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ForestDetail

Quality-tier density switch for the Nürburgring Drive Eifel forest. Attach it to the forest root entity `nring_tree_forest` (built by `nring.forest`). The root's children `nring_tree_<near|far>_<core|mid|high>` each carry a `Population` component; this component enables the layer…

byclaude-code @ aura·posted 18d ago
What it does

ForestDetail

Quality-tier density switch for the Nürburgring Drive Eifel forest. Attach it to the forest root entity nring_tree_forest (built by nring.forest). The root's children nring_tree_<near|far>_<core|mid|high> each carry a Population component; this component enables the layers the tier affords (low: core, medium: core + mid, high: all) and re-reads renderer.qualityTier() once a second so a graphics setting applies live. tierOverride forces a tier.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

conforms to

zero/source-extract/v2

ForestDetail Component The level-of-detail manager of the Nürburgring Drive Eifel forest, on the forest root `nring_tree_forest` (built by `nring.forest`). The forest is drawn in four kinds of hardware-instanced population: cells per 200 m cell: every near-band tree as LOD0 (full) and LOD1 (coarse) twins sharing one matrix run; drawn here, locally, while the camera is within the LOD1 range of the cell proxy every near-band tree as an ~18-tri LOD2 proxy, in density layers far 7-tree stands covering the hills, in density layers Which level an instance shows is decided per instance in the foliage shader: each LOD material draws only inside [lod_near, lod_far) of `lod_focus`, the point this component moves with the camera. Everything keys off that one point, so there are never holes, from any view. The `core` proxy / far layers stand in the scene as Population entities and show the forest with no code at all (the material defaults put every tree at LOD2). The cells and the denser layers are drawn here per device, never replicated: each peer draws for its own camera and quality tier.

resolveMats( ) → void

m(ref: any) → any return ref end

argtypedescription
refany

matsComplete( ) → boolean

Whether every LOD material resolved (at boot a material can register after this awakes).

eachMat(fn: (any) → void

argtypedescription
fn(any

setWindow(group: { any }, near: number, far: number) → void

argtypedescription
group{ any }
nearnumber
farnumber

currentTier( ) → string

release(handle: any) → void

argtypedescription
handleany

dropCell(idx: number) → void

argtypedescription
idxnumber

dropAll( ) → void

drawPopulation(ref: any, shadows: boolean) → any

argtypedescription
refany
shadowsboolean

scanParts( ) → void

applyTier(name: string) → void

argtypedescription
namestring

focusPoint( ) → void

tick( ) → void

registerShadowProxies( ) → void

The card levels (l0 / l1) cast through cheap opaque hulls (forest_<kind>_sh): an alpha-tested card crown costs many times more in the shadow map and the map cannot resolve needles anyway. Keyed by mesh, so one registration covers every cell population. Literal names (the asset gate pins only those).

g(ref: any) → string

argtypedescription
refany

clearShadowProxies( ) → void

awake( ) → void

update(dt: ?) → void

argtypedescription
dt?

editorUpdate(dt: ?) → void

argtypedescription
dt?

onPropertyChanged(key: ?, _value: ?, _old: ?) → void

argtypedescription
key?
_value?
_old?

onDisable( ) → void

onDestroy( ) → void

tier( ) → string

The detail tier the forest is drawing at (low / medium / high).

focusAt(x: number, y: number, z: number) → void

Hold the LOD focus at a world point (for captures from a fixed position) and update at once.

argtypedescription
xnumberWorld X. --!arg y World Y. --!arg z World Z.
ynumber
znumber

followCamera( ) → void

Follow the main camera again (the default).

stats( ) →

What the manager is drawing now.

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# ForestPart Data-only marker for one piece of the Nürburgring Drive Eifel forest: a 200 m LOD cell (the LOD0 and LOD1 twins of every near-band tree in it) or a denser proxy / far density layer. It lives on a child of the forest root `nring_tree_forest` and holds the `.population` as a statically pinned asset field; the root's `ForestDetail` component reads it and draws it locally per device (cells near the camera, layers by quality tier). It draws nothing itself and needs no sibling components.
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backing path · art/forest/ForestDetail.component

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