed, _scratchInstances );

		// Instances and scene objects are kept strictly parallel - anything whose entry no longer
		// resolves is dropped from both. Skipping only the scene object would slide the two lists out
		// of step, and the shadow and collision paths index one by the other.
		for ( var i = 0; i < _scratchInstances.Count; i++ )
		{
			var instance = _scratchInstances[i];

			var entry = Definition.GetEntry( instance.EntryIndex );
			if ( entry is null )
				continue;

			var sceneObject = new SceneObject( world, entry.Model, instance.ToTransform() );
			sceneObject.Flags.CastShadows = chunk.ShadowsEnabled && entry.CastShadows;

			chunk.Instances.Add( instance );
			chunk.SceneObjects.Add( sceneObject );
		}

		_live[coord] = chunk;
	}

	private void ReleaseChunk( FloraStorage.ChunkCoord coord )
	{
		if ( !_live.Remove( coord, out var chunk ) )
			return;

		foreach ( var sceneObject in chunk.SceneObjects )
		{
			if ( sceneObject.IsValid() )
				sceneObject.Delete();
		}

		chunk.SceneObjects.Clear();
		chunk.Instances.Clear();
	}

	private void ReleaseAllChunks()
	{
		foreach ( var (_, chunk) in _live )
		{
			foreach ( var sceneObject in chunk.SceneObjects )
			{
				if ( sceneObject.IsValid() )
					sceneObject.Delete();
			}
		}

		_live.Clear();
		_wantedChunks.Clear();
		_staleChunks.Clear();
	}

	/// <summary>
	/// Called by the editor tool after painting, so the next frame regenerates. Also fires when the
	/// seed changes.
	/// </summary>
	public void MarkDirty()
	{
		_builtRevision = -1;
		_hasStreamOrigin = false;
	}

	/// <summary>Total instances currently streamed in. Useful when tuning density and stream radius.</summary>
	public int LiveInstanceCount
	{
		get
		{
			var count = 0;
			foreach ( var (_, chunk) in _live )
				count += chunk.SceneObjects.Count;
			return count;
		}
	}

	protected override void DrawGizmos()
	{
		if ( !Gizmo.IsSelected || Storage is null || Storage.ChunkCount == 0 )
			return;

		Gizmo.Draw.Color = Color.Green.WithAlpha( 0.25f );

		foreach ( var (coord, _) in Storage.Chunks )
		{
			var origin = FloraStorage.ChunkOrigin( coord );

			var mins = WorldTransform.PointToLocal( new Vector3( origin.x, origin.y, 0 ) );
			var maxs = WorldTransform.PointToLocal( new Vector3(
				origin.x + FloraStorage.ChunkSize, origin.y + FloraStorage.ChunkSize, 0 ) );

			Gizmo.Draw.LineBBox( new BBox( mins, maxs ) );
		}
	}
}
redsnail.floratool / FloraDefinition.cs
Game library
using System;
using System.Collections.Generic;
using Sandbox;

namespace RedSnail.FloraTool;

/// <summary>
/// One kind of flora the brush can plant. Weight decides how often it comes up relative to the
/// other entries in the definition.
/// </summary>
public sealed class FloraEntry
{
	[Property]
	public Model Model { get; set; }

	/// <summary>Relative chance of this entry being picked. Zero excludes it without deleting it.</summary>
	[Property, Range( 0, 10 )]
	public float Weight { get; set; } = 1.0f;

	[Property]
	public RangedFloat Scale { get; set; } = new( 0.85f, 1.25f );

	/// <summary>Random spin about the vertical axis, so repeated instances don't read as clones.</summary>
	[Property]
	public bool RandomYaw { get; set; } = true;

	/// <summary>
	/// Tilts the instance toward the surface normal. Right for rocks and bushes, usually wrong for
	/// trees - a trunk growing perpendicular to a hillside looks broken.
	/// </summary>
	[Property, Range( 0, 1 )]
	public float AlignToNormal { get; set; } = 0.0f;

	/// <summary>Random lean away from vertical, in degrees. A little goes a long way on trees.</summary>
	[Property, Range( 0, 45 )]
	public float RandomTilt { get; set; } = 0.0f;

	/// <summary>Sinks the instance into the ground, hiding the seam where the base meets the surface.</summary>
	[Property, Range( 0, 64 )]
	public float SinkDepth { get; set; } = 0.0f;

	/// <summary>
	/// Gives this entry real collision. Colliders are only created near the player, so this is about
	/// whether the flora is solid at all - not about paying for every painted instance at once.
	/// </summary>
	[Property, Group( "Physics" )]
	public bool EnablePhysics { get; set; } = true;

	[Property, Group( "Rendering" )]
	public bool CastShadows { get; set; } = true;

	public bool HasModel => Model is not null && !string.IsNullOrEmpty( Model.ResourcePath );
}

/// <summary>
/// A palette of flora plus the rules used when painting it. Shared by every
/// <see cref="FloraRenderer"/> that references it, so a whole world can be retuned from one asset.
/// </summary>
[AssetType( Name = "Flora Definition", Extension = "floradef", Category = "Flora" )]
public sealed class FloraDefinition : GameResource
{
	[Property]
	public List<FloraEntry> Entries { get; set; } = [];

	/// <summary>
	/// Instances a fully painted cell can hold. Coverage scales this, so it sets the ceiling on how
	/// tightly flora can pack - raise it for undergrowth, leave it low for trees.
	/// </summary>
	[Property, Group( "Painting" ), Range( 1, 16 )]
	public int MaxPerCell { get; set; } = 2;

	/// <summary>Minimum ground normal Z. Steeper than this and nothing plants, so cliffs stay bare.</summary>
	[Property, Group( "Painting" ), Range( 0, 1 )]
	public float SlopeLimit { get; set; } = 0.6f;

	/// <summary>
	/// Radius around the viewer within which chunks are turned into scene objects. Chunks beyond it
	/// keep their painted coverage but cost nothing to render.
	/// </summary>
	[Property, Group( "Streaming" ), Range( 2000, 100000 )]
	public float StreamRadius { get; set; } = 25000.0f;

	/// <summary>
	/// Distance past which flora stops casting shadows. Shadow cascades ignore the view frustum, so
	/// distant trees are rendered into them whichever way the camera faces - dropping them is one of
	/// the few savings that applies even when you are looking away.
	///
	/// Set it too low and you will see shadows wink out as chunks cross the boundary, most obviously
	/// under a low sun where far geometry casts long shadows into view. Zero disables the cutoff.
	/// </summary>
	[Property, Group( "Streaming" ), Range( 0, 50000 )]
	public float ShadowDistance { get; set; } = 10000.0f;

	/// <summary>
	/// Radius around the viewer within which entries flagged <see cref="FloraEntry.EnablePhysics"/>
	/// get real colliders. Keep it just past where the player can reach.
	/// </summary>
	[Property, Group( "Physics" ), Range( 256, 20000 )]
	public float CollisionRadius { get; set; } = 4000.0f;

	/// <summary>
	/// The entry at an index, or null when the index no longer resolves - entries can be removed
	/// after coverage has already been painted naming them.
	/// </summary>
	public FloraEntry GetEntry( int index )
	{
		if ( Entries is null || index < 0 || index >= Entries.Count )
			return null;

		var entry = Entries[index];
		return entry?.HasModel is true ? entry : null;
	}
}
redsnail.floratool / FloraRenderer.Collision.cs
Game library
using System;
using System.Collections.Generic;
using Sandbox;

namespace RedSnail.FloraTool;

/// <summary>
/// Collision for painted flora. Instances only exist as scene objects, so nothing is solid until a
/// collider is made for it - and those are made only for instances near the viewer and recycled as
/// it moves, keeping physics cost tied to what is reachable rather than to the whole forest.
/// </summary>
public sealed partial class FloraRenderer
{
	private readonly record struct CollisionKey( FloraStorage.ChunkCoord Chunk, int Index );

	private readonly Dictionary<CollisionKey, GameObject> _colliders = [];

	// A set rather than a list: SyncColliders tests every live collider against it, so a linear scan
	// there would be quadratic once a few hundred are in range.
	private readonly HashSet<CollisionKey> _wantedColliders = [];
	private readonly List<CollisionKey> _staleColliders = [];

	private GameObject _collisionRoot;
	private Vector3 _lastCollisionOrigin;
	private bool _hasCollisionOrigin;
	private int _collisionRevision = -1;

	/// <summary>
	/// Rebuilding walks every streamed instance, so it only happens once the viewer has moved far
	/// enough for the answer to have changed.
	/// </summary>
	private const float CollisionRefreshDistance = 256.0f;

	private void UpdateCollision( Vector3 origin )
	{
		if ( !Definition.IsValid() || Definition.CollisionRadius <= 0.0f )
		{
			ReleaseCollision();
			return;
		}

		var storageChanged = Storage is null || _collisionRevision != Storage.Revision;

		if ( !storageChanged && _hasCollisionOrigin &&
			 origin.Distance( _lastCollisionOrigin ) < CollisionRefreshDistance )
			return;

		_collisionRevision = Storage?.Revision ?? -1;
		_lastCollisionOrigin = origin;
		_hasCollisionOrigin = true;

		GatherWantedColliders( origin );
		SyncColliders();
	}

	/// <summary>
	/// Only streamed chunks are considered. Collision radius should sit well inside the stream radius
	/// anyway, so anything outside it has no business being solid.
	/// </summary>
	private void GatherWantedColliders( Vector3 origin )
	{
		_wantedColliders.Clear();

		var radiusSquared = Definition.CollisionRadius * Definition.CollisionRadius;

		foreach ( var (coord, chunk) in _live )
		{
			for ( var i = 0; i < chunk.Instances.Count; i++ )
			{
				var instance = chunk.Instances[i];

				if ( instance.Position.DistanceSquared( origin ) > radiusSquared )
					continue;

				var entry = Definition.GetEntry( instance.EntryIndex );
				if ( entry?.EnablePhysics is not true )
					continue;

				_wantedColliders.Add( new CollisionKey( coord, i ) );
			}
		}
	}

	private void SyncColliders()
	{
		// Drop what fell out of range first, so those objects are free to be reused this same frame.
		_staleColliders.Clear();

		foreach ( var (key, gameObject) in _colliders )
		{
			if ( gameObject.IsValid() && _wantedColliders.Contains( key ) )
				continue;

			_staleColliders.Add( key );
		}

		foreach ( var key in _staleColliders )
		{
			if ( _colliders.Remove( key, out var gameObject ) && gameObject.IsValid() )
				gameObject.Destroy();
		}

		foreach ( var key in _wantedColliders )
		{
			if ( _colliders.ContainsKey( key ) )
				continue;

			var gameObject = CreateCollider( key );
			if ( gameObject.IsValid() )
				_colliders[key] = gameObject;
		}
	}

	private GameObject CreateCollider( CollisionKey key )
	{
		if ( !_live.TryGetValue( key.Chunk, out var chunk ) )
			return null;

		if ( key.Index < 0 || key.Index >= chunk.Instances.Count )
			return null;

		var instance = chunk.Instances[key.Index];

		var entry = Definition.GetEntry( instance.EntryIndex );
		if ( entry is null )
			return null;

		EnsureCollisionRoot();

		var gameObject = new GameObject( true, "FloraCollider" )
		{
			Parent = _collisionRoot,
			WorldTransform = instance.ToTransform(),
		};

		// Not saved with the scene and not shown in the hierarchy - these are transient physics
		// proxies for geometry that is regenerated from the seed anyway.
		gameObject.Flags |= GameObjectFlags.NotSaved | GameObjectFlags.Hidden;

		var collider = gameObject.Components.Create<ModelCollider>();
		collider.Model = entry.Model;
		collider.Static = true;

		return gameObject;
	}

	private void EnsureCollisionRoot()
	{
		if ( _collisionRoot.IsValid() )
			return;

		_collisionRoot = new GameObject( true, "Flora Colliders" ) { Parent = GameObject };
		_collisionRoot.Flags |= GameObjectFlags.NotSaved | GameObjectFlags.Hidden;
	}

	private void ReleaseCollision()
	{
		foreach ( var (_, gameObject) in _colliders )
		{
			if ( gameObject.IsValid() )
				gameObject.Destroy();
		}

		_colliders.Clear();
		_wantedColliders.Clear();
		_staleColliders.Clear();

		if ( _collisionRoot.IsValid() )
			_collisionRoot.Destroy();

		_collisionRoot = null;
		_hasCollisionOrigin = false;
		_collisionRevision = -1;
	}
}
redsnail.floratool / Code/FloraGenerator.cs
Game library
using System;
using System.Collections.Generic;
using Sandbox;

namespace RedSnail.FloraTool;

/// <summary>
/// Turns painted coverage into concrete instances. Everything here is a pure function of the chunk
/// coordinate, the cell contents and the seed - no state, no RNG object - so a chunk regenerates
/// identically every run, on every machine, however many times it is streamed in and out.
/// </summary>
public static class FloraGenerator
{
	public readonly record struct Instance( int EntryIndex, Vector3 Position, Rotation Rotation, float Scale )
	{
		public readonly Transform ToTransform() => new( Position, Rotation, Scale );
	}

	/// <summary>
	/// Integer avalanche hash. Deterministic across runs and platforms, which the framework RNG is
	/// not guaranteed to be, and cheap enough to call several times per instance.
	/// </summary>
	private static uint Hash( uint x )
	{
		x ^= x >> 16;
		x *= 0x7feb352du;
		x ^= x >> 15;
		x *= 0x846ca68bu;
		x ^= x >> 16;
		return x;
	}

	private static float HashFloat( uint x ) => Hash( x ) * (1.0f / 4294967296.0f);

	/// <summary>
	/// Generates every instance for one chunk, appending into <paramref name="results"/>.
	/// </summary>
	public static void GenerateChunk( FloraStorage.ChunkCoord coord, FloraStorage.Cell[] cells,
		FloraDefinition definition, int seed, List<Instance> results )
	{
		if ( cells is null || definition is null )
			return;

		var origin = FloraStorage.ChunkOrigin( coord );
		var maxPerCell = Math.Max( definition.MaxPerCell, 1 );

		// Mixing the chunk coordinate into the seed keeps neighbouring chunks from sharing a
		// sequence, which would otherwise show up as a visible repeating pattern across the world.
		var chunkSeed = Hash( (uint)seed
			^ Hash( (uint)coord.X * 73856093u )
			^ Hash( (uint)coord.Y * 19349663u ) );

		for ( var cellIndex = 0; cellIndex < cells.Length; cellIndex++ )
		{
			var cell = cells[cellIndex];

			var density = cell.Density;
			if ( density <= 0.0f )
				continue;

			if ( cell.Normal.z < definition.SlopeLimit )
				continue;

			var cellSeed = Hash( chunkSeed ^ Hash( (uint)cellIndex * 0x9e3779b9u ) );

			var cx = cellIndex % FloraStorage.ChunkResolution;
			var cy = cellIndex / FloraStorage.ChunkResolution;

			var cellMinX = origin.x + cx * FloraStorage.CellSize;
			var cellMinY = origin.y + cy * FloraStorage.CellSize;

			// Fractional counts are resolved by a hash rather than rounding, so density reads as a
			// smooth thinning across a field instead of stepping between whole numbers per cell.
			var exact = density * maxPerCell;
			var count = (int)exact;
			if ( HashFloat( cellSeed ^ 0x1b56c4e9u ) < exact - count )
				count++;

			for ( var i = 0; i < count; i++ )
			{
				var s = Hash( cellSeed + (uint)i * 0x85ebca6bu );

				var entry = ResolveEntry( definition, cell.EntryIndex, s );
				if ( entry.Index < 0 )
					continue;

				results.Add( BuildInstance( entry.Index, entry.Entry, cell, s, cellMinX, cellMinY ) );
			}
		}
	}

	/// <summary>
	/// A cell either names its entry - painted deliberately with one species selected - or defers to
	/// the definition's weights.
	/// </summary>
	private static (int Index, FloraEntry Entry) ResolveEntry( FloraDefinition definition, int cellEntryIndex, uint seed )
	{
		var entries = definition.Entries;
		if ( entries is null || entries.Count == 0 )
			return (-1, null);

		if ( cellEntryIndex < entries.Count )
		{
			var named = entries[cellEntryIndex];
			return named?.HasModel is true ? (cellEntryIndex, named) : (-1, null);
		}

		var total = 0.0f;
		for ( var i = 0; i < entries.Count; i++ )
		{
			if ( entries[i]?.HasModel is true && entries[i].Weight > 0.0f )
				total += entries[i].Weight;
		}

		if ( total <= 0.0f )
			return (-1, null);

		var pick = HashFloat( seed ^ 0x3c6ef372u ) * total;

		for ( var i = 0; i < entries.Count; i++ )
		{
			var entry = entries[i];
			if ( entry?.HasModel is not true || entry.Weight <= 0.0f )
				continue;

			pick -= entry.Weight;
			if ( pick <= 0.0f )
				return (i, entry);
		}

		return (-1, null);
	}

	private static Instance BuildInstance( int entryIndex, FloraEntry entry, FloraStorage.Cell cell,
		uint seed, float cellMinX, float cellMinY )
	{
		var jitterX = HashFloat( seed ^ 0x68bc21ebu );
		var jitterY = HashFloat( seed ^ 0x02e5be93u );

		var x = cellMinX + jitterX * FloraStorage.CellSize;
		var y = cellMinY + jitterY * FloraStorage.CellSize;

		var normal = cell.Normal;

