bevy_map_scatter 0.2.1

Bevy plugin that integrates the `map_scatter` core crate for object scattering with field-graph evaluation and sampling
Documentation
# bevy_map_scatter

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Bevy plugin that integrates the `map_scatter` core crate for object scattering with field-graph evaluation and sampling.

![logo](./logo.png)

## Overview

**bevy_map_scatter** wires the [**map_scatter**](https://github.com/morgenthum/map_scatter/blob/main/crates/map_scatter/README.md) runtime into Bevy in an ECS- and editor-friendly way:
- Asset-based authoring of scatter plans (RON): load `*.scatter` files via `AssetServer`.
- Texture integration: snapshot Bevy `Image`s to CPU textures with configurable domain mapping.
- Asynchronous execution: runs scatter jobs on `AsyncComputeTaskPool`.
- Streaming diagnostics: forward core `ScatterEvent`s as Bevy messages (`ScatterMessage`).

## Use Cases

Use `bevy_map_scatter` when you want to populate a Bevy world with many small entities (plants, props, resources, decals) in a way that stays data‑driven, repeatable, and easy to iterate inside your ECS + asset workflow.

You control:
- Where things may appear (scatter plan fields, textures, masks)
- How different categories avoid or complement each other (layer order + overlays)
- Distribution style (blue‑noise, grids, clustered, low‑discrepancy)
- Deterministic seeds for builds, while still allowing variation per run if desired

Three Bevy‑flavoured examples:

1. Stylized forest scene  
   Load a `forest.scatter` asset: first layer places large trees sparsely; second layer adds mushrooms only where tree probability is low; third layer fills remaining space with grass sprouts. Tweaking a gradient texture or a numeric threshold in the RON file and hot‑reloading instantly updates placement logic without touching code.

2. Town dressing in an in‑editor tool  
   A scatter plan drives benches near plazas (inside a plaza mask), lamp posts at moderate spacing along exported road splines (converted to a texture/field), and small clutter (barrels/crates) only where neither benches nor lamp posts were placed (using an overlay exclusion). Designers modify masks and rerun a scatter system; results stream in asynchronously without stalling the main thread.

3. Dungeon encounter setup
   Camps (safe zones) are placed first in large rooms. Enemy spawn markers are placed next-never inside camp influence. Rare loot node markers are then sprinkled in dead‑end corridors with a low probability but enforced spacing. All become regular Bevy entities you can query, tag, despawn, or decorate further in subsequent systems.

Why it fits nicely into Bevy:
- Assets: scatter plans are just assets-versioned, hot‑reloadable, serializable.
- ECS: placements become entities; you decide what components to attach for rendering, gameplay, or tooling.
- Async: heavy scatter work happens on the async compute pool; the main schedule stays responsive.
- Determinism: same seed + same plan + same textures = identical placements (useful for networking or reproducible builds).
- Extensibility: hook into events (`ScatterFinished`, etc.) to trigger spawning meshes, sprites, or custom logic.

## Examples

See the [example crate](https://github.com/morgenthum/map_scatter/blob/main/crates/bevy_map_scatter_examples/README.md) for curated demos you can run locally.

## Quick Start

Add the crates to your Bevy application:

```toml
# Cargo.toml
[dependencies]
bevy = "0.17"
bevy_map_scatter = "0.2"
map_scatter = "0.2"
```

Create a scatter plan in `assets/simple.scatter`:

```ron
(
  layers: [
    (
      id: "dots",
      kinds: [
        (
          id: "dots",
          spec: (
            nodes: {
              "probability": Constant(
                params: ConstantParams(value: 1.0),
              ),
            },
            semantics: {
              "probability": Probability,
            },
          ),
        ),
      ],
      sampling: JitterGrid(
        jitter: 1.0,
        cell_size: 1.0,
      ),
      selection_strategy: WeightedRandom,
    ),
  ],
)
```

Use the plugin and trigger a single scatter run once the asset is ready:

```rust
use bevy::prelude::*;
use bevy_map_scatter::prelude::*;

#[derive(Resource, Default)]
struct PlanHandle(Handle<ScatterPlanAsset>);

fn main() {
    App::new()
        .init_resource::<PlanHandle>()
        .add_plugins(DefaultPlugins)
        .add_plugins(MapScatterPlugin)
        .add_systems(Startup, load_plan)
        .add_systems(Update, trigger_request)
        .add_observer(log_finished)
        .run();
}

/// Loads the scatter plan asset on startup.
fn load_plan(mut handle: ResMut<PlanHandle>, assets: Res<AssetServer>) {
    handle.0 = assets.load("simple.scatter");
}

/// Triggers a scatter request once the plan asset is loaded.
fn trigger_request(
    mut commands: Commands,
    mut once: Local<bool>,
    handle: Res<PlanHandle>,
    assets: Res<Assets<ScatterPlanAsset>>,
) {
    // Only run once.
    if *once {
        return;
    }
    // Wait until the asset is loaded.
    if assets.get(&handle.0).is_none() {
        return;
    }

    // The domain size for scattering.
    let domain = Vec2::new(10.0, 10.0);

    // Create run configuration and seed for (deterministic) randomness.
    let config = RunConfig::new(domain)
        .with_chunk_extent(domain.x)
        .with_raster_cell_size(1.0);

    // Spawn an entity to track the request.
    // In real applications you might want to add your own components here,
    // or use an existing entity.
    let entity = commands.spawn_empty().id();

    // Trigger the scatter run.
    commands.trigger(ScatterRequest::new(entity, handle.0.clone(), config, 42));

    // Mark as done.
    *once = true;
}

/// Observes the `EntityEvent` when a scatter run has finished.
fn log_finished(finished: On<ScatterFinished>, mut commands: Commands) {
    info!(
        "Scatter run {} finished: placements={} evaluated={} rejected={}",
        finished.entity,
        finished.result.placements.len(),
        finished.result.positions_evaluated,
        finished.result.positions_rejected
    );

    // Clean up the entity used for the request.
    // In real applications you might want to keep it,
    // depending on your use case.
    commands.entity(finished.entity).despawn();
}
```

Run the application with `cargo run`. Once the scatter job completes you will see a summary in the log and can continue with your own placement logic.

## Compatibility

| `bevy_map_scatter` | `map_scatter` | `bevy` |
| ------------------ | ------------- | ------ |
| `0.2`              | `0.2`         | `0.17` |