		// The baked height is the cell centre's, so a slope needs the offset carried across to the
		// jittered position or trunks float on the uphill side and sink on the downhill one.
		var offsetX = x - (cellMinX + FloraStorage.CellSize * 0.5f);
		var offsetY = y - (cellMinY + FloraStorage.CellSize * 0.5f);
		var z = cell.Height - (normal.x * offsetX + normal.y * offsetY) / MathF.Max( normal.z, 0.1f );

		var position = new Vector3( x, y, z );
		if ( entry.SinkDepth > 0.0f )
			position -= normal * entry.SinkDepth;

		var rotation = entry.RandomYaw
			? Rotation.FromYaw( HashFloat( seed ^ 0x7f4a7c15u ) * 360.0f )
			: Rotation.Identity;

		if ( entry.AlignToNormal > 0.0f )
		{
			var aligned = Rotation.LookAt( normal ) * Rotation.FromPitch( 90.0f );
			rotation = Rotation.Slerp( rotation, aligned * rotation, entry.AlignToNormal );
		}

		if ( entry.RandomTilt > 0.0f )
		{
			var tiltAngle = HashFloat( seed ^ 0x165667b1u ) * entry.RandomTilt;
			var tiltDirection = HashFloat( seed ^ 0x27d4eb2fu ) * 360.0f;
			rotation *= Rotation.FromAxis( Rotation.FromYaw( tiltDirection ).Forward, tiltAngle );
		}

		var scale = MathX.Lerp( entry.Scale.Min, entry.Scale.Max, HashFloat( seed ^ 0xd3a2646cu ) );

		return new Instance( entryIndex, position, rotation, scale );
	}
}
redsnail.floratool / FloraStorage.cs
Game library
using System;
using System.Collections.Generic;
using Sandbox;

namespace RedSnail.FloraTool;

/// <summary>
/// Painted flora coverage, stored as a sparse chunked grid of density samples rather than one
/// transform per tree. Instances are regenerated from this plus a seed, so a forest of a hundred
/// thousand trees costs a few megabytes instead of tens - which matters because the scene sidecar
/// has to survive being committed to a repository.
///
/// The trade is that positions are derived, not authored: painting decides where flora *can* grow
/// and how densely, and the seed decides exactly where each trunk lands.
/// </summary>
public sealed class FloraStorage : BlobData
{
	public override int Version => 1;

	/// <summary>Cells along one edge of a chunk.</summary>
	public const int ChunkResolution = 32;

	/// <summary>
	/// World size of one density cell. Roughly a tree's footprint - each cell holds at most a
	/// handful of instances, so this is what bounds how tightly flora can pack.
	/// Changing it invalidates every painted scene, so it is a constant rather than a setting.
	/// </summary>
	public const float CellSize = 256.0f;

	public const float ChunkSize = ChunkResolution * CellSize;

	public const int CellsPerChunk = ChunkResolution * ChunkResolution;

	/// <summary>
	/// One coverage sample. Height and normal are baked at paint time so flora sits on whatever
	/// geometry was there, without the renderer having to trace anything at load.
	/// </summary>
	public struct Cell
	{
		public float Height;

		/// <summary>density (0-7) | normal.x (8-15) | normal.y (16-23) | entry index (24-31)</summary>
		public uint Packed;

		public readonly float Density => (Packed & 0xFF) / 255.0f;

		/// <summary>Index into the definition's entry list. 0xFF means "pick one by weight".</summary>
		public readonly int EntryIndex => (int)((Packed >> 24) & 0xFF);

		public readonly Vector3 Normal
		{
			get
			{
				var x = ((Packed >> 8) & 0xFF) / 127.5f - 1.0f;
				var y = ((Packed >> 16) & 0xFF) / 127.5f - 1.0f;
				var z = MathF.Sqrt( Math.Clamp( 1.0f - x * x - y * y, 0.0f, 1.0f ) );
				return new Vector3( x, y, z );
			}
		}

		public static uint Pack( float density, Vector3 normal, int entryIndex )
		{
			var d = (uint)Math.Clamp( density * 255.0f + 0.5f, 0.0f, 255.0f );
			var nx = (uint)Math.Clamp( (normal.x + 1.0f) * 127.5f + 0.5f, 0.0f, 255.0f );
			var ny = (uint)Math.Clamp( (normal.y + 1.0f) * 127.5f + 0.5f, 0.0f, 255.0f );
			var e = (uint)Math.Clamp( entryIndex, 0, 255 );

			return d | (nx << 8) | (ny << 16) | (e << 24);
		}
	}

	public readonly record struct ChunkCoord( int X, int Y );

	private readonly Dictionary<ChunkCoord, Cell[]> _chunks = [];

	/// <summary>Bumped on every mutation so the renderer knows to regenerate.</summary>
	public int Revision { get; private set; }

	public int ChunkCount => _chunks.Count;

	public IReadOnlyDictionary<ChunkCoord, Cell[]> Chunks => _chunks;

	public static ChunkCoord WorldToChunk( Vector3 world ) => new(
		(int)MathF.Floor( world.x / ChunkSize ),
		(int)MathF.Floor( world.y / ChunkSize ) );

	public static Vector2 ChunkOrigin( ChunkCoord coord ) => new( coord.X * ChunkSize, coord.Y * ChunkSize );

	public static Vector3 ChunkCenter( ChunkCoord coord, float height = 0.0f )
	{
		var origin = ChunkOrigin( coord );
		return new Vector3( origin.x + ChunkSize * 0.5f, origin.y + ChunkSize * 0.5f, height );
	}

	private static int WorldToCell( float world ) => (int)MathF.Floor( world / CellSize );

	private static int FloorDiv( int a, int b ) => a >= 0 ? a / b : ~(~a / b);

	private static int Mod( int a, int b )
	{
		var r = a % b;
		return r < 0 ? r + b : r;
	}

	/// <summary>
	/// Writes a coverage sample, baking the surface height and normal alongside it. Density of zero
	/// frees the sample.
	/// </summary>
	public void SetCell( float worldX, float worldY, float density, float height, Vector3 normal, int entryIndex )
	{
		var cellX = WorldToCell( worldX );
		var cellY = WorldToCell( worldY );
		var coord = new ChunkCoord( FloorDiv( cellX, ChunkResolution ), FloorDiv( cellY, ChunkResolution ) );

		if ( !_chunks.TryGetValue( coord, out var cells ) )
		{
			if ( density <= 0.0f ) return;

			cells = new Cell[CellsPerChunk];
			_chunks[coord] = cells;
		}

		var index = Mod( cellY, ChunkResolution ) * ChunkResolution + Mod( cellX, ChunkResolution );
		cells[index] = new Cell { Height = height, Packed = Cell.Pack( density, normal, entryIndex ) };

		Revision++;
	}

	public Cell GetCell( float worldX, float worldY )
	{
		var cellX = WorldToCell( worldX );
		var cellY = WorldToCell( worldY );
		var coord = new ChunkCoord( FloorDiv( cellX, ChunkResolution ), FloorDiv( cellY, ChunkResolution ) );

		if ( !_chunks.TryGetValue( coord, out var cells ) )
			return default;

		return cells[Mod( cellY, ChunkResolution ) * ChunkResolution + Mod( cellX, ChunkResolution )];
	}

	/// <summary>Reduces coverage in a radius, removing samples that reach zero.</summary>
	public void Erase( Vector3 center, float radius, float strength )
	{
		var radiusSquared = radius * radius;

		var minCellX = WorldToCell( center.x - radius );
		var maxCellX = WorldToCell( center.x + radius );
		var minCellY = WorldToCell( center.y - radius );
		var maxCellY = WorldToCell( center.y + radius );

		var changed = false;

		for ( var cy = minCellY; cy <= maxCellY; cy++ )
		{
			for ( var cx = minCellX; cx <= maxCellX; cx++ )
			{
				var coord = new ChunkCoord( FloorDiv( cx, ChunkResolution ), FloorDiv( cy, ChunkResolution ) );
				if ( !_chunks.TryGetValue( coord, out var cells ) )
					continue;

				var wx = (cx + 0.5f) * CellSize;
				var wy = (cy + 0.5f) * CellSize;
				var dx = wx - center.x;
				var dy = wy - center.y;

				if ( dx * dx + dy * dy > radiusSquared )
					continue;

				var index = Mod( cy, ChunkResolution ) * ChunkResolution + Mod( cx, ChunkResolution );
				ref var cell = ref cells[index];

				if ( (cell.Packed & 0xFF) == 0 )
					continue;

				var density = Math.Max( cell.Density - strength, 0.0f );
				cell.Packed = density <= 0.0f
					? 0u
					: Cell.Pack( density, cell.Normal, cell.EntryIndex );

				changed = true;
			}
		}

		if ( !changed )
			return;

		PruneEmptyChunks();
		Revision++;
	}

	public void ClearAll()
	{
		if ( _chunks.Count == 0 ) return;

		_chunks.Clear();
		Revision++;
	}

	private void PruneEmptyChunks()
	{
		List<ChunkCoord> empty = null;

		foreach ( var (coord, cells) in _chunks )
		{
			var used = false;
			for ( var i = 0; i < cells.Length; i++ )
			{
				if ( (cells[i].Packed & 0xFF) != 0 ) { used = true; break; }
			}

			if ( !used )
			{
				empty ??= [];
				empty.Add( coord );
			}
		}

		if ( empty is null ) return;

		foreach ( var coord in empty )
			_chunks.Remove( coord );
	}

	/// <summary>
	/// Writes only the painted cells. Storing them densely cost 8KB per chunk however little of it
	/// was painted, and a brush stroke across a landscape touches a lot of chunks.
	///
	/// Each painted cell costs 2 bytes more than it did dense (its index), so a chunk past about 80%
	/// coverage is cheaper stored densely. Both layouts are written and each chunk says which it used.
	/// </summary>
	public override void Serialize( ref Writer writer )
	{
		writer.Stream.Write( _chunks.Count );

		foreach ( var (coord, cells) in _chunks )
		{
			writer.Stream.Write( coord.X );
			writer.Stream.Write( coord.Y );

			var painted = 0;
			for ( var i = 0; i < CellsPerChunk; i++ )
			{
				if ( (cells[i].Packed & 0xFF) != 0 ) painted++;
			}

			var sparse = painted * 10 < CellsPerChunk * 8;
			writer.Stream.Write( sparse );

			if ( !sparse )
			{
				for ( var i = 0; i < CellsPerChunk; i++ )
				{
					writer.Stream.Write( cells[i].Height );
					writer.Stream.Write( cells[i].Packed );
				}

				continue;
			}

			writer.Stream.Write( painted );

			for ( var i = 0; i < CellsPerChunk; i++ )
			{
				if ( (cells[i].Packed & 0xFF) == 0 )
					continue;

				writer.Stream.Write( (ushort)i );
				writer.Stream.Write( cells[i].Height );
				writer.Stream.Write( cells[i].Packed );
			}
		}
	}

	public override void Deserialize( ref Reader reader )
	{
		_chunks.Clear();

		var chunkCount = reader.Stream.Read<int>();

		for ( var c = 0; c < chunkCount; c++ )
		{
			var coord = new ChunkCoord( reader.Stream.Read<int>(), reader.Stream.Read<int>() );
			var cells = new Cell[CellsPerChunk];

			if ( reader.Stream.Read<bool>() )
			{
				var painted = reader.Stream.Read<int>();

				for ( var p = 0; p < painted; p++ )
				{
					var index = reader.Stream.Read<ushort>();
					var height = reader.Stream.Read<float>();
					var packed = reader.Stream.Read<uint>();

					if ( index < CellsPerChunk )
					{
						cells[index].Height = height;
						cells[index].Packed = packed;
					}
				}
			}
			else
			{
				for ( var i = 0; i < CellsPerChunk; i++ )
				{
					cells[i].Height = reader.Stream.Read<float>();
					cells[i].Packed = reader.Stream.Read<uint>();
				}
			}

			_chunks[coord] = cells;
		}

		Revision++;
	}
}
redsnail.floratool / .obj/__compiler_extra.cs
Game library
global using static Sandbox.Internal.GlobalGameNamespace;
global using Microsoft.AspNetCore.Components;
global using Microsoft.AspNetCore.Components.Rendering;
[assembly: global::System.Reflection.AssemblyMetadata( "AddonTitle", "Flora Tool" )]
[assembly: global::System.Reflection.AssemblyMetadata( "AddonIdent", "floratool" )]
[assembly: global::System.Reflection.AssemblyMetadata( "OrgIdent", "redsnail" )]
[assembly: global::System.Reflection.AssemblyMetadata( "Ident", "redsnail.floratool" )]
[assembly: global::System.Reflection.AssemblyMetadata( "EngineVersion", "28" )]
[assembly: global::System.Reflection.AssemblyMetadata( "EngineMinorVersion", "1" )]

[assembly: System.Runtime.Versioning.TargetFramework( ".NETCoreApp,Version=v9.0", FrameworkDisplayName = ".NET 9.0" )]
[assembly: global::System.Reflection.AssemblyMetadata( "CompileTime", "2026-08-20T14:01:50.2662074Z" )]
[assembly: global::System.Reflection.AssemblyVersion("0.0.121.0")]
[assembly: global::System.Reflection.AssemblyFileVersion("0.0.121.0")]
Debug: View Raw JSON Response
{
    "TotalCount": 12,
    "Files": [
        {
            "Ident": "redsnail.floratool",
            "Path": "FloraRenderer.cs",
            "FileName": "FloraRenderer.cs",
            "PackageType": "library",
            "CodeKind": "Game",
            "AssetVersionId": 343456,
            "Code": "using System;\nusing System.Collections.Generic;\nusing Sandbox;\n\nnamespace RedSnail.FloraTool;\n\n/// <summary>\n/// Renders painted flora. Coverage is stored per chunk and instances are regenerated from it plus\n/// <see cref=\"Seed\"/>, so the scene file holds a density map rather than a transform per tree - the\n/// difference between a few megabytes and something a repository will refuse.\n///\n/// Chunks become scene objects only within the definition's stream radius. Scene objects rather than\n/// a hand-rolled instanced draw because they take part in every pass the engine runs: the depth\n/// prepass, the shadow cascades, and per-object LOD using the model's own compiled distances.\n/// Standard instancing still batches them into few draw calls.\n/// </summary>\n[Icon( \"park\" ), Group( \"Flora\" ), Title( \"Flora Renderer\" )]\npublic sealed partial class FloraRenderer : Component, Component.ExecuteInEditor, Component.DontExecuteOnServer\n{\n\t/// <summary>A chunk's generated instances and the scene objects currently standing for them.</summary>\n\tprivate sealed class LiveChunk\n\t{\n\t\tpublic List<FloraGenerator.Instance> Instances = [];\n\t\tpublic List<SceneObject> SceneObjects = [];\n\n\t\t/// <summary>\n\t\t/// Whether this chunk is currently allowed to cast. Tracked so the flags are only touched\n\t\t/// when a chunk crosses the shadow boundary, rather than every object every frame.\n\t\t/// </summary>\n\t\tpublic bool ShadowsEnabled = true;\n\t}\n\n\t[Property, Group( \"General\" )]\n\tpublic FloraDefinition Definition { get; set; }\n\n\t/// <summary>\n\t/// Decides exactly where each instance lands within the painted coverage. Change it to reshuffle\n\t/// a whole forest without repainting; keep it fixed and the same trees stand in the same places\n\t/// every run, on every machine.\n\t/// </summary>\n\t[Property, Group( \"General\" )]\n\tpublic int Seed\n\t{\n\t\tget => field;\n\t\tset\n\t\t{\n\t\t\tif ( field == value ) return;\n\t\t\tfield = value;\n\t\t\tMarkDirty();\n\t\t}\n\t}\n\n\t/// <summary>Painted coverage. Serialized as a binary blob, not JSON.</summary>\n\t[Property, Hide]\n\tpublic FloraStorage Storage { get; set; } = new();\n\n\tprivate readonly Dictionary<FloraStorage.ChunkCoord, LiveChunk> _live = [];\n\tprivate readonly List<FloraStorage.ChunkCoord> _wantedChunks = [];\n\tprivate readonly List<FloraStorage.ChunkCoord> _staleChunks = [];\n\n\t// Reused across chunk builds so streaming doesn't allocate a fresh list per chunk.\n\tprivate readonly List<FloraGenerator.Instance> _scratchInstances = [];\n\n\tprivate int _builtRevision = -1;\n\tprivate Vector3 _lastStreamOrigin;\n\tprivate bool _hasStreamOrigin;\n\n\t/// <summary>\n\t/// Restreaming walks every painted chunk, so it only happens once the viewer has moved far enough\n\t/// for the answer to have changed. A fraction of a chunk keeps the boundary from thrashing.\n\t/// </summary>\n\tprivate const float StreamRefreshDistance = FloraStorage.ChunkSize * 0.25f;\n\n\tprotected override void OnEnabled()\n\t{\n\t\tStorage ??= new FloraStorage();\n\n\t\t// Scene objects were deleted on disable, so a matching revision would leave us thinking the\n\t\t// world is already built when nothing is in it.\n\t\t_builtRevision = -1;\n\t\t_hasStreamOrigin = false;\n\t}\n\n\tprotected override void OnDisabled()\n\t{\n\t\tReleaseAllChunks();\n\t\tReleaseCollision();\n\n\t\t_builtRevision = -1;\n\t\t_hasStreamOrigin = false;\n\t}\n\n\tprotected override void OnUpdate()\n\t{\n\t\tvar viewer = GetViewerPosition();\n\t\tif ( !viewer.HasValue )\n\t\t\treturn;\n\n\t\tUpdateStreaming( viewer.Value );\n\t\tUpdateCollision( viewer.Value );\n\t}\n\n\t/// <summary>\n\t/// What streaming follows. While editing that is the viewport camera, so flora appears around\n\t/// what you are looking at rather than wherever the game camera is parked.\n\t/// </summary>\n\tprivate Vector3? GetViewerPosition()\n\t{\n\t\tif ( Scene.IsEditor )\n\t\t{\n\t\t\tvar editorCamera = Application.Editor?.Camera;\n\t\t\tif ( editorCamera.IsValid() )\n\t\t\t\treturn editorCamera.WorldPosition;\n\t\t}\n\n\t\treturn Scene.Camera.IsValid() ? Scene.Camera.WorldPosition : null;\n\t}\n\n\tprivate void UpdateStreaming( Vector3 origin )\n\t{\n\t\tif ( Storage is null || !Definition.IsValid() )\n\t\t{\n\t\t\tReleaseAllChunks();\n\t\t\treturn;\n\t\t}\n\n\t\t// Painting or reseeding invalidates everything regardless of whether the viewer moved.\n\t\tvar dirty = _builtRevision != Storage.Revision;\n\n\t\tif ( !dirty && _hasStreamOrigin && origin.Distance( _lastStreamOrigin ) < StreamRefreshDistance )\n\t\t\treturn;\n\n\t\tif ( dirty )\n\t\t{\n\t\t\tReleaseAllChunks();\n\t\t\t_builtRevision = Storage.Revision;\n\t\t}\n\n\t\t_lastStreamOrigin = origin;\n\t\t_hasStreamOrigin = true;\n\n\t\tGatherWantedChunks( origin );\n\t\tSyncChunks( origin );\n\t}\n\n\tprivate void GatherWantedChunks( Vector3 origin )\n\t{\n\t\t_wantedChunks.Clear();\n\n\t\t// A chunk's near corner can be in range while its centre is not, hence the circumradius.\n\t\tvar radius = Definition.StreamRadius + FloraStorage.ChunkSize * 0.7072f;\n\t\tvar radiusSquared = radius * radius;\n\n\t\tforeach ( var (coord, _) in Storage.Chunks )\n\t\t{\n\t\t\tvar center = FloraStorage.ChunkCenter( coord );\n\n\t\t\tvar dx = center.x - origin.x;\n\t\t\tvar dy = center.y - origin.y;\n\n\t\t\tif ( dx * dx + dy * dy > radiusSquared )\n\t\t\t\tcontinue;\n\n\t\t\t_wantedChunks.Add( coord );\n\t\t}\n\t}\n\n\tprivate void SyncChunks( Vector3 origin )\n\t{\n\t\t_staleChunks.Clear();\n\n\t\tforeach ( var (coord, _) in _live )\n\t\t{\n\t\t\tif ( !_wantedChunks.Contains( coord ) )\n\t\t\t\t_staleChunks.Add( coord );\n\t\t}\n\n\t\tforeach ( var coord in _staleChunks )\n\t\t\tReleaseChunk( coord );\n\n\t\tforeach ( var coord in _wantedChunks )\n\t\t{\n\t\t\tif ( _live.ContainsKey( coord ) )\n\t\t\t\tcontinue;\n\n\t\t\tBuildChunk( coord, origin );\n\t\t}\n\n\t\tUpdateChunkShadows( origin );\n\t}\n\n\t/// <summary>\n\t/// Turns shadow casting off for chunks past the shadow distance. Evaluated per chunk rather than\n\t/// per instance, and only written when a chunk actually crosses the boundary, so a stationary\n\t/// camera costs nothing here.\n\t/// </summary>\n\tprivate void UpdateChunkShadows( Vector3 origin )\n\t{\n\t\tforeach ( var (coord, chunk) in _live )\n\t\t{\n\t\t\tvar wanted = ChunkCastsShadows( coord, origin );\n\t\t\tif ( wanted == chunk.ShadowsEnabled )\n\t\t\t\tcontinue;\n\n\t\t\tchunk.ShadowsEnabled = wanted;\n\t\t\tApplyChunkShadows( chunk );\n\t\t}\n\t}\n\n\tprivate bool ChunkCastsShadows( FloraStorage.ChunkCoord coord, Vector3 origin )\n\t{\n\t\tvar distance = Definition.ShadowDistance;\n\t\tif ( distance <= 0.0f )\n\t\t\treturn true;\n\n\t\t// Measured to the chunk's near edge via its circumradius, so a chunk is only cut off once all\n\t\t// of it is beyond the limit.\n\t\tvar limit = distance + FloraStorage.ChunkSize * 0.7072f;\n\n\t\tvar center = FloraStorage.ChunkCenter( coord );\n\t\tvar dx = center.x - origin.x;\n\t\tvar dy = center.y - origin.y;\n\n\t\treturn dx * dx + dy * dy <= limit * limit;\n\t}\n\n\t/// <summary>\n\t/// The per-entry CastShadows setting is the ceiling - distance can only ever take shadows away,\n\t/// never grant them to an entry the artist turned them off for.\n\t/// </summary>\n\tprivate void ApplyChunkShadows( LiveChunk chunk )\n\t{\n\t\tfor ( var i = 0; i < chunk.SceneObjects.Count && i < chunk.Instances.Count; i++ )\n\t\t{\n\t\t\tvar sceneObject = chunk.SceneObjects[i];\n\t\t\tif ( !sceneObject.IsValid() )\n\t\t\t\tcontinue;\n\n\t\t\tvar entry = Definition.GetEntry( chunk.Instances[i].EntryIndex );\n\t\t\tsceneObject.Flags.CastShadows = chunk.ShadowsEnabled && entry?.CastShadows is true;\n\t\t}\n\t}\n\n\tprivate void BuildChunk( FloraStorage.ChunkCoord coord, Vector3 origin )\n\t{\n\t\tif ( !Storage.Chunks.TryGetValue( coord, out var cells ) )\n\t\t\treturn;\n\n\t\tvar world = Scene.SceneWorld;\n\t\tif ( !world.IsValid() )\n\t\t\treturn;\n\n\t\tvar chunk = new LiveChunk();\n\t\tchunk.ShadowsEnabled = ChunkCastsShadows( coord, origin );\n\n\t\t_scratchInstances.Clear();\n\t\tFloraGenerator.GenerateChunk( coord, cells, Definition, Seed, _scratchInstances );\n\n\t\t// Instances and scene objects are kept strictly parallel - anything whose entry no longer\n\t\t// resolves is dropped from both. Skipping only the scene object would slide the two lists out\n\t\t// of step, and the shadow and collision paths index one by the other.\n\t\tfor ( var i = 0; i < _scratchInstances.Count; i++ )\n\t\t{\n\t\t\tvar instance = _scratchInstances[i];\n\n\t\t\tvar entry = Definition.GetEntry( instance.EntryIndex );\n\t\t\tif ( entry is null )\n\t\t\t\tcontinue;\n\n\t\t\tvar sceneObject = new SceneObject( world, entry.Model, instance.ToTransform() );\n\t\t\tsceneObject.Flags.CastShadows = chunk.ShadowsEnabled && entry.CastShadows;\n\n\t\t\tchunk.Instances.Add( instance );\n\t\t\tchunk.SceneObjects.Add( sceneObject );\n\t\t}\n\n\t\t_live[coord] = chunk;\n\t}\n\n\tprivate void ReleaseChunk( FloraStorage.ChunkCoord coord )\n\t{\n\t\tif ( !_live.Remove( coord, out var chunk ) )\n\t\t\treturn;\n\n\t\tforeach ( var sceneObject in chunk.SceneObjects )\n\t\t{\n\t\t\tif ( sceneObject.IsValid() )\n\t\t\t\tsceneObject.Delete();\n\t\t}\n\n\t\tchunk.SceneObjects.Clear();\n\t\tchunk.Instances.Clear();\n\t}\n\n\tprivate void ReleaseAllChunks()\n\t{\n\t\tforeach ( var (_, chunk) in _live )\n\t\t{\n\t\t\tforeach ( var sceneObject in chunk.SceneObjects )\n\t\t\t{\n\t\t\t\tif ( sceneObject.IsValid() )\n\t\t\t\t\tsceneObject.Delete();\n\t\t\t}\n\t\t}\n\n\t\t_live.Clear();\n\t\t_wantedChunks.Clear();\n\t\t_staleChunks.Clear();\n\t}\n\n\t/// <summary>\n\t/// Called by the editor tool after painting, so the next frame regenerates. Also fires when the\n\t/// seed changes.\n\t/// </summary>\n\tpublic void MarkDirty()\n\t{\n\t\t_builtRevision = -1;\n\t\t_hasStreamOrigin = false;\n\t}\n\n\t/// <summary>Total instances currently streamed in. Useful when tuning density and stream radius.</summary>\n\tpublic int LiveInstanceCount\n\t{\n\t\tget\n\t\t{\n\t\t\tvar count = 0;\n\t\t\tforeach ( var (_, chunk) in _live )\n\t\t\t\tcount += chunk.SceneObjects.Count;\n\t\t\treturn count;\n\t\t}\n\t}\n\n\tprotected override void DrawGizmos()\n\t{\n\t\tif ( !Gizmo.IsSelected || Storage is null || Storage.ChunkCount == 0 )\n\t\t\treturn;\n\n\t\tGizmo.Draw.Color = Color.Green.WithAlpha( 0.25f );\n\n\t\tforeach ( var (coord, _) in Storage.Chunks )\n\t\t{\n\t\t\tvar origin = FloraStorage.ChunkOrigin( coord );\n\n\t\t\tvar mins = WorldTransform.PointToLocal( new Vector3( origin.x, origin.y, 0 ) );\n\t\t\tvar maxs = WorldTransform.PointToLocal( new Vector3(\n\t\t\t\torigin.x + FloraStorage.ChunkSize, origin.y + FloraStorage.ChunkSize, 0 ) );\n\n\t\t\tGizmo.Draw.LineBBox( new BBox( mins, maxs ) );\n\t\t}\n\t}\n}\n"
        },
        {
            "Ident": "redsnail.floratool",
            "Path": "Code/FloraDefinition.cs",
            "FileName": "FloraDefinition.cs",
            "PackageType": "library",
            "CodeKind": "Game",
            "AssetVersionId": 343456,
            "Code": "using System;\nusing System.Collections.Generic;\nusing Sandbox;\n\nnamespace RedSnail.FloraTool;\n\n/// <summary>\n/// One kind of flora the brush can plant. Weight decides how often it comes up relative to the\n/// other entries in the definition.\n/// </summary>\npublic sealed class FloraEntry\n{\n\t[Property]\n\tpublic Model Model { get; set; }\n\n\t/// <summary>Relative chance of this entry being picked. Zero excludes it without deleting it.</summary>\n\t[Property, Range( 0, 10 )]\n\tpublic float Weight { get; set; } = 1.0f;\n\n\t[Property]\n\tpublic RangedFloat Scale { get; set; } = new( 0.85f, 1.25f );\n\n\t/// <summary>Random spin about the vertical axis, so repeated instances don't read as clones.</summary>\n\t[Property]\n\tpublic bool RandomYaw { get; set; } = true;\n\n\t/// <summary>\n\t/// Tilts the instance toward the surface normal. Right for rocks and bushes, usually wrong for\n\t/// trees - a trunk growing perpendicular to a hillside looks broken.\n\t/// </summary>\n\t[Property, Range( 0, 1 )]\n\tpublic float AlignToNormal { get; set; } = 0.0f;\n\n\t/// <summary>Random lean away from vertical, in degrees. A little goes a long way on trees.</summary>\n\t[Property, Range( 0, 45 )]\n\tpublic float RandomTilt { get; set; } = 0.0f;\n\n\t/// <summary>Sinks the instance into the ground, hiding the seam where the base meets the surface.</summary>\n\t[Property, Range( 0, 64 )]\n\tpublic float SinkDepth { get; set; } = 0.0f;\n\n\t/// <summary>\n\t/// Gives this entry real collision. Colliders are only created near the player, so this is about\n\t/// whether the flora is solid at all - not about paying for every painted instance at once.\n\t/// </summary>\n\t[Property, Group( \"Physics\" )]\n\tpublic bool EnablePhysics { get; set; } = true;\n\n\t[Property, Group( \"Rendering\" )]\n\tpublic bool CastShadows { get; set; } = true;\n\n\tpublic bool HasModel => Model is not null && !string.IsNullOrEmpty( Model.ResourcePath );\n}\n\n/// <summary>\n/// A palette of flora plus the rules used when painting it. Shared by every\n/// <see cref=\"FloraRenderer\"/> that references it, so a whole world can be retuned from one asset.\n/// </summary>\n[AssetType( Name = \"Flora Definition\", Extension = \"floradef\", Category = \"Flora\" )]\npublic sealed class FloraDefinition : GameResource\n{\n\t[Property]\n\tpublic List<FloraEntry> Entries { get; set; } = [];\n\n\t/// <summary>\n\t/// Instances a fully painted cell can hold. Coverage scales this, so it sets the ceiling on how\n\t/// tightly flora can pack - raise it for undergrowth, leave it low for trees.\n\t/// </summary>\n\t[Property, Group( \"Painting\" ), Range( 1, 16 )]\n\tpublic int MaxPerCell { get; set; } = 2;\n\n\t/// <summary>Minimum ground normal Z. Steeper than this and nothing plants, so cliffs stay bare.</summary>\n\t[Property, Group( \"Painting\" ), Range( 0, 1 )]\n\tpublic float SlopeLimit { get; set; } = 0.6f;\n\n\t/// <summary>\n\t/// Radius around the viewer within which chunks are turned into scene objects. Chunks beyond it\n\t/// keep their painted coverage but cost nothing to render.\n\t/// </summary>\n\t[Property, Group( \"Streaming\" ), Range( 2000, 100000 )]\n\tpublic float StreamRadius { get; set; } = 25000.0f;\n\n\t/// <summary>\n\t/// Distance past which flora stops casting shadows. Shadow cascades ignore the view frustum, so\n\t/// distant trees are rendered into them whichever way the camera faces - dropping them is one of\n\t/// the few savings that applies even when you are looking away.\n\t///\n\t/// Set it too low and you will see shadows wink out as chunks cross the boundary, most obviously\n\t/// under a low sun where far geometry casts long shadows into view. Zero disables the cutoff.\n\t/// </summary>\n\t[Property, Group( \"Streaming\" ), Range( 0, 50000 )]\n\tpublic float ShadowDistance { get; set; } = 10000.0f;\n\n\t/// <summary>\n\t/// Radius around the viewer within which entries flagged <see cref=\"FloraEntry.EnablePhysics\"/>\n\t/// get real colliders. Keep it just past where the player can reach.\n\t/// </summary>\n\t[Property, Group( \"Physics\" ), Range( 256, 20000 )]\n\tpublic float CollisionRadius { get; set; } = 4000.0f;\n\n\t/// <summary>\n\t/// The entry at an index, or null when the index no longer resolves - entries can be removed\n\t/// after coverage has already been painted naming them.\n\t/// </summary>\n\tpublic FloraEntry GetEntry( int index )\n\t{\n\t\tif ( Entries is null || index < 0 || index >= Entries.Count )\n\t\t\treturn null;\n\n\t\tvar entry = Entries[index];\n\t\treturn entry?.HasModel is true ? entry : null;\n\t}\n}\n"
        },
        {
            "Ident": "redsnail.floratool",
            "Path": "Code/FloraStorage.cs",
            "FileName": "FloraStorage.cs",
            "PackageType": "library",
            "CodeKind": "Game",
            "AssetVersionId": 343456,
            "Code": "using System;\nusing System.Collections.Generic;\nusing Sandbox;\n\nnamespace RedSnail.FloraTool;\n\n/// <summary>\n/// Painted flora coverage, stored as a sparse chunked grid of density samples rather than one\n/// transform per tree. Instances are regenerated from this plus a seed, so a forest of a hundred\n/// thousand trees costs a few megabytes instead of tens - which matters because the scene sidecar\n/// has to survive being committed to a repository.\n///\n/// The trade is that positions are derived, not authored: painting decides where flora *can* grow\n/// and how densely, and the seed decides exactly where each trunk lands.\n/// </summary>\npublic sealed class FloraStorage : BlobData\n{\n\tpublic override int Version => 1;\n\n\t/// <summary>Cells along one edge of a chunk.</summary>\n\tpublic const int ChunkResolution = 32;\n\n\t/// <summary>\n\t/// World size of one density cell. Roughly a tree's footprint - each cell holds at most a\n\t/// handful of instances, so this is what bounds how tightly flora can pack.\n\t/// Changing it invalidates every painted scene, so it is a constant rather than a setting.\n\t/// </summary>\n\tpublic const float CellSize = 256.0f;\n\n\tpublic const float ChunkSize = ChunkResolution * CellSize;\n\n\tpublic const int CellsPerChunk = ChunkResolution * ChunkResolution;\n\n\t/// <summary>\n\t/// One coverage sample. Height and normal are baked at paint time so flora sits on whatever\n\t/// geometry was there, without the renderer having to trace anything at load.\n\t/// </summary>\n\tpublic struct Cell\n\t{\n\t\tpublic float Height;\n\n\t\t/// <summary>density (0-7) | normal.x (8-15) | normal.y (16-23) | entry index (24-31)</summary>\n\t\tpublic uint Packed;\n\n\t\tpublic readonly float Density => (Packed & 0xFF) / 255.0f;\n\n\t\t/// <summary>Index into the definition's entry list. 0xFF means \"pick one by weight\".</summary>\n\t\tpublic readonly int EntryIndex => (int)((Packed >> 24) & 0xFF);\n\n\t\tpublic readonly Vector3 Normal\n\t\t{\n\t\t\tget\n\t\t\t{\n\t\t\t\tvar x = ((Packed >> 8) & 0xFF) / 127.5f - 1.0f;\n\t\t\t\tvar y = ((Packed >> 16) & 0xFF) / 127.5f - 1.0f;\n\t\t\t\tvar z = MathF.Sqrt( Math.Clamp( 1.0f - x * x - y * y, 0.0f, 1.0f ) );\n\t\t\t\treturn new Vector3( x, y, z );\n\t\t\t}\n\t\t}\n\n\t\tpublic static uint Pack( float density, Vector3 normal, int entryIndex )\n\t\t{\n\t\t\tvar d = (uint)Math.Clamp( density * 255.0f + 0.5f, 0.0f, 255.0f );\n\t\t\tvar nx = (uint)Math.Clamp( (normal.x + 1.0f) * 127.5f + 0.5f, 0.0f, 255.0f );\n\t\t\tvar ny = (uint)Math.Clamp( (normal.y + 1.0f) * 127.5f + 0.5f, 0.0f, 255.0f );\n\t\t\tvar e = (uint)Math.Clamp( entryIndex, 0, 255 );\n\n\t\t\treturn d | (nx << 8) | (ny << 16) | (e << 24);\n\t\t}\n\t}\n\n\tpublic readonly record struct ChunkCoord( int X, int Y );\n\n\tprivate readonly Dictionary<ChunkCoord, Cell[]> _chunks = [];\n\n\t/// <summary>Bumped on every mutation so the renderer knows to regenerate.</summary>\n\tpublic int Revision { get; private set; }\n\n\tpublic int ChunkCount => _chunks.Count;\n\n\tpublic IReadOnlyDictionary<ChunkCoord, Cell[]> Chunks => _chunks;\n\n\tpublic static ChunkCoord WorldToChunk( Vector3 world ) => new(\n\t\t(int)MathF.Floor( world.x / ChunkSize ),\n\t\t(int)MathF.Floor( world.y / ChunkSize ) );\n\n\tpublic static Vector2 ChunkOrigin( ChunkCoord coord ) => new( coord.X * ChunkSize, coord.Y * ChunkSize );\n\n\tpublic static Vector3 ChunkCenter( ChunkCoord coord, float height = 0.0f )\n\t{\n\t\tvar origin = ChunkOrigin( coord );\n\t\treturn new Vector3( origin.x + ChunkSize * 0.5f, origin.y + ChunkSize * 0.5f, height );\n\t}\n\n\tprivate static int WorldToCell( float world ) => (int)MathF.Floor( world / CellSize );\n\n\tprivate static int FloorDiv( int a, int b ) => a >= 0 ? a / b : ~(~a / b);\n\n\tprivate static int Mod( int a, int b )\n\t{\n\t\tvar r = a % b;\n\t\treturn r < 0 ? r + b : r;\n\t}\n\n\t/// <summary>\n\t/// Writes a coverage sample, baking the surface height and normal alongside it. Density of zero\n\t/// frees the sample.\n\t/// </summary>\n\tpublic void SetCell( float worldX, float worldY, float density, float height, Vector3 normal, int entryIndex )\n\t{\n\t\tvar cellX = WorldToCell( worldX );\n\t\tvar cellY = WorldToCell( worldY );\n\t\tvar coord = new ChunkCoord( FloorDiv( cellX, ChunkResolution ), FloorDiv( cellY, ChunkResolution ) );\n\n\t\tif ( !_chunks.TryGetValue( coord, out var cells ) )\n\t\t{\n\t\t\tif ( density <= 0.0f ) return;\n\n\t\t\tcells = new Cell[CellsPerChunk];\n\t\t\t_chunks[coord] = cells;\n\t\t}\n\n\t\tvar index = Mod( cellY, ChunkResolution ) * ChunkResolution + Mod( cellX, ChunkResolution );\n\t\tcells[index] = new Cell { Height = height, Packed = Cell.Pack( density, normal, entryIndex ) };\n\n\t\tRevision++;\n\t}\n\n\tpublic Cell GetCell( float worldX, float worldY )\n\t{\n\t\tvar cellX = WorldToCell( worldX );\n\t\tvar cellY = WorldToCell( worldY );\n\t\tvar coord = new ChunkCoord( FloorDiv( cellX, ChunkResolution ), FloorDiv( cellY, ChunkResolution ) );\n\n\t\tif ( !_chunks.TryGetValue( coord, out var cells ) )\n\t\t\treturn default;\n\n\t\treturn cells[Mod( cellY, ChunkResolution ) * ChunkResolution + Mod( cellX, ChunkResolution )];\n\t}\n\n\t/// <summary>Reduces coverage in a radius, removing samples that reach zero.</summary>\n\tpublic void Erase( Vector3 center, float radius, float strength )\n\t{\n\t\tvar radiusSquared = radius * radius;\n\n\t\tvar minCellX = WorldToCell( center.x - radius );\n\t\tvar maxCellX = WorldToCell( center.x + radius );\n\t\tvar minCellY = WorldToCell( center.y - radius );\n\t\tvar maxCellY = WorldToCell( center.y + radius );\n\n\t\tvar changed = false;\n\n\t\tfor ( var cy = minCellY; cy <= maxCellY; cy++ )\n\t\t{\n\t\t\tfor ( var cx = minCellX; cx <= maxCellX; cx++ )\n\t\t\t{\n\t\t\t\tvar coord = new ChunkCoord( FloorDiv( cx, ChunkResolution ), FloorDiv( cy, ChunkResolution ) );\n\t\t\t\tif ( !_chunks.TryGetValue( coord, out var cells ) )\n\t\t\t\t\tcontinue;\n\n\t\t\t\tvar wx = (cx + 0.5f) * CellSize;\n\t\t\t\tvar wy = (cy + 0.5f) * CellSize;\n\t\t\t\tvar dx = wx - center.x;\n\t\t\t\tvar dy = wy - center.y;\n\n\t\t\t\tif ( dx * dx + dy * dy > radiusSquared )\n\t\t\t\t\tcontinue;\n\n\t\t\t\tvar index = Mod( cy, ChunkResolution ) * ChunkResolution + Mod( cx, ChunkResolution );\n\t\t\t\tref var cell = ref cells[index];\n\n\t\t\t\tif ( (cell.Packed & 0xFF) == 0 )\n\t\t\t\t\tcontinue;\n\n\t\t\t\tvar density = Math.Max( cell.Density - strength, 0.0f );\n\t\t\t\tcell.Packed = density <= 0.0f\n\t\t\t\t\t? 0u\n\t\t\t\t\t: Cell.Pack( density, cell.Normal, cell.EntryIndex );\n\n\t\t\t\tchanged = true;\n\t\t\t}\n\t\t}\n\n\t\tif ( !changed )\n\t\t\treturn;\n\n\t\tPruneEmptyChunks();\n\t\tRevision++;\n\t}\n\n\tpublic void ClearAll()\n\t{\n\t\tif ( _chunks.Count == 0 ) return;\n\n\t\t_chunks.Clear();\n\t\tRevision++;\n\t}\n\n\tprivate void PruneEmptyChunks()\n\t{\n\t\tList<ChunkCoord> empty = null;\n\n\t\tforeach ( var (coord, cells) in _chunks )\n\t\t{\n\t\t\tvar used = false;\n\t\t\tfor ( var i = 0; i < cells.Length; i++ )\n\t\t\t{\n\t\t\t\tif ( (cells[i].Packed & 0xFF) != 0 ) { used = true; break; }\n\t\t\t}\n\n\t\t\tif ( !used )\n\t\t\t{\n\t\t\t\tempty ??= [];\n\t\t\t\tempty.Add( coord );\n\t\t\t}\n\t\t}\n\n\t\tif ( empty is null ) return;\n\n\t\tforeach ( var coord in empty )\n\t\t\t_chunks.Remove( coord );\n\t}\n\n\t/// <summary>\n\t/// Writes only the painted cells. Storing them densely cost 8KB per chunk however little of it\n\t/// was painted, and a brush stroke across a landscape touches a lot of chunks.\n\t///\n\t/// Each painted cell costs 2 bytes more than it did dense (its index), so a chunk past about 80%\n\t/// coverage is cheaper stored densely. Both layouts are written and each chunk says which it used.\n\t/// </summary>\n\tpublic override void Serialize( ref Writer writer )\n\t{\n\t\twriter.Stream.Write( _chunks.Count );\n\n\t\tforeach ( var (coord, cells) in _chunks )\n\t\t{\n\t\t\twriter.Stream.Write( coord.X );\n\t\t\twriter.Stream.Write( coord.Y );\n\n\t\t\tvar painted = 0;\n\t\t\tfor ( var i = 0; i < CellsPerChunk; i++ )\n\t\t\t{\n\t\t\t\tif ( (cells[i].Packed & 0xFF) != 0 ) painted++;\n\t\t\t}\n\n\t\t\tvar sparse = painted * 10 < CellsPerChunk * 8;\n\t\t\twriter.Stream.Write( sparse );\n\n\t\t\tif ( !sparse )\n\t\t\t{\n\t\t\t\tfor ( var i = 0; i < CellsPerChunk; i++ )\n\t\t\t\t{\n\t\t\t\t\twriter.Stream.Write( cells[i].Height );\n\t\t\t\t\twriter.Stream.Write( cells[i].Packed );\n\t\t\t\t}\n\n\t\t\t\tcontinue;\n\t\t\t}\n\n\t\t\twriter.Stream.Write( painted );\n\n\t\t\tfor ( var i = 0; i < CellsPerChunk; i++ )\n\t\t\t{\n\t\t\t\tif ( (cells[i].Packed & 0xFF) == 0 )\n\t\t\t\t\tcontinue;\n\n\t\t\t\twriter.Stream.Write( (ushort)i );\n\t\t\t\twriter.Stream.Write( cells[i].Height );\n\t\t\t\twriter.Stream.Write( cells[i].Packed );\n\t\t\t}\n\t\t}\n\t}\n\n\tpublic override void Deserialize( ref Reader reader )\n\t{\n\t\t_chunks.Clear();\n\n\t\tvar chunkCount = reader.Stream.Read<int>();\n\n\t\tfor ( var c = 0; c < chunkCount; c++ )\n\t\t{\n\t\t\tvar coord = new ChunkCoord( reader.Stream.Read<int>(), reader.Stream.Read<int>() );\n\t\t\tvar cells = new Cell[CellsPerChunk];\n\n\t\t\tif ( reader.Stream.Read<bool>() )\n\t\t\t{\n\t\t\t\tvar painted = reader.Stream.Read<int>();\n\n\t\t\t\tfor ( var p = 0; p < painted; p++ )\n\t\t\t\t{\n\t\t\t\t\tvar index = reader.Stream.Read<ushort>();\n\t\t\t\t\tvar height = reader.Stream.Read<float>();\n\t\t\t\t\tvar packed = reader.Stream.Read<uint>();\n\n\t\t\t\t\tif ( index < CellsPerChunk )\n\t\t\t\t\t{\n\t\t\t\t\t\tcells[index].Height = height;\n\t\t\t\t\t\tcells[index].Packed = packed;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tfor ( var i = 0; i < CellsPerChunk; i++ )\n\t\t\t\t{\n\t\t\t\t\tcells[i].Height = reader.Stream.Read<float>();\n\t\t\t\t\tcells[i].Packed = reader.Stream.Read<uint>();\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t_chunks[coord] = cells;\n\t\t}\n\n\t\tRevision++;\n\t}\n}\n"
        },
        {
            "Ident": "redsnail.floratool",
            "Path": "Code/FloraRenderer.Collision.cs",
            "FileName": "FloraRenderer.Collision.cs",
            "PackageType": "library",
            "CodeKind": "Game",
            "AssetVersionId": 343456,
            "Code": "using System;\nusing System.Collections.Generic;\nusing Sandbox;\n\nnamespace RedSnail.FloraTool;\n\n/// <summary>\n/// Collision for painted flora. Instances only exist as scene objects, so nothing is solid until a\n/// collider is made for it - and those are made only for instances near the viewer and recycled as\n/// it moves, keeping physics cost tied to what is reachable rather than to the whole forest.\n/// </summary>\npublic sealed partial class FloraRenderer\n{\n\tprivate readonly record struct CollisionKey( FloraStorage.ChunkCoord Chunk, int Index );\n\n\tprivate readonly Dictionary<CollisionKey, GameObject> _colliders = [];\n\n\t// A set rather than a list: SyncColliders tests every live collider against it, so a linear scan\n\t// there would be quadratic once a few hundred are in range.\n\tprivate readonly HashSet<CollisionKey> _wantedColliders = [];\n\tprivate readonly List<CollisionKey> _staleColliders = [];\n\n\tprivate GameObject _collisionRoot;\n\tprivate Vector3 _lastCollisionOrigin;\n\tprivate bool _hasCollisionOrigin;\n\tprivate int _collisionRevision = -1;\n\n\t/// <summary>\n\t/// Rebuilding walks every streamed instance, so it only happens once the viewer has moved far\n\t/// enough for the answer to have changed.\n\t/// </summary>\n\tprivate const float CollisionRefreshDistance = 256.0f;\n\n\tprivate void UpdateCollision( Vector3 origin )\n\t{\n\t\tif ( !Definition.IsValid() || Definition.CollisionRadius <= 0.0f )\n\t\t{\n\t\t\tReleaseCollision();\n\t\t\treturn;\n\t\t}\n\n\t\tvar storageChanged = Storage is null || _collisionRevision != Storage.Revision;\n\n\t\tif ( !storageChanged && _hasCollisionOrigin &&\n\t\t\t origin.Distance( _lastCollisionOrigin ) < CollisionRefreshDistance )\n\t\t\treturn;\n\n\t\t_collisionRevision = Storage?.Revision ?? -1;\n\t\t_lastCollisionOrigin = origin;\n\t\t_hasCollisionOrigin = true;\n\n\t\tGatherWantedColliders( origin );\n\t\tSyncColliders();\n\t}\n\n\t/// <summary>\n\t/// Only streamed chunks are considered. Collision radius should sit well inside the stream radius\n\t/// anyway, so anything outside it has no business being solid.\n\t/// </summary>\n\tprivate void GatherWantedColliders( Vector3 origin )\n\t{\n\t\t_wantedColliders.Clear();\n\n\t\tvar radiusSquared = Definition.CollisionRadius * Definition.CollisionRadius;\n\n\t\tforeach ( var (coord, chunk) in _live )\n\t\t{\n\t\t\tfor ( var i = 0; i < chunk.Instances.Count; i++ )\n\t\t\t{\n\t\t\t\tvar instance = chunk.Instances[i];\n\n\t\t\t\tif ( instance.Position.DistanceSquared( origin ) > radiusSquared )\n\t\t\t\t\tcontinue;\n\n\t\t\t\tvar entry = Definition.GetEntry( instance.EntryIndex );\n\t\t\t\tif ( entry?.EnablePhysics is not true )\n\t\t\t\t\tcontinue;\n\n\t\t\t\t_wantedColliders.Add( new CollisionKey( coord, i ) );\n\t\t\t}\n\t\t}\n\t}\n\n\tprivate void SyncColliders()\n\t{\n\t\t// Drop what fell out of range first, so those objects are free to be reused this same frame.\n\t\t_staleColliders.Clear();\n\n\t\tforeach ( var (key, gameObject) in _colliders )\n\t\t{\n\t\t\tif ( gameObject.IsValid() && _wantedColliders.Contains( key ) )\n\t\t\t\tcontinue;\n\n\t\t\t_staleColliders.Add( key );\n\t\t}\n\n\t\tforeach ( var key in _staleColliders )\n\t\t{\n\t\t\tif ( _colliders.Remove( key, out var gameObject ) && gameObject.IsValid() )\n\t\t\t\tgameObject.Destroy();\n\t\t}\n\n\t\tforeach ( var key in _wantedColliders )\n\t\t{\n\t\t\tif ( _colliders.ContainsKey( key ) )\n\t\t\t\tcontinue;\n\n\t\t\tvar gameObject = CreateCollider( key );\n\t\t\tif ( gameObject.IsValid() )\n\t\t\t\t_colliders[key] = gameObject;\n\t\t}\n\t}\n\n\tprivate GameObject CreateCollider( CollisionKey key )\n\t{\n\t\tif ( !_live.TryGetValue( key.Chunk, out var chunk ) )\n\t\t\treturn null;\n\n\t\tif ( key.Index < 0 || key.Index >= chunk.Instances.Count )\n\t\t\treturn null;\n\n\t\tvar instance = chunk.Instances[key.Index];\n\n\t\tvar entry = Definition.GetEntry( instance.EntryIndex );\n\t\tif ( entry is null )\n\t\t\treturn null;\n\n\t\tEnsureCollisionRoot();\n\n\t\tvar gameObject = new GameObject( true, \"FloraCollider\" )\n\t\t{\n\t\t\tParent = _collisionRoot,\n\t\t\tWorldTransform = instance.ToTransform(),\n\t\t};\n\n\t\t// Not saved with the scene and not shown in the hierarchy - these are transient physics\n\t\t// proxies for geometry that is regenerated from the seed anyway.\n\t\tgameObject.Flags |= GameObjectFlags.NotSaved | GameObjectFlags.Hidden;\n\n\t\tvar collider = gameObject.Components.Create<ModelCollider>();\n\t\tcollider.Model = entry.Model;\n\t\tcollider.Static = true;\n\n\t\treturn gameObject;\n\t}\n\n\tprivate void EnsureCollisionRoot()\n\t{\n\t\tif ( _collisionRoot.IsValid() )\n\t\t\treturn;\n\n\t\t_collisionRoot = new GameObject( true, \"Flora Colliders\" ) { Parent = GameObject };\n\t\t_collisionRoot.Flags |= GameObjectFlags.NotSaved | GameObjectFlags.Hidden;\n\t}\n\n\tprivate void ReleaseCollision()\n\t{\n\t\tforeach ( var (_, gameObject) in _colliders )\n\t\t{\n\t\t\tif ( gameObject.IsValid() )\n\t\t\t\tgameObject.Destroy();\n\t\t}\n\n\t\t_colliders.Clear();\n\t\t_wantedColliders.Clear();\n\t\t_staleColliders.Clear();\n\n\t\tif ( _collisionRoot.IsValid() )\n\t\t\t_collisionRoot.Destroy();\n\n\t\t_collisionRoot = null;\n\t\t_hasCollisionOrigin = false;\n\t\t_collisionRevision = -1;\n\t}\n}\n"
        },
        {
            "Ident": "redsnail.floratool",
            "Path": "FloraGenerator.cs",
            "FileName": "FloraGenerator.cs",
            "PackageType": "library",
            "CodeKind": "Game",
            "AssetVersionId": 343456,
            "Code": "using System;\nusing System.Collections.Generic;\nusing Sandbox;\n\nnamespace RedSnail.FloraTool;\n\n/// <summary>\n/// Turns painted coverage into concrete instances. Everything here is a pure function of the chunk\n/// coordinate, the cell contents and the seed - no state, no RNG object - so a chunk regenerates\n/// identically every run, on every machine, however many times it is streamed in and out.\n/// </summary>\npublic static class FloraGenerator\n{\n\tpublic readonly record struct Instance( int EntryIndex, Vector3 Position, Rotation Rotation, float Scale )\n\t{\n\t\tpublic readonly Transform ToTransform() => new( Position, Rotation, Scale );\n\t}\n\n\t/// <summary>\n\t/// Integer avalanche hash. Deterministic across runs and platforms, which the framework RNG is\n\t/// not guaranteed to be, and cheap enough to call several times per instance.\n\t/// </summary>\n\tprivate static uint Hash( uint x )\n\t{\n\t\tx ^= x >> 16;\n\t\tx *= 0x7feb352du;\n\t\tx ^= x >> 15;\n\t\tx *= 0x846ca68bu;\n\t\tx ^= x >> 16;\n\t\treturn x;\n\t}\n\n\tprivate static float HashFloat( uint x ) => Hash( x ) * (1.0f / 4294967296.0f);\n\n\t/// <summary>\n\t/// Generates every instance for one chunk, appending into <paramref name=\"results\"/>.\n\t/// </summary>\n\tpublic static void GenerateChunk( FloraStorage.ChunkCoord coord, FloraStorage.Cell[] cells,\n\t\tFloraDefinition definition, int seed, List<Instance> results )\n\t{\n\t\tif ( cells is null || definition is null )\n\t\t\treturn;\n\n\t\tvar origin = FloraStorage.ChunkOrigin( coord );\n\t\tvar maxPerCell = Math.Max( definition.MaxPerCell, 1 );\n\n\t\t// Mixing the chunk coordinate into the seed keeps neighbouring chunks from sharing a\n\t\t// sequence, which would otherwise show up as a visible repeating pattern across the world.\n\t\tvar chunkSeed = Hash( (uint)seed\n\t\t\t^ Hash( (uint)coord.X * 73856093u )\n\t\t\t^ Hash( (uint)coord.Y * 19349663u ) );\n\n\t\tfor ( var cellIndex = 0; cellIndex < cells.Length; cellIndex++ )\n\t\t{\n\t\t\tvar cell = cells[cellIndex];\n\n\t\t\tvar density = cell.Density;\n\t\t\tif ( density <= 0.0f )\n\t\t\t\tcontinue;\n\n\t\t\tif ( cell.Normal.z < definition.SlopeLimit )\n\t\t\t\tcontinue;\n\n\t\t\tvar cellSeed = Hash( chunkSeed ^ Hash( (uint)cellIndex * 0x9e3779b9u ) );\n\n\t\t\tvar cx = cellIndex % FloraStorage.ChunkResolution;\n\t\t\tvar cy = cellIndex / FloraStorage.ChunkResolution;\n\n\t\t\tvar cellMinX = origin.x + cx * FloraStorage.CellSize;\n\t\t\tvar cellMinY = origin.y + cy * FloraStorage.CellSize;\n\n\t\t\t// Fractional counts are resolved by a hash rather than rounding, so density reads as a\n\t\t\t// smooth thinning across a field instead of stepping between whole numbers per cell.\n\t\t\tvar exact = density * maxPerCell;\n\t\t\tvar count = (int)exact;\n\t\t\tif ( HashFloat( cellSeed ^ 0x1b56c4e9u ) < exact - count )\n\t\t\t\tcount++;\n\n\t\t\tfor ( var i = 0; i < count; i++ )\n\t\t\t{\n\t\t\t\tvar s = Hash( cellSeed + (uint)i * 0x85ebca6bu );\n\n\t\t\t\tvar entry = ResolveEntry( definition, cell.EntryIndex, s );\n\t\t\t\tif ( entry.Index < 0 )\n\t\t\t\t\tcontinue;\n\n\t\t\t\tresults.Add( BuildInstance( entry.Index, entry.Entry, cell, s, cellMinX, cellMinY ) );\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// A cell either names its entry - painted deliberately with one species selected - or defers to\n\t/// the definition's weights.\n\t/// </summary>\n\tprivate static (int Index, FloraEntry Entry) ResolveEntry( FloraDefinition definition, int cellEntryIndex, uint seed )\n\t{\n\t\tvar entries = definition.Entries;\n\t\tif ( entries is null || entries.Count == 0 )\n\t\t\treturn (-1, null);\n\n\t\tif ( cellEntryIndex < entries.Count )\n\t\t{\n\t\t\tvar named = entries[cellEntryIndex];\n\t\t\treturn named?.HasModel is true ? (cellEntryIndex, named) : (-1, null);\n\t\t}\n\n\t\tvar total = 0.0f;\n\t\tfor ( var i = 0; i < entries.Count; i++ )\n\t\t{\n\t\t\tif ( entries[i]?.HasModel is true && entries[i].Weight > 0.0f )\n\t\t\t\ttotal += entries[i].Weight;\n\t\t}\n\n\t\tif ( total <= 0.0f )\n\t\t\treturn (-1, null);\n\n\t\tvar pick = HashFloat( seed ^ 0x3c6ef372u ) * total;\n\n\t\tfor ( var i = 0; i < entries.Count; i++ )\n\t\t{\n\t\t\tvar entry = entries[i];\n\t\t\tif ( entry?.HasModel is not true || entry.Weight <= 0.0f )\n\t\t\t\tcontinue;\n\n\t\t\tpick -= entry.Weight;\n\t\t\tif ( pick <= 0.0f )\n\t\t\t\treturn (i, entry);\n\t\t}\n\n\t\treturn (-1, null);\n\t}\n\n\tprivate static Instance BuildInstance( int entryIndex, FloraEntry entry, FloraStorage.Cell cell,\n\t\tuint seed, float cellMinX, float cellMinY )\n\t{\n\t\tvar jitterX = HashFloat( seed ^ 0x68bc21ebu );\n\t\tvar jitterY = HashFloat( seed ^ 0x02e5be93u );\n\n\t\tvar x = cellMinX + jitterX * FloraStorage.CellSize;\n\t\tvar y = cellMinY + jitterY * FloraStorage.CellSize;\n\n\t\tvar normal = cell.Normal;\n\n\t\t// The baked height is the cell centre's, so a slope needs the offset carried across to the\n\t\t// jittered position or trunks float on the uphill side and sink on the downhill one.\n\t\tvar offsetX = x - (cellMinX + FloraStorage.CellSize * 0.5f);\n\t\tvar offsetY = y - (cellMinY + FloraStorage.CellSize * 0.5f);\n\t\tvar z = cell.Height - (normal.x * offsetX + normal.y * offsetY) / MathF.Max( normal.z, 0.1f );\n\n\t\tvar position = new Vector3( x, y, z );\n\t\tif ( entry.SinkDepth > 0.0f )\n\t\t\tposition -= normal * entry.SinkDepth;\n\n\t\tvar rotation = entry.RandomYaw\n\t\t\t? Rotation.FromYaw( HashFloat( seed ^ 0x7f4a7c15u ) * 360.0f )\n\t\t\t: Rotation.Identity;\n\n\t\tif ( entry.AlignToNormal > 0.0f )\n\t\t{\n\t\t\tvar aligned = Rotation.LookAt( normal ) * Rotation.FromPitch( 90.0f );\n\t\t\trotation = Rotation.Slerp( rotation, aligned * rotation, entry.AlignToNormal );\n\t\t}\n\n\t\tif ( entry.RandomTilt > 0.0f )\n\t\t{\n\t\t\tvar tiltAngle = HashFloat( seed ^ 0x165667b1u ) * entry.RandomTilt;\n\t\t\tvar tiltDirection = HashFloat( seed ^ 0x27d4eb2fu ) * 360.0f;\n\t\t\trotation *= Rotation.FromAxis( Rotation.FromYaw( tiltDirection ).Forward, tiltAngle );\n\t\t}\n\n\t\tvar scale = MathX.Lerp( entry.Scale.Min, entry.Scale.Max, HashFloat( seed ^ 0xd3a2646cu ) );\n\n\t\treturn new Instance( entryIndex, position, rotation, scale );\n\t}\n}\n"
        },
        {
            "Ident": "redsnail.floratool",
            "Path": "Editor/FloraTool.cs",
            "FileName": "FloraTool.cs",
            "PackageType": "library",
            "CodeKind": "Editor",
            "AssetVersionId": 343456,
            "Code": "using System;\nusing System.Linq;\nusing Editor;\nusing Editor.TerrainEditor;\nusing Sandbox;\n\nnamespace RedSnail.FloraTool.Editor;\n\n/// <summary>\n/// Paints flora onto any surface. Each stroke scatters entries from the target renderer's\n/// definition, honouring its spacing and slope rules, and bakes the resulting transform into the\n/// renderer's storage. Hold Ctrl to erase.\n/// </summary>\n[EditorTool( \"flora\" )]\n[Title( \"Flora\" )]\n[Icon( \"park\" )]\npublic sealed class FloraPaintTool : EditorTool\n{\n\tpublic BrushSettings BrushSettings { get; private set; } = new();\n\n\tprivate FloraRenderer _target;\n\tprivate bool _erasing;\n\tprivate bool _dragging;\n\tprivate bool _painted;\n\tprivate Vector3 _lastPaintPosition;\n\n\tprivate ComboBox _entryDropdown;\n\n\t/// <summary>Index into the definition's entries, or 255 for \"mix by weight\".</summary>\n\tprivate int _entryIndex = MixedEntryIndex;\n\n\tprivate const int MixedEntryIndex = 255;\n\n\t// The brush has to travel a fraction of its own radius before depositing again, or holding the\n\t// mouse still would keep hammering the same spot with traces.\n\tprivate float PaintStepDistance => BrushSettings.Size * 0.35f;\n\n\tpublic FloraPaintTool()\n\t{\n\t\tRebuildSidebarOnSelectionChange = false;\n\t}\n\n\tpublic override Widget CreateToolSidebar()\n\t{\n\t\tvar sidebar = new ToolSidebarWidget();\n\t\tsidebar.AddTitle( \"Flora Brush\", \"brush\" );\n\t\tsidebar.MinimumWidth = 300;\n\n\t\t{\n\t\t\tvar group = sidebar.AddGroup( \"Brush\" );\n\t\t\tvar so = BrushSettings.GetSerialized();\n\t\t\tgroup.Add( ControlSheet.CreateRow( so.GetProperty( nameof( BrushSettings.Size ) ) ) );\n\t\t\tgroup.Add( ControlSheet.CreateRow( so.GetProperty( nameof( BrushSettings.Opacity ) ) ) );\n\t\t}\n\n\t\t{\n\t\t\t// Coverage names the entry it was painted with, so an artist can lay down pines here and\n\t\t\t// oaks there rather than getting one weighted mix everywhere.\n\t\t\tvar group = sidebar.AddGroup( \"Entry\" );\n\n\t\t\t_entryDropdown = new ComboBox( sidebar );\n\t\t\t_entryDropdown.ToolTip = \"Which flora entry this stroke paints. Mixed uses the definition's weights.\";\n\t\t\tRebuildEntryOptions();\n\n\t\t\tgroup.Add( _entryDropdown );\n\t\t}\n\n\t\t{\n\t\t\tvar group = sidebar.AddGroup( \"Actions\" );\n\n\t\t\tvar clear = new Button( \"Clear All Flora\", \"delete_sweep\" );\n\t\t\tclear.ToolTip = \"Remove every painted instance from the target Flora Renderer\";\n\t\t\tclear.Clicked += () =>\n\t\t\t{\n\t\t\t\tvar target = ResolveTarget();\n\t\t\t\tif ( !target.IsValid() || target.Storage is null )\n\t\t\t\t\treturn;\n\n\t\t\t\t// Wiping the whole painted set has no undo, so this one asks first.\n\t\t\t\tDialog.AskConfirm(\n\t\t\t\t\t() =>\n\t\t\t\t\t{\n\t\t\t\t\t\ttarget.Storage.ClearAll();\n\t\t\t\t\t\ttarget.MarkDirty();\n\t\t\t\t\t},\n\t\t\t\t\t\"Are you sure you want to delete all flora? This action cannot be undone.\",\n\t\t\t\t\t\"Delete All Flora\",\n\t\t\t\t\t\"Delete\",\n\t\t\t\t\t\"Cancel\" );\n\t\t\t};\n\t\t\tgroup.Add( clear );\n\t\t}\n\n\t\tsidebar.Layout.AddStretchCell();\n\n\t\treturn sidebar;\n\t}\n\n\tpublic override void OnUpdate()\n\t{\n\t\t_erasing = Gizmo.IsCtrlPressed;\n\n\t\tDrawBrushPreview();\n\n\t\tGizmo.Hitbox.BBox( BBox.FromPositionAndSize( Vector3.Zero, 999999 ) );\n\n\t\tif ( Gizmo.IsLeftMouseDown )\n\t\t{\n\t\t\tif ( !_dragging )\n\t\t\t{\n\t\t\t\t_dragging = true;\n\t\t\t\t_lastPaintPosition = Vector3.Zero;\n\t\t\t}\n\n\t\t\tOnPaintUpdate();\n\t\t}\n\t\telse if ( _dragging )\n\t\t{\n\t\t\t_dragging = false;\n\t\t\t_lastPaintPosition = Vector3.Zero;\n\n\t\t\tif ( _painted )\n\t\t\t{\n\t\t\t\tResolveTarget()?.MarkDirty();\n\t\t\t\t_painted = false;\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Uses the selected renderer when there is one, otherwise the last used, otherwise the only one\n\t/// in the scene. Creating one implicitly would leave stray components behind every time someone\n\t/// opens the tool.\n\t/// </summary>\n\tprivate FloraRenderer ResolveTarget()\n\t{\n\t\tvar selected = Selection\n\t\t\t.OfType<GameObject>()\n\t\t\t.Select( go => go.Components.Get<FloraRenderer>( FindMode.EnabledInSelfAndDescendants ) )\n\t\t\t.FirstOrDefault( r => r.IsValid() );\n\n\t\tif ( selected.IsValid() )\n\t\t{\n\t\t\t_target = selected;\n\t\t\treturn _target;\n\t\t}\n\n\t\tif ( _target.IsValid() )\n\t\t\treturn _target;\n\n\t\t_target = Scene.GetAllComponents<FloraRenderer>().FirstOrDefault();\n\t\treturn _target;\n\t}\n\n\tprivate void OnPaintUpdate()\n\t{\n\t\tvar target = ResolveTarget();\n\t\tif ( !target.IsValid() || target.Storage is null || !target.Definition.IsValid() )\n\t\t\treturn;\n\n\t\tvar cursor = TraceCursor();\n\t\tif ( !cursor.Hit )\n\t\t\treturn;\n\n\t\tif ( _lastPaintPosition != Vector3.Zero &&\n\t\t\t Vector3.DistanceBetween( cursor.HitPosition, _lastPaintPosition ) < PaintStepDistance )\n\t\t\treturn;\n\n\t\t_lastPaintPosition = cursor.HitPosition;\n\n\t\tvar radius = (float)BrushSettings.Size;\n\t\tvar strength = BrushSettings.Opacity;\n\n\t\tif ( _erasing )\n\t\t{\n\t\t\ttarget.Storage.Erase( cursor.HitPosition, radius, strength );\n\t\t\t_painted = true;\n\t\t\treturn;\n\t\t}\n\n\t\tPaintCoverage( target, cursor.HitPosition, radius, strength );\n\t\t_painted = true;\n\t}\n\n\t/// <summary>\n\t/// Walks every coverage cell the brush touches and traces straight down onto the world, baking\n\t/// the surface height and normal so instances sit on whatever geometry is there. Nothing is\n\t/// placed here - the renderer derives the actual trunks from this coverage plus its seed.\n\t/// </summary>\n\tprivate void PaintCoverage( FloraRenderer target, Vector3 center, float radius, float strength )\n\t{\n\t\tvar definition = target.Definition;\n\t\tvar storage = target.Storage;\n\n\t\tvar radiusSquared = radius * radius;\n\n\t\tvar minX = (int)MathF.Floor( (center.x - radius) / FloraStorage.CellSize );\n\t\tvar maxX = (int)MathF.Floor( (center.x + radius) / FloraStorage.CellSize );\n\t\tvar minY = (int)MathF.Floor( (center.y - radius) / FloraStorage.CellSize );\n\t\tvar maxY = (int)MathF.Floor( (center.y + radius) / FloraStorage.CellSize );\n\n\t\t// Enough headroom to find the surface from above without punching through overhangs the\n\t\t// brush was never aimed at.\n\t\tvar traceHeight = radius + 2048.0f;\n\n\t\tfor ( var cy = minY; cy <= maxY; cy++ )\n\t\t{\n\t\t\tfor ( var cx = minX; cx <= maxX; cx++ )\n\t\t\t{\n\t\t\t\tvar wx = (cx + 0.5f) * FloraStorage.CellSize;\n\t\t\t\tvar wy = (cy + 0.5f) * FloraStorage.CellSize;\n\n\t\t\t\tvar dx = wx - center.x;\n\t\t\t\tvar dy = wy - center.y;\n\t\t\t\tvar distSq = dx * dx + dy * dy;\n\n\t\t\t\tif ( distSq > radiusSquared )\n\t\t\t\t\tcontinue;\n\n\t\t\t\tvar from = new Vector3( wx, wy, center.z + traceHeight );\n\t\t\t\tvar to = new Vector3( wx, wy, center.z - traceHeight );\n\n\t\t\t\tvar tr = Scene.Trace.Ray( from, to )\n\t\t\t\t\t.UseRenderMeshes( true )\n\t\t\t\t\t.WithTag( \"solid\" )\n\t\t\t\t\t.Run();\n\n\t\t\t\tif ( !tr.Hit )\n\t\t\t\t\tcontinue;\n\n\t\t\t\tif ( tr.Normal.z < definition.SlopeLimit )\n\t\t\t\t\tcontinue;\n\n\t\t\t\t// Soft edge, so overlapping strokes build up smoothly instead of leaving a disc.\n\t\t\t\tvar falloff = 1.0f - MathF.Sqrt( distSq ) / radius;\n\t\t\t\tvar added = strength * MathF.Pow( falloff, 0.5f );\n\n\t\t\t\tvar existing = storage.GetCell( wx, wy ).Density;\n\t\t\t\tvar density = Math.Clamp( existing + added, 0.0f, 1.0f );\n\n\t\t\t\tstorage.SetCell( wx, wy, density, tr.HitPosition.z, tr.Normal, _entryIndex );\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Fills the entry dropdown from the target definition. Rebuilt on demand, since entries can be\n\t/// added or changed while the tool is open.\n\t/// </summary>\n\tprivate void RebuildEntryOptions()\n\t{\n\t\tif ( _entryDropdown is null )\n\t\t\treturn;\n\n\t\t_entryDropdown.Clear();\n\t\t_entryDropdown.AddItem( \"Mixed (by weight)\", \"shuffle\", () => _entryIndex = MixedEntryIndex );\n\n\t\tvar definition = ResolveTarget()?.Definition;\n\t\tif ( !definition.IsValid() || definition.Entries is null )\n\t\t\treturn;\n\n\t\tfor ( var i = 0; i < definition.Entries.Count; i++ )\n\t\t{\n\t\t\tvar entry = definition.Entries[i];\n\t\t\tif ( entry?.HasModel is not true )\n\t\t\t\tcontinue;\n\n\t\t\tvar index = i;\n\t\t\tvar name = System.IO.Path.GetFileNameWithoutExtension( entry.Model.ResourcePath );\n\n\t\t\t_entryDropdown.AddItem( name, \"park\", () => _entryIndex = index );\n\t\t}\n\t}\n\n\tprivate SceneTraceResult TraceCursor() =>\n\t\tScene.Trace.Ray( Gizmo.CurrentRay, 100000 )\n\t\t\t.UseRenderMeshes( true )\n\t\t\t.WithTag( \"solid\" )\n\t\t\t.Run();\n\n\tprivate void DrawBrushPreview()\n\t{\n\t\tvar tr = TraceCursor();\n\t\tif ( !tr.Hit )\n\t\t\treturn;\n\n\t\tusing ( Gizmo.Scope( \"FloraBrush\" ) )\n\t\t{\n\t\t\tGizmo.Draw.Color = _erasing\n\t\t\t\t? Color.FromBytes( 250, 150, 150 )\n\t\t\t\t: Color.FromBytes( 160, 230, 150 );\n\n\t\t\tGizmo.Draw.LineCircle( tr.HitPosition + tr.Normal * 1.0f, tr.Normal, BrushSettings.Size );\n\t\t\tGizmo.Draw.LineCircle( tr.HitPosition + tr.Normal * 1.0f, tr.Normal, BrushSettings.Size * 0.5f );\n\t\t}\n\t}\n}\n"
        },
        {
            "Ident": "redsnail.floratool",
            "Path": "Code/FloraRenderer.cs",
            "FileName": "FloraRenderer.cs",
            "PackageType": "library",
            "CodeKind": "Game",
            "AssetVersionId": 343456,
            "Code": "using System;\nusing System.Collections.Generic;\nusing Sandbox;\n\nnamespace RedSnail.FloraTool;\n\n/// <summary>\n/// Renders painted flora. Coverage is stored per chunk and instances are regenerated from it plus\n/// <see cref=\"Seed\"/>, so the scene file holds a density map rather than a transform per tree - the\n/// difference between a few megabytes and something a repository will refuse.\n///\n/// Chunks become scene objects only within the definition's stream radius. Scene objects rather than\n/// a hand-rolled instanced draw because they take part in every pass the engine runs: the depth\n/// prepass, the shadow cascades, and per-object LOD using the model's own compiled distances.\n/// Standard instancing still batches them into few draw calls.\n/// </summary>\n[Icon( \"park\" ), Group( \"Flora\" ), Title( \"Flora Renderer\" )]\npublic sealed partial class FloraRenderer : Component, Component.ExecuteInEditor, Component.DontExecuteOnServer\n{\n\t/// <summary>A chunk's generated instances and the scene objects currently standing for them.</summary>\n\tprivate sealed class LiveChunk\n\t{\n\t\tpublic List<FloraGenerator.Instance> Instances = [];\n\t\tpublic List<SceneObject> SceneObjects = [];\n\n\t\t/// <summary>\n\t\t/// Whether this chunk is currently allowed to cast. Tracked so the flags are only touched\n\t\t/// when a chunk crosses the shadow boundary, rather than every object every frame.\n\t\t/// </summary>\n\t\tpublic bool ShadowsEnabled = true;\n\t}\n\n\t[Property, Group( \"General\" )]\n\tpublic FloraDefinition Definition { get; set; }\n\n\t/// <summary>\n\t/// Decides exactly where each instance lands within the painted coverage. Change it to reshuffle\n\t/// a whole forest without repainting; keep it fixed and the same trees stand in the same places\n\t/// every run, on every machine.\n\t/// </summary>\n\t[Property, Group( \"General\" )]\n\tpublic int Seed\n\t{\n\t\tget => field;\n\t\tset\n\t\t{\n\t\t\tif ( field == value ) return;\n\t\t\tfield = value;\n\t\t\tMarkDirty();\n\t\t}\n\t}\n\n\t/// <summary>Painted coverage. Serialized as a binary blob, not JSON.</summary>\n\t[Property, Hide]\n\tpublic FloraStorage Storage { get; set; } = new();\n\n\tprivate readonly Dictionary<FloraStorage.ChunkCoord, LiveChunk> _live = [];\n\tprivate readonly List<FloraStorage.ChunkCoord> _wantedChunks = [];\n\tprivate readonly List<FloraStorage.ChunkCoord> _staleChunks = [];\n\n\t// Reused across chunk builds so streaming doesn't allocate a fresh list per chunk.\n\tprivate readonly List<FloraGenerator.Instance> _scratchInstances = [];\n\n\tprivate int _builtRevision = -1;\n\tprivate Vector3 _lastStreamOrigin;\n\tprivate bool _hasStreamOrigin;\n\n\t/// <summary>\n\t/// Restreaming walks every painted chunk, so it only happens once the viewer has moved far enough\n\t/// for the answer to have changed. A fraction of a chunk keeps the boundary from thrashing.\n\t/// </summary>\n\tprivate const float StreamRefreshDistance = FloraStorage.ChunkSize * 0.25f;\n\n\tprotected override void OnEnabled()\n\t{\n\t\tStorage ??= new FloraStorage();\n\n\t\t// Scene objects were deleted on disable, so a matching revision would leave us thinking the\n\t\t// world is already built when nothing is in it.\n\t\t_builtRevision = -1;\n\t\t_hasStreamOrigin = false;\n\t}\n\n\tprotected override void OnDisabled()\n\t{\n\t\tReleaseAllChunks();\n\t\tReleaseCollision();\n\n\t\t_builtRevision = -1;\n\t\t_hasStreamOrigin = false;\n\t}\n\n\tprotected override void OnUpdate()\n\t{\n\t\tvar viewer = GetViewerPosition();\n\t\tif ( !viewer.HasValue )\n\t\t\treturn;\n\n\t\tUpdateStreaming( viewer.Value );\n\t\tUpdateCollision( viewer.Value );\n\t}\n\n\t/// <summary>\n\t/// What streaming follows. While editing that is the viewport camera, so flora appears around\n\t/// what you are looking at rather than wherever the game camera is parked.\n\t/// </summary>\n\tprivate Vector3? GetViewerPosition()\n\t{\n\t\tif ( Scene.IsEditor )\n\t\t{\n\t\t\tvar editorCamera = Application.Editor?.Camera;\n\t\t\tif ( editorCamera.IsValid() )\n\t\t\t\treturn editorCamera.WorldPosition;\n\t\t}\n\n\t\treturn Scene.Camera.IsValid() ? Scene.Camera.WorldPosition : null;\n\t}\n\n\tprivate void UpdateStreaming( Vector3 origin )\n\t{\n\t\tif ( Storage is null || !Definition.IsValid() )\n\t\t{\n\t\t\tReleaseAllChunks();\n\t\t\treturn;\n\t\t}\n\n\t\t// Painting or reseeding invalidates everything regardless of whether the viewer moved.\n\t\tvar dirty = _builtRevision != Storage.Revision;\n\n\t\tif ( !dirty && _hasStreamOrigin && origin.Distance( _lastStreamOrigin ) < StreamRefreshDistance )\n\t\t\treturn;\n\n\t\tif ( dirty )\n\t\t{\n\t\t\tReleaseAllChunks();\n\t\t\t_builtRevision = Storage.Revision;\n\t\t}\n\n\t\t_lastStreamOrigin = origin;\n\t\t_hasStreamOrigin = true;\n\n\t\tGatherWantedChunks( origin );\n\t\tSyncChunks( origin );\n\t}\n\n\tprivate void GatherWantedChunks( Vector3 origin )\n\t{\n\t\t_wantedChunks.Clear();\n\n\t\t// A chunk's near corner can be in range while its centre is not, hence the circumradius.\n\t\tvar radius = Definition.StreamRadius + FloraStorage.ChunkSize * 0.7072f;\n\t\tvar radiusSquared = radius * radius;\n\n\t\tforeach ( var (coord, _) in Storage.Chunks )\n\t\t{\n\t\t\tvar center = FloraStorage.ChunkCenter( coord );\n\n\t\t\tvar dx = center.x - origin.x;\n\t\t\tvar dy = center.y - origin.y;\n\n\t\t\tif ( dx * dx + dy * dy > radiusSquared )\n\t\t\t\tcontinue;\n\n\t\t\t_wantedChunks.Add( coord );\n\t\t}\n\t}\n\n\tprivate void SyncChunks( Vector3 origin )\n\t{\n\t\t_staleChunks.Clear();\n\n\t\tforeach ( var (coord, _) in _live )\n\t\t{\n\t\t\tif ( !_wantedChunks.Contains( coord ) )\n\t\t\t\t_staleChunks.Add( coord );\n\t\t}\n\n\t\tforeach ( var coord in _staleChunks )\n\t\t\tReleaseChunk( coord );\n\n\t\tforeach ( var coord in _wantedChunks )\n\t\t{\n\t\t\tif ( _live.ContainsKey( coord ) )\n\t\t\t\tcontinue;\n\n\t\t\tBuildChunk( coord, origin );\n\t\t}\n\n\t\tUpdateChunkShadows( origin );\n\t}\n\n\t/// <summary>\n\t/// Turns shadow casting off for chunks past the shadow distance. Evaluated per chunk rather than\n\t/// per instance, and only written when a chunk actually crosses the boundary, so a stationary\n\t/// camera costs nothing here.\n\t/// </summary>\n\tprivate void UpdateChunkShadows( Vector3 origin )\n\t{\n\t\tforeach ( var (coord, chunk) in _live )\n\t\t{\n\t\t\tvar wanted = ChunkCastsShadows( coord, origin );\n\t\t\tif ( wanted == chunk.ShadowsEnabled )\n\t\t\t\tcontinue;\n\n\t\t\tchunk.ShadowsEnabled = wanted;\n\t\t\tApplyChunkShadows( chunk );\n\t\t}\n\t}\n\n\tprivate bool ChunkCastsShadows( FloraStorage.ChunkCoord coord, Vector3 origin )\n\t{\n\t\tvar distance = Definition.ShadowDistance;\n\t\tif ( distance <= 0.0f )\n\t\t\treturn true;\n\n\t\t// Measured to the chunk's near edge via its circumradius, so a chunk is only cut off once all\n\t\t// of it is beyond the limit.\n\t\tvar limit = distance + FloraStorage.ChunkSize * 0.7072f;\n\n\t\tvar center = FloraStorage.ChunkCenter( coord );\n\t\tvar dx = center.x - origin.x;\n\t\tvar dy = center.y - origin.y;\n\n\t\treturn dx * dx + dy * dy <= limit * limit;\n\t}\n\n\t/// <summary>\n\t/// The per-entry CastShadows setting is the ceiling - distance can only ever take shadows away,\n\t/// never grant them to an entry the artist turned them off for.\n\t/// </summary>\n\tprivate void ApplyChunkShadows( LiveChunk chunk )\n\t{\n\t\tfor ( var i = 0; i < chunk.SceneObjects.Count && i < chunk.Instances.Count; i++ )\n\t\t{\n\t\t\tvar sceneObject = chunk.SceneObjects[i];\n\t\t\tif ( !sceneObject.IsValid() )\n\t\t\t\tcontinue;\n\n\t\t\tvar entry = Definition.GetEntry( chunk.Instances[i].EntryIndex );\n\t\t\tsceneObject.Flags.CastShadows = chunk.ShadowsEnabled && entry?.CastShadows is true;\n\t\t}\n\t}\n\n\tprivate void BuildChunk( FloraStorage.ChunkCoord coord, Vector3 origin )\n\t{\n\t\tif ( !Storage.Chunks.TryGetValue( coord, out var cells ) )\n\t\t\treturn;\n\n\t\tvar world = Scene.SceneWorld;\n\t\tif ( !world.IsValid() )\n\t\t\treturn;\n\n\t\tvar chunk = new LiveChunk();\n\t\tchunk.ShadowsEnabled = ChunkCastsShadows( coord, origin );\n\n\t\t_scratchInstances.Clear();\n\t\tFloraGenerator.GenerateChunk( coord, cells, Definition, Seed, _scratchInstances );\n\n\t\t// Instances and scene objects are kept strictly parallel - anything whose entry no longer\n\t\t// resolves is dropped from both. Skipping only the scene object would slide the two lists out\n\t\t// of step, and the shadow and collision paths index one by the other.\n\t\tfor ( var i = 0; i < _scratchInstances.Count; i++ )\n\t\t{\n\t\t\tvar instance = _scratchInstances[i];\n\n\t\t\tvar entry = Definition.GetEntry( instance.EntryIndex );\n\t\t\tif ( entry is null )\n\t\t\t\tcontinue;\n\n\t\t\tvar sceneObject = new SceneObject( world, entry.Model, instance.ToTransform() );\n\t\t\tsceneObject.Flags.CastShadows = chunk.ShadowsEnabled && entry.CastShadows;\n\n\t\t\tchunk.Instances.Add( instance );\n\t\t\tchunk.SceneObjects.Add( sceneObject );\n\t\t}\n\n\t\t_live[coord] = chunk;\n\t}\n\n\tprivate void ReleaseChunk( FloraStorage.ChunkCoord coord )\n\t{\n\t\tif ( !_live.Remove( coord, out var chunk ) )\n\t\t\treturn;\n\n\t\tforeach ( var sceneObject in chunk.SceneObjects )\n\t\t{\n\t\t\tif ( sceneObject.IsValid() )\n\t\t\t\tsceneObject.Delete();\n\t\t}\n\n\t\tchunk.SceneObjects.Clear();\n\t\tchunk.Instances.Clear();\n\t}\n\n\tprivate void ReleaseAllChunks()\n\t{\n\t\tforeach ( var (_, chunk) in _live )\n\t\t{\n\t\t\tforeach ( var sceneObject in chunk.SceneObjects )\n\t\t\t{\n\t\t\t\tif ( sceneObject.IsValid() )\n\t\t\t\t\tsceneObject.Delete();\n\t\t\t}\n\t\t}\n\n\t\t_live.Clear();\n\t\t_wantedChunks.Clear();\n\t\t_staleChunks.Clear();\n\t}\n\n\t/// <summary>\n\t/// Called by the editor tool after painting, so the next frame regenerates. Also fires when the\n\t/// seed changes.\n\t/// </summary>\n\tpublic void MarkDirty()\n\t{\n\t\t_builtRevision = -1;\n\t\t_hasStreamOrigin = false;\n\t}\n\n\t/// <summary>Total instances currently streamed in. Useful when tuning density and stream radius.</summary>\n\tpublic int LiveInstanceCount\n\t{\n\t\tget\n\t\t{\n\t\t\tvar count = 0;\n\t\t\tforeach ( var (_, chunk) in _live )\n\t\t\t\tcount += chunk.SceneObjects.Count;\n\t\t\treturn count;\n\t\t}\n\t}\n\n\tprotected override void DrawGizmos()\n\t{\n\t\tif ( !Gizmo.IsSelected || Storage is null || Storage.ChunkCount == 0 )\n\t\t\treturn;\n\n\t\tGizmo.Draw.Color = Color.Green.WithAlpha( 0.25f );\n\n\t\tforeach ( var (coord, _) in Storage.Chunks )\n\t\t{\n\t\t\tvar origin = FloraStorage.ChunkOrigin( coord );\n\n\t\t\tvar mins = WorldTransform.PointToLocal( new Vector3( origin.x, origin.y, 0 ) );\n\t\t\tvar maxs = WorldTransform.PointToLocal( new Vector3(\n\t\t\t\torigin.x + FloraStorage.ChunkSize, origin.y + FloraStorage.ChunkSize, 0 ) );\n\n\t\t\tGizmo.Draw.LineBBox( new BBox( mins, maxs ) );\n\t\t}\n\t}\n}\n"
        },
        {
            "Ident": "redsnail.floratool",
            "Path": "FloraDefinition.cs",
            "FileName": "FloraDefinition.cs",
            "PackageType": "library",
            "CodeKind": "Game",
            "AssetVersionId": 343456,
            "Code": "using System;\nusing System.Collections.Generic;\nusing Sandbox;\n\nnamespace RedSnail.FloraTool;\n\n/// <summary>\n/// One kind of flora the brush can plant. Weight decides how often it comes up relative to the\n/// other entries in the definition.\n/// </summary>\npublic sealed class FloraEntry\n{\n\t[Property]\n\tpublic Model Model { get; set; }\n\n\t/// <summary>Relative chance of this entry being picked. Zero excludes it without deleting it.</summary>\n\t[Property, Range( 0, 10 )]\n\tpublic float Weight { get; set; } = 1.0f;\n\n\t[Property]\n\tpublic RangedFloat Scale { get; set; } = new( 0.85f, 1.25f );\n\n\t/// <summary>Random spin about the vertical axis, so repeated instances don't read as clones.</summary>\n\t[Property]\n\tpublic bool RandomYaw { get; set; } = true;\n\n\t/// <summary>\n\t/// Tilts the instance toward the surface normal. Right for rocks and bushes, usually wrong for\n\t/// trees - a trunk growing perpendicular to a hillside looks broken.\n\t/// </summary>\n\t[Property, Range( 0, 1 )]\n\tpublic float AlignToNormal { get; set; } = 0.0f;\n\n\t/// <summary>Random lean away from vertical, in degrees. A little goes a long way on trees.</summary>\n\t[Property, Range( 0, 45 )]\n\tpublic float RandomTilt { get; set; } = 0.0f;\n\n\t/// <summary>Sinks the instance into the ground, hiding the seam where the base meets the surface.</summary>\n\t[Property, Range( 0, 64 )]\n\tpublic float SinkDepth { get; set; } = 0.0f;\n\n\t/// <summary>\n\t/// Gives this entry real collision. Colliders are only created near the player, so this is about\n\t/// whether the flora is solid at all - not about paying for every painted instance at once.\n\t/// </summary>\n\t[Property, Group( \"Physics\" )]\n\tpublic bool EnablePhysics { get; set; } = true;\n\n\t[Property, Group( \"Rendering\" )]\n\tpublic bool CastShadows { get; set; } = true;\n\n\tpublic bool HasModel => Model is not null && !string.IsNullOrEmpty( Model.ResourcePath );\n}\n\n/// <summary>\n/// A palette of flora plus the rules used when painting it. Shared by every\n/// <see cref=\"FloraRenderer\"/> that references it, so a whole world can be retuned from one asset.\n/// </summary>\n[AssetType( Name = \"Flora Definition\", Extension = \"floradef\", Category = \"Flora\" )]\npublic sealed class FloraDefinition : GameResource\n{\n\t[Property]\n\tpublic List<FloraEntry> Entries { get; set; } = [];\n\n\t/// <summary>\n\t/// Instances a fully painted cell can hold. Coverage scales this, so it sets the ceiling on how\n\t/// tightly flora can pack - raise it for undergrowth, leave it low for trees.\n\t/// </summary>\n\t[Property, Group( \"Painting\" ), Range( 1, 16 )]\n\tpublic int MaxPerCell { get; set; } = 2;\n\n\t/// <summary>Minimum ground normal Z. Steeper than this and nothing plants, so cliffs stay bare.</summary>\n\t[Property, Group( \"Painting\" ), Range( 0, 1 )]\n\tpublic float SlopeLimit { get; set; } = 0.6f;\n\n\t/// <summary>\n\t/// Radius around the viewer within which chunks are turned into scene objects. Chunks beyond it\n\t/// keep their painted coverage but cost nothing to render.\n\t/// </summary>\n\t[Property, Group( \"Streaming\" ), Range( 2000, 100000 )]\n\tpublic float StreamRadius { get; set; } = 25000.0f;\n\n\t/// <summary>\n\t/// Distance past which flora stops casting shadows. Shadow cascades ignore the view frustum, so\n\t/// distant trees are rendered into them whichever way the camera faces - dropping them is one of\n\t/// the few savings that applies even when you are looking away.\n\t///\n\t/// Set it too low and you will see shadows wink out as chunks cross the boundary, most obviously\n\t/// under a low sun where far geometry casts long shadows into view. Zero disables the cutoff.\n\t/// </summary>\n\t[Property, Group( \"Streaming\" ), Range( 0, 50000 )]\n\tpublic float ShadowDistance { get; set; } = 10000.0f;\n\n\t/// <summary>\n\t/// Radius around the viewer within which entries flagged <see cref=\"FloraEntry.EnablePhysics\"/>\n\t/// get real colliders. Keep it just past where the player can reach.\n\t/// </summary>\n\t[Property, Group( \"Physics\" ), Range( 256, 20000 )]\n\tpublic float CollisionRadius { get; set; } = 4000.0f;\n\n\t/// <summary>\n\t/// The entry at an index, or null when the index no longer resolves - entries can be removed\n\t/// after coverage has already been painted naming them.\n\t/// </summary>\n\tpublic FloraEntry GetEntry( int index )\n\t{\n\t\tif ( Entries is null || index < 0 || index >= Entries.Count )\n\t\t\treturn null;\n\n\t\tvar entry = Entries[index];\n\t\treturn entry?.HasModel is true ? entry : null;\n\t}\n}\n"
        },
        {
            "Ident": "redsnail.floratool",
            "Path": "FloraRenderer.Collision.cs",
            "FileName": "FloraRenderer.Collision.cs",
            "PackageType": "library",
            "CodeKind": "Game",
            "AssetVersionId": 343456,
            "Code": "using System;\nusing System.Collections.Generic;\nusing Sandbox;\n\nnamespace RedSnail.FloraTool;\n\n/// <summary>\n/// Collision for painted flora. Instances only exist as scene objects, so nothing is solid until a\n/// collider is made for it - and those are made only for instances near the viewer and recycled as\n/// it moves, keeping physics cost tied to what is reachable rather than to the whole forest.\n/// </summary>\npublic sealed partial class FloraRenderer\n{\n\tprivate readonly record struct CollisionKey( FloraStorage.ChunkCoord Chunk, int Index );\n\n\tprivate readonly Dictionary<CollisionKey, GameObject> _colliders = [];\n\n\t// A set rather than a list: SyncColliders tests every live collider against it, so a linear scan\n\t// there would be quadratic once a few hundred are in range.\n\tprivate readonly HashSet<CollisionKey> _wantedColliders = [];\n\tprivate readonly List<CollisionKey> _staleColliders = [];\n\n\tprivate GameObject _collisionRoot;\n\tprivate Vector3 _lastCollisionOrigin;\n\tprivate bool _hasCollisionOrigin;\n\tprivate int _collisionRevision = -1;\n\n\t/// <summary>\n\t/// Rebuilding walks every streamed instance, so it only happens once the viewer has moved far\n\t/// enough for the answer to have changed.\n\t/// </summary>\n\tprivate const float CollisionRefreshDistance = 256.0f;\n\n\tprivate void UpdateCollision( Vector3 origin )\n\t{\n\t\tif ( !Definition.IsValid() || Definition.CollisionRadius <= 0.0f )\n\t\t{\n\t\t\tReleaseCollision();\n\t\t\treturn;\n\t\t}\n\n\t\tvar storageChanged = Storage is null || _collisionRevision != Storage.Revision;\n\n\t\tif ( !storageChanged && _hasCollisionOrigin &&\n\t\t\t origin.Distance( _lastCollisionOrigin ) < CollisionRefreshDistance )\n\t\t\treturn;\n\n\t\t_collisionRevision = Storage?.Revision ?? -1;\n\t\t_lastCollisionOrigin = origin;\n\t\t_hasCollisionOrigin = true;\n\n\t\tGatherWantedColliders( origin );\n\t\tSyncColliders();\n\t}\n\n\t/// <summary>\n\t/// Only streamed chunks are considered. Collision radius should sit well inside the stream radius\n\t/// anyway, so anything outside it has no business being solid.\n\t/// </summary>\n\tprivate void GatherWantedColliders( Vector3 origin )\n\t{\n\t\t_wantedColliders.Clear();\n\n\t\tvar radiusSquared = Definition.CollisionRadius * Definition.CollisionRadius;\n\n\t\tforeach ( var (coord, chunk) in _live )\n\t\t{\n\t\t\tfor ( var i = 0; i < chunk.Instances.Count; i++ )\n\t\t\t{\n\t\t\t\tvar instance = chunk.Instances[i];\n\n\t\t\t\tif ( instance.Position.DistanceSquared( origin ) > radiusSquared )\n\t\t\t\t\tcontinue;\n\n\t\t\t\tvar entry = Definition.GetEntry( instance.EntryIndex );\n\t\t\t\tif ( entry?.EnablePhysics is not true )\n\t\t\t\t\tcontinue;\n\n\t\t\t\t_wantedColliders.Add( new CollisionKey( coord, i ) );\n\t\t\t}\n\t\t}\n\t}\n\n\tprivate void SyncColliders()\n\t{\n\t\t// Drop what fell out of range first, so those objects are free to be reused this same frame.\n\t\t_staleColliders.Clear();\n\n\t\tforeach ( var (key, gameObject) in _colliders )\n\t\t{\n\t\t\tif ( gameObject.IsValid() && _wantedColliders.Contains( key ) )\n\t\t\t\tcontinue;\n\n\t\t\t_staleColliders.Add( key );\n\t\t}\n\n\t\tforeach ( var key in _staleColliders )\n\t\t{\n\t\t\tif ( _colliders.Remove( key, out var gameObject ) && gameObject.IsValid() )\n\t\t\t\tgameObject.Destroy();\n\t\t}\n\n\t\tforeach ( var key in _wantedColliders )\n\t\t{\n\t\t\tif ( _colliders.ContainsKey( key ) )\n\t\t\t\tcontinue;\n\n\t\t\tvar gameObject = CreateCollider( key );\n\t\t\tif ( gameObject.IsValid() )\n\t\t\t\t_colliders[key] = gameObject;\n\t\t}\n\t}\n\n\tprivate GameObject CreateCollider( CollisionKey key )\n\t{\n\t\tif ( !_live.TryGetValue( key.Chunk, out var chunk ) )\n\t\t\treturn null;\n\n\t\tif ( key.Index < 0 || key.Index >= chunk.Instances.Count )\n\t\t\treturn null;\n\n\t\tvar instance = chunk.Instances[key.Index];\n\n\t\tvar entry = Definition.GetEntry( instance.EntryIndex );\n\t\tif ( entry is null )\n\t\t\treturn null;\n\n\t\tEnsureCollisionRoot();\n\n\t\tvar gameObject = new GameObject( true, \"FloraCollider\" )\n\t\t{\n\t\t\tParent = _collisionRoot,\n\t\t\tWorldTransform = instance.ToTransform(),\n\t\t};\n\n\t\t// Not saved with the scene and not shown in the hierarchy - these are transient physics\n\t\t// proxies for geometry that is regenerated from the seed anyway.\n\t\tgameObject.Flags |= GameObjectFlags.NotSaved | GameObjectFlags.Hidden;\n\n\t\tvar collider = gameObject.Components.Create<ModelCollider>();\n\t\tcollider.Model = entry.Model;\n\t\tcollider.Static = true;\n\n\t\treturn gameObject;\n\t}\n\n\tprivate void EnsureCollisionRoot()\n\t{\n\t\tif ( _collisionRoot.IsValid() )\n\t\t\treturn;\n\n\t\t_collisionRoot = new GameObject( true, \"Flora Colliders\" ) { Parent = GameObject };\n\t\t_collisionRoot.Flags |= GameObjectFlags.NotSaved | GameObjectFlags.Hidden;\n\t}\n\n\tprivate void ReleaseCollision()\n\t{\n\t\tforeach ( var (_, gameObject) in _colliders )\n\t\t{\n\t\t\tif ( gameObject.IsValid() )\n\t\t\t\tgameObject.Destroy();\n\t\t}\n\n\t\t_colliders.Clear();\n\t\t_wantedColliders.Clear();\n\t\t_staleColliders.Clear();\n\n\t\tif ( _collisionRoot.IsValid() )\n\t\t\t_collisionRoot.Destroy();\n\n\t\t_collisionRoot = null;\n\t\t_hasCollisionOrigin = false;\n\t\t_collisionRevision = -1;\n\t}\n}\n"
        },
        {
            "Ident": "redsnail.floratool",
            "Path": "Code/FloraGenerator.cs",
            "FileName": "FloraGenerator.cs",
            "PackageType": "library",
            "CodeKind": "Game",
            "AssetVersionId": 343456,
            "Code": "using System;\nusing System.Collections.Generic;\nusing Sandbox;\n\nnamespace RedSnail.FloraTool;\n\n/// <summary>\n/// Turns painted coverage into concrete instances. Everything here is a pure function of the chunk\n/// coordinate, the cell contents and the seed - no state, no RNG object - so a chunk regenerates\n/// identically every run, on every machine, however many times it is streamed in and out.\n/// </summary>\npublic static class FloraGenerator\n{\n\tpublic readonly record struct Instance( int EntryIndex, Vector3 Position, Rotation Rotation, float Scale )\n\t{\n\t\tpublic readonly Transform ToTransform() => new( Position, Rotation, Scale );\n\t}\n\n\t/// <summary>\n\t/// Integer avalanche hash. Deterministic across runs and platforms, which the framework RNG is\n\t/// not guaranteed to be, and cheap enough to call several times per instance.\n\t/// </summary>\n\tprivate static uint Hash( uint x )\n\t{\n\t\tx ^= x >> 16;\n\t\tx *= 0x7feb352du;\n\t\tx ^= x >> 15;\n\t\tx *= 0x846ca68bu;\n\t\tx ^= x >> 16;\n\t\treturn x;\n\t}\n\n\tprivate static float HashFloat( uint x ) => Hash( x ) * (1.0f / 4294967296.0f);\n\n\t/// <summary>\n\t/// Generates every instance for one chunk, appending into <paramref name=\"results\"/>.\n\t/// </summary>\n\tpublic static void GenerateChunk( FloraStorage.ChunkCoord coord, FloraStorage.Cell[] cells,\n\t\tFloraDefinition definition, int seed, List<Instance> results )\n\t{\n\t\tif ( cells is null || definition is null )\n\t\t\treturn;\n\n\t\tvar origin = FloraStorage.ChunkOrigin( coord );\n\t\tvar maxPerCell = Math.Max( definition.MaxPerCell, 1 );\n\n\t\t// Mixing the chunk coordinate into the seed keeps neighbouring chunks from sharing a\n\t\t// sequence, which would otherwise show up as a visible repeating pattern across the world.\n\t\tvar chunkSeed = Hash( (uint)seed\n\t\t\t^ Hash( (uint)coord.X * 73856093u )\n\t\t\t^ Hash( (uint)coord.Y * 19349663u ) );\n\n\t\tfor ( var cellIndex = 0; cellIndex < cells.Length; cellIndex++ )\n\t\t{\n\t\t\tvar cell = cells[cellIndex];\n\n\t\t\tvar density = cell.Density;\n\t\t\tif ( density <= 0.0f )\n\t\t\t\tcontinue;\n\n\t\t\tif ( cell.Normal.z < definition.SlopeLimit )\n\t\t\t\tcontinue;\n\n\t\t\tvar cellSeed = Hash( chunkSeed ^ Hash( (uint)cellIndex * 0x9e3779b9u ) );\n\n\t\t\tvar cx = cellIndex % FloraStorage.ChunkResolution;\n\t\t\tvar cy = cellIndex / FloraStorage.ChunkResolution;\n\n\t\t\tvar cellMinX = origin.x + cx * FloraStorage.CellSize;\n\t\t\tvar cellMinY = origin.y + cy * FloraStorage.CellSize;\n\n\t\t\t// Fractional counts are resolved by a hash rather than rounding, so density reads as a\n\t\t\t// smooth thinning across a field instead of stepping between whole numbers per cell.\n\t\t\tvar exact = density * maxPerCell;\n\t\t\tvar count = (int)exact;\n\t\t\tif ( HashFloat( cellSeed ^ 0x1b56c4e9u ) < exact - count )\n\t\t\t\tcount++;\n\n\t\t\tfor ( var i = 0; i < count; i++ )\n\t\t\t{\n\t\t\t\tvar s = Hash( cellSeed + (uint)i * 0x85ebca6bu );\n\n\t\t\t\tvar entry = ResolveEntry( definition, cell.EntryIndex, s );\n\t\t\t\tif ( entry.Index < 0 )\n\t\t\t\t\tcontinue;\n\n\t\t\t\tresults.Add( BuildInstance( entry.Index, entry.Entry, cell, s, cellMinX, cellMinY ) );\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// A cell either names its entry - painted deliberately with one species selected - or defers to\n\t/// the definition's weights.\n\t/// </summary>\n\tprivate static (int Index, FloraEntry Entry) ResolveEntry( FloraDefinition definition, int cellEntryIndex, uint seed )\n\t{\n\t\tvar entries = definition.Entries;\n\t\tif ( entries is null || entries.Count == 0 )\n\t\t\treturn (-1, null);\n\n\t\tif ( cellEntryIndex < entries.Count )\n\t\t{\n\t\t\tvar named = entries[cellEntryIndex];\n\t\t\treturn named?.HasModel is true ? (cellEntryIndex, named) : (-1, null);\n\t\t}\n\n\t\tvar total = 0.0f;\n\t\tfor ( var i = 0; i < entries.Count; i++ )\n\t\t{\n\t\t\tif ( entries[i]?.HasModel is true && entries[i].Weight > 0.0f )\n\t\t\t\ttotal += entries[i].Weight;\n\t\t}\n\n\t\tif ( total <= 0.0f )\n\t\t\treturn (-1, null);\n\n\t\tvar pick = HashFloat( seed ^ 0x3c6ef372u ) * total;\n\n\t\tfor ( var i = 0; i < entries.Count; i++ )\n\t\t{\n\t\t\tvar entry = entries[i];\n\t\t\tif ( entry?.HasModel is not true || entry.Weight <= 0.0f )\n\t\t\t\tcontinue;\n\n\t\t\tpick -= entry.Weight;\n\t\t\tif ( pick <= 0.0f )\n\t\t\t\treturn (i, entry);\n\t\t}\n\n\t\treturn (-1, null);\n\t}\n\n\tprivate static Instance BuildInstance( int entryIndex, FloraEntry entry, FloraStorage.Cell cell,\n\t\tuint seed, float cellMinX, float cellMinY )\n\t{\n\t\tvar jitterX = HashFloat( seed ^ 0x68bc21ebu );\n\t\tvar jitterY = HashFloat( seed ^ 0x02e5be93u );\n\n\t\tvar x = cellMinX + jitterX * FloraStorage.CellSize;\n\t\tvar y = cellMinY + jitterY * FloraStorage.CellSize;\n\n\t\tvar normal = cell.Normal;\n\n\t\t// The baked height is the cell centre's, so a slope needs the offset carried across to the\n\t\t// jittered position or trunks float on the uphill side and sink on the downhill one.\n\t\tvar offsetX = x - (cellMinX + FloraStorage.CellSize * 0.5f);\n\t\tvar offsetY = y - (cellMinY + FloraStorage.CellSize * 0.5f);\n\t\tvar z = cell.Height - (normal.x * offsetX + normal.y * offsetY) / MathF.Max( normal.z, 0.1f );\n\n\t\tvar position = new Vector3( x, y, z );\n\t\tif ( entry.SinkDepth > 0.0f )\n\t\t\tposition -= normal * entry.SinkDepth;\n\n\t\tvar rotation = entry.RandomYaw\n\t\t\t? Rotation.FromYaw( HashFloat( seed ^ 0x7f4a7c15u ) * 360.0f )\n\t\t\t: Rotation.Identity;\n\n\t\tif ( entry.AlignToNormal > 0.0f )\n\t\t{\n\t\t\tvar aligned = Rotation.LookAt( normal ) * Rotation.FromPitch( 90.0f );\n\t\t\trotation = Rotation.Slerp( rotation, aligned * rotation, entry.AlignToNormal );\n\t\t}\n\n\t\tif ( entry.RandomTilt > 0.0f )\n\t\t{\n\t\t\tvar tiltAngle = HashFloat( seed ^ 0x165667b1u ) * entry.RandomTilt;\n\t\t\tvar tiltDirection = HashFloat( seed ^ 0x27d4eb2fu ) * 360.0f;\n\t\t\trotation *= Rotation.FromAxis( Rotation.FromYaw( tiltDirection ).Forward, tiltAngle );\n\t\t}\n\n\t\tvar scale = MathX.Lerp( entry.Scale.Min, entry.Scale.Max, HashFloat( seed ^ 0xd3a2646cu ) );\n\n\t\treturn new Instance( entryIndex, position, rotation, scale );\n\t}\n}\n"
        },
        {
            "Ident": "redsnail.floratool",
            "Path": "FloraStorage.cs",
            "FileName": "FloraStorage.cs",
            "PackageType": "library",
            "CodeKind": "Game",
            "AssetVersionId": 343456,
            "Code": "using System;\nusing System.Collections.Generic;\nusing Sandbox;\n\nnamespace RedSnail.FloraTool;\n\n/// <summary>\n/// Painted flora coverage, stored as a sparse chunked grid of density samples rather than one\n/// transform per tree. Instances are regenerated from this plus a seed, so a forest of a hundred\n/// thousand trees costs a few megabytes instead of tens - which matters because the scene sidecar\n/// has to survive being committed to a repository.\n///\n/// The trade is that positions are derived, not authored: painting decides where flora *can* grow\n/// and how densely, and the seed decides exactly where each trunk lands.\n/// </summary>\npublic sealed class FloraStorage : BlobData\n{\n\tpublic override int Version => 1;\n\n\t/// <summary>Cells along one edge of a chunk.</summary>\n\tpublic const int ChunkResolution = 32;\n\n\t/// <summary>\n\t/// World size of one density cell. Roughly a tree's footprint - each cell holds at most a\n\t/// handful of instances, so this is what bounds how tightly flora can pack.\n\t/// Changing it invalidates every painted scene, so it is a constant rather than a setting.\n\t/// </summary>\n\tpublic const float CellSize = 256.0f;\n\n\tpublic const float ChunkSize = ChunkResolution * CellSize;\n\n\tpublic const int CellsPerChunk = ChunkResolution * ChunkResolution;\n\n\t/// <summary>\n\t/// One coverage sample. Height and normal are baked at paint time so flora sits on whatever\n\t/// geometry was there, without the renderer having to trace anything at load.\n\t/// </summary>\n\tpublic struct Cell\n\t{\n\t\tpublic float Height;\n\n\t\t/// <summary>density (0-7) | normal.x (8-15) | normal.y (16-23) | entry index (24-31)</summary>\n\t\tpublic uint Packed;\n\n\t\tpublic readonly float Density => (Packed & 0xFF) / 255.0f;\n\n\t\t/// <summary>Index into the definition's entry list. 0xFF means \"pick one by weight\".</summary>\n\t\tpublic readonly int EntryIndex => (int)((Packed >> 24) & 0xFF);\n\n\t\tpublic readonly Vector3 Normal\n\t\t{\n\t\t\tget\n\t\t\t{\n\t\t\t\tvar x = ((Packed >> 8) & 0xFF) / 127.5f - 1.0f;\n\t\t\t\tvar y = ((Packed >> 16) & 0xFF) / 127.5f - 1.0f;\n\t\t\t\tvar z = MathF.Sqrt( Math.Clamp( 1.0f - x * x - y * y, 0.0f, 1.0f ) );\n\t\t\t\treturn new Vector3( x, y, z );\n\t\t\t}\n\t\t}\n\n\t\tpublic static uint Pack( float density, Vector3 normal, int entryIndex )\n\t\t{\n\t\t\tvar d = (uint)Math.Clamp( density * 255.0f + 0.5f, 0.0f, 255.0f );\n\t\t\tvar nx = (uint)Math.Clamp( (normal.x + 1.0f) * 127.5f + 0.5f, 0.0f, 255.0f );\n\t\t\tvar ny = (uint)Math.Clamp( (normal.y + 1.0f) * 127.5f + 0.5f, 0.0f, 255.0f );\n\t\t\tvar e = (uint)Math.Clamp( entryIndex, 0, 255 );\n\n\t\t\treturn d | (nx << 8) | (ny << 16) | (e << 24);\n\t\t}\n\t}\n\n\tpublic readonly record struct ChunkCoord( int X, int Y );\n\n\tprivate readonly Dictionary<ChunkCoord, Cell[]> _chunks = [];\n\n\t/// <summary>Bumped on every mutation so the renderer knows to regenerate.</summary>\n\tpublic int Revision { get; private set; }\n\n\tpublic int ChunkCount => _chunks.Count;\n\n\tpublic IReadOnlyDictionary<ChunkCoord, Cell[]> Chunks => _chunks;\n\n\tpublic static ChunkCoord WorldToChunk( Vector3 world ) => new(\n\t\t(int)MathF.Floor( world.x / ChunkSize ),\n\t\t(int)MathF.Floor( world.y / ChunkSize ) );\n\n\tpublic static Vector2 ChunkOrigin( ChunkCoord coord ) => new( coord.X * ChunkSize, coord.Y * ChunkSize );\n\n\tpublic static Vector3 ChunkCenter( ChunkCoord coord, float height = 0.0f )\n\t{\n\t\tvar origin = ChunkOrigin( coord );\n\t\treturn new Vector3( origin.x + ChunkSize * 0.5f, origin.y + ChunkSize * 0.5f, height );\n\t}\n\n\tprivate static int WorldToCell( float world ) => (int)MathF.Floor( world / CellSize );\n\n\tprivate static int FloorDiv( int a, int b ) => a >= 0 ? a / b : ~(~a / b);\n\n\tprivate static int Mod( int a, int b )\n\t{\n\t\tvar r = a % b;\n\t\treturn r < 0 ? r + b : r;\n\t}\n\n\t/// <summary>\n\t/// Writes a coverage sample, baking the surface height and normal alongside it. Density of zero\n\t/// frees the sample.\n\t/// </summary>\n\tpublic void SetCell( float worldX, float worldY, float density, float height, Vector3 normal, int entryIndex )\n\t{\n\t\tvar cellX = WorldToCell( worldX );\n\t\tvar cellY = WorldToCell( worldY );\n\t\tvar coord = new ChunkCoord( FloorDiv( cellX, ChunkResolution ), FloorDiv( cellY, ChunkResolution ) );\n\n\t\tif ( !_chunks.TryGetValue( coord, out var cells ) )\n\t\t{\n\t\t\tif ( density <= 0.0f ) return;\n\n\t\t\tcells = new Cell[CellsPerChunk];\n\t\t\t_chunks[coord] = cells;\n\t\t}\n\n\t\tvar index = Mod( cellY, ChunkResolution ) * ChunkResolution + Mod( cellX, ChunkResolution );\n\t\tcells[index] = new Cell { Height = height, Packed = Cell.Pack( density, normal, entryIndex ) };\n\n\t\tRevision++;\n\t}\n\n\tpublic Cell GetCell( float worldX, float worldY )\n\t{\n\t\tvar cellX = WorldToCell( worldX );\n\t\tvar cellY = WorldToCell( worldY );\n\t\tvar coord = new ChunkCoord( FloorDiv( cellX, ChunkResolution ), FloorDiv( cellY, ChunkResolution ) );\n\n\t\tif ( !_chunks.TryGetValue( coord, out var cells ) )\n\t\t\treturn default;\n\n\t\treturn cells[Mod( cellY, ChunkResolution ) * ChunkResolution + Mod( cellX, ChunkResolution )];\n\t}\n\n\t/// <summary>Reduces coverage in a radius, removing samples that reach zero.</summary>\n\tpublic void Erase( Vector3 center, float radius, float strength )\n\t{\n\t\tvar radiusSquared = radius * radius;\n\n\t\tvar minCellX = WorldToCell( center.x - radius );\n\t\tvar maxCellX = WorldToCell( center.x + radius );\n\t\tvar minCellY = WorldToCell( center.y - radius );\n\t\tvar maxCellY = WorldToCell( center.y + radius );\n\n\t\tvar changed = false;\n\n\t\tfor ( var cy = minCellY; cy <= maxCellY; cy++ )\n\t\t{\n\t\t\tfor ( var cx = minCellX; cx <= maxCellX; cx++ )\n\t\t\t{\n\t\t\t\tvar coord = new ChunkCoord( FloorDiv( cx, ChunkResolution ), FloorDiv( cy, ChunkResolution ) );\n\t\t\t\tif ( !_chunks.TryGetValue( coord, out var cells ) )\n\t\t\t\t\tcontinue;\n\n\t\t\t\tvar wx = (cx + 0.5f) * CellSize;\n\t\t\t\tvar wy = (cy + 0.5f) * CellSize;\n\t\t\t\tvar dx = wx - center.x;\n\t\t\t\tvar dy = wy - center.y;\n\n\t\t\t\tif ( dx * dx + dy * dy > radiusSquared )\n\t\t\t\t\tcontinue;\n\n\t\t\t\tvar index = Mod( cy, ChunkResolution ) * ChunkResolution + Mod( cx, ChunkResolution );\n\t\t\t\tref var cell = ref cells[index];\n\n\t\t\t\tif ( (cell.Packed & 0xFF) == 0 )\n\t\t\t\t\tcontinue;\n\n\t\t\t\tvar density = Math.Max( cell.Density - strength, 0.0f );\n\t\t\t\tcell.Packed = density <= 0.0f\n\t\t\t\t\t? 0u\n\t\t\t\t\t: Cell.Pack( density, cell.Normal, cell.EntryIndex );\n\n\t\t\t\tchanged = true;\n\t\t\t}\n\t\t}\n\n\t\tif ( !changed )\n\t\t\treturn;\n\n\t\tPruneEmptyChunks();\n\t\tRevision++;\n\t}\n\n\tpublic void ClearAll()\n\t{\n\t\tif ( _chunks.Count == 0 ) return;\n\n\t\t_chunks.Clear();\n\t\tRevision++;\n\t}\n\n\tprivate void PruneEmptyChunks()\n\t{\n\t\tList<ChunkCoord> empty = null;\n\n\t\tforeach ( var (coord, cells) in _chunks )\n\t\t{\n\t\t\tvar used = false;\n\t\t\tfor ( var i = 0; i < cells.Length; i++ )\n\t\t\t{\n\t\t\t\tif ( (cells[i].Packed & 0xFF) != 0 ) { used = true; break; }\n\t\t\t}\n\n\t\t\tif ( !used )\n\t\t\t{\n\t\t\t\tempty ??= [];\n\t\t\t\tempty.Add( coord );\n\t\t\t}\n\t\t}\n\n\t\tif ( empty is null ) return;\n\n\t\tforeach ( var coord in empty )\n\t\t\t_chunks.Remove( coord );\n\t}\n\n\t/// <summary>\n\t/// Writes only the painted cells. Storing them densely cost 8KB per chunk however little of it\n\t/// was painted, and a brush stroke across a landscape touches a lot of chunks.\n\t///\n\t/// Each painted cell costs 2 bytes more than it did dense (its index), so a chunk past about 80%\n\t/// coverage is cheaper stored densely. Both layouts are written and each chunk says which it used.\n\t/// </summary>\n\tpublic override void Serialize( ref Writer writer )\n\t{\n\t\twriter.Stream.Write( _chunks.Count );\n\n\t\tforeach ( var (coord, cells) in _chunks )\n\t\t{\n\t\t\twriter.Stream.Write( coord.X );\n\t\t\twriter.Stream.Write( coord.Y );\n\n\t\t\tvar painted = 0;\n\t\t\tfor ( var i = 0; i < CellsPerChunk; i++ )\n\t\t\t{\n\t\t\t\tif ( (cells[i].Packed & 0xFF) != 0 ) painted++;\n\t\t\t}\n\n\t\t\tvar sparse = painted * 10 < CellsPerChunk * 8;\n\t\t\twriter.Stream.Write( sparse );\n\n\t\t\tif ( !sparse )\n\t\t\t{\n\t\t\t\tfor ( var i = 0; i < CellsPerChunk; i++ )\n\t\t\t\t{\n\t\t\t\t\twriter.Stream.Write( cells[i].Height );\n\t\t\t\t\twriter.Stream.Write( cells[i].Packed );\n\t\t\t\t}\n\n\t\t\t\tcontinue;\n\t\t\t}\n\n\t\t\twriter.Stream.Write( painted );\n\n\t\t\tfor ( var i = 0; i < CellsPerChunk; i++ )\n\t\t\t{\n\t\t\t\tif ( (cells[i].Packed & 0xFF) == 0 )\n\t\t\t\t\tcontinue;\n\n\t\t\t\twriter.Stream.Write( (ushort)i );\n\t\t\t\twriter.Stream.Write( cells[i].Height );\n\t\t\t\twriter.Stream.Write( cells[i].Packed );\n\t\t\t}\n\t\t}\n\t}\n\n\tpublic override void Deserialize( ref Reader reader )\n\t{\n\t\t_chunks.Clear();\n\n\t\tvar chunkCount = reader.Stream.Read<int>();\n\n\t\tfor ( var c = 0; c < chunkCount; c++ )\n\t\t{\n\t\t\tvar coord = new ChunkCoord( reader.Stream.Read<int>(), reader.Stream.Read<int>() );\n\t\t\tvar cells = new Cell[CellsPerChunk];\n\n\t\t\tif ( reader.Stream.Read<bool>() )\n\t\t\t{\n\t\t\t\tvar painted = reader.Stream.Read<int>();\n\n\t\t\t\tfor ( var p = 0; p < painted; p++ )\n\t\t\t\t{\n\t\t\t\t\tvar index = reader.Stream.Read<ushort>();\n\t\t\t\t\tvar height = reader.Stream.Read<float>();\n\t\t\t\t\tvar packed = reader.Stream.Read<uint>();\n\n\t\t\t\t\tif ( index < CellsPerChunk )\n\t\t\t\t\t{\n\t\t\t\t\t\tcells[index].Height = height;\n\t\t\t\t\t\tcells[index].Packed = packed;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tfor ( var i = 0; i < CellsPerChunk; i++ )\n\t\t\t\t{\n\t\t\t\t\tcells[i].Height = reader.Stream.Read<float>();\n\t\t\t\t\tcells[i].Packed = reader.Stream.Read<uint>();\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t_chunks[coord] = cells;\n\t\t}\n\n\t\tRevision++;\n\t}\n}\n"
        },
        {
            "Ident": "redsnail.floratool",
            "Path": ".obj/__compiler_extra.cs",
            "FileName": "__compiler_extra.cs",
            "PackageType": "library",
            "CodeKind": "Game",
            "AssetVersionId": 343456,
            "Code": "global using static Sandbox.Internal.GlobalGameNamespace;\r\nglobal using Microsoft.AspNetCore.Components;\r\nglobal using Microsoft.AspNetCore.Components.Rendering;\r\n[assembly: global::System.Reflection.AssemblyMetadata( \"AddonTitle\", \"Flora Tool\" )]\r\n[assembly: global::System.Reflection.AssemblyMetadata( \"AddonIdent\", \"floratool\" )]\r\n[assembly: global::System.Reflection.AssemblyMetadata( \"OrgIdent\", \"redsnail\" )]\r\n[assembly: global::System.Reflection.AssemblyMetadata( \"Ident\", \"redsnail.floratool\" )]\r\n[assembly: global::System.Reflection.AssemblyMetadata( \"EngineVersion\", \"28\" )]\r\n[assembly: global::System.Reflection.AssemblyMetadata( \"EngineMinorVersion\", \"1\" )]\r\n\r\n[assembly: System.Runtime.Versioning.TargetFramework( \".NETCoreApp,Version=v9.0\", FrameworkDisplayName = \".NET 9.0\" )]\r\n[assembly: global::System.Reflection.AssemblyMetadata( \"CompileTime\", \"2026-08-20T14:01:50.2662074Z\" )]\r\n[assembly: global::System.Reflection.AssemblyVersion(\"0.0.121.0\")]\r\n[assembly: global::System.Reflection.AssemblyFileVersion(\"0.0.121.0\")]"
        }
    ]
}