@downdraft/engine 0.0.0 → 0.1.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (908) hide show
  1. package/README.md +33 -0
  2. package/app/src/index.ts +10 -0
  3. package/app/src/renderer/bootstrap.ts +271 -0
  4. package/app/src/renderer/downdraft-base.css +93 -0
  5. package/app/src/renderer/feature-log.ts +200 -0
  6. package/app/src/renderer/game-module.ts +923 -0
  7. package/app/src/renderer/hooks.ts +88 -0
  8. package/app/src/renderer/hot-reload.ts +178 -0
  9. package/app/src/renderer/import-cache.ts +88 -0
  10. package/app/src/renderer/index.ts +206 -0
  11. package/app/src/renderer/mcp-harness.ts +144 -0
  12. package/app/src/renderer/save-store-factory.ts +239 -0
  13. package/app/src/renderer/sim-bridge.ts +183 -0
  14. package/app/src/renderer/standard-automation-tools.ts +771 -0
  15. package/app/src/shared/feature-log.ts +71 -0
  16. package/app/src/shared/gpu-info.ts +82 -0
  17. package/app/src/shared/import-cache-store.ts +142 -0
  18. package/app/src/shared/index.ts +6 -0
  19. package/app/src/shared/mcp-discovery.ts +47 -0
  20. package/app/src/shared/mcp-proxy.ts +82 -0
  21. package/app/src/shared/types.ts +324 -0
  22. package/asset-bake/src/bake-audio.ts +119 -0
  23. package/asset-bake/src/bake-gltf.ts +172 -0
  24. package/asset-bake/src/bake.ts +78 -0
  25. package/asset-bake/src/cache.ts +188 -0
  26. package/asset-bake/src/config.ts +186 -0
  27. package/asset-bake/src/index.ts +36 -0
  28. package/core/src/animation/animation-event.ts +41 -0
  29. package/core/src/animation/bone-mask.ts +122 -0
  30. package/core/src/animation/clip.ts +252 -0
  31. package/core/src/animation/index.ts +22 -0
  32. package/core/src/animation/mixamo.ts +113 -0
  33. package/core/src/animation/morph-target.ts +69 -0
  34. package/core/src/animation/player.ts +697 -0
  35. package/core/src/animation/retarget.ts +158 -0
  36. package/core/src/animation/skeleton-animator.ts +1399 -0
  37. package/core/src/animation/skeleton.ts +214 -0
  38. package/core/src/animation/state-machine.ts +280 -0
  39. package/core/src/assets/blob-store.ts +66 -0
  40. package/core/src/assets/cache.ts +186 -0
  41. package/core/src/assets/cubemap-converter.ts +155 -0
  42. package/core/src/assets/environment-manager.ts +121 -0
  43. package/core/src/assets/import-cache.ts +65 -0
  44. package/core/src/assets/import-settings.ts +72 -0
  45. package/core/src/assets/importer.ts +108 -0
  46. package/core/src/assets/index.ts +74 -0
  47. package/core/src/assets/irradiance-generator.ts +198 -0
  48. package/core/src/assets/loader-audio.ts +86 -0
  49. package/core/src/assets/loader-cubemap.ts +211 -0
  50. package/core/src/assets/loader-dds.ts +236 -0
  51. package/core/src/assets/loader-hdr.ts +474 -0
  52. package/core/src/assets/loader-mesh.ts +143 -0
  53. package/core/src/assets/loader-shader.ts +73 -0
  54. package/core/src/assets/loader-texture.ts +349 -0
  55. package/core/src/assets/lod.ts +198 -0
  56. package/core/src/assets/manager.ts +480 -0
  57. package/core/src/assets/manifest.ts +81 -0
  58. package/core/src/assets/material-bridge.ts +186 -0
  59. package/core/src/assets/model-importer.ts +72 -0
  60. package/core/src/assets/model-normalizer.ts +248 -0
  61. package/core/src/assets/model-to-gpu.ts +70 -0
  62. package/core/src/assets/model-to-mesh.ts +237 -0
  63. package/core/src/assets/prefilter-generator.ts +250 -0
  64. package/core/src/audio/engine.ts +177 -0
  65. package/core/src/audio/interface.ts +130 -0
  66. package/core/src/audio/listener.ts +32 -0
  67. package/core/src/audio/mixer.ts +141 -0
  68. package/core/src/audio/registry.ts +52 -0
  69. package/core/src/audio/sab.ts +87 -0
  70. package/core/src/audio/source.ts +89 -0
  71. package/core/src/change-detection/atomics.ts +1 -0
  72. package/core/src/change-detection/tracker.ts +47 -0
  73. package/core/src/debug-draw/lines.ts +64 -0
  74. package/core/src/debug-draw/points.ts +17 -0
  75. package/core/src/debug-draw/queue.ts +124 -0
  76. package/core/src/debug-draw/text.ts +25 -0
  77. package/core/src/ecs/archetype.ts +323 -0
  78. package/core/src/ecs/component.ts +188 -0
  79. package/core/src/ecs/entity.ts +25 -0
  80. package/core/src/ecs/events.ts +93 -0
  81. package/core/src/ecs/hierarchy.ts +124 -0
  82. package/core/src/ecs/hmr-swap-registry.ts +22 -0
  83. package/core/src/ecs/index.ts +25 -0
  84. package/core/src/ecs/query.ts +141 -0
  85. package/core/src/ecs/resource.ts +8 -0
  86. package/core/src/ecs/schedule.ts +181 -0
  87. package/core/src/ecs/system-params.ts +99 -0
  88. package/core/src/ecs/system.ts +42 -0
  89. package/core/src/ecs/world.ts +348 -0
  90. package/core/src/index.ts +352 -0
  91. package/core/src/input/context.ts +73 -0
  92. package/core/src/input/dom-handler.ts +380 -0
  93. package/core/src/input/local-player-manager.ts +218 -0
  94. package/core/src/input/mapping.ts +40 -0
  95. package/core/src/input/multi-sab-bridge.ts +276 -0
  96. package/core/src/input/multi-state.ts +54 -0
  97. package/core/src/input/sab-bridge.ts +71 -0
  98. package/core/src/input/state.ts +132 -0
  99. package/core/src/input/ui-router.ts +87 -0
  100. package/core/src/library/host.ts +317 -0
  101. package/core/src/library/index.ts +16 -0
  102. package/core/src/library/library.ts +292 -0
  103. package/core/src/material/compiler.ts +80 -0
  104. package/core/src/material/graph-bridge.ts +172 -0
  105. package/core/src/material/index.ts +9 -0
  106. package/core/src/material/library.ts +442 -0
  107. package/core/src/material/material.ts +156 -0
  108. package/core/src/material/variants.ts +61 -0
  109. package/core/src/math/mat4.ts +202 -0
  110. package/core/src/math/perlin-noise-2d.ts +77 -0
  111. package/core/src/math/perlin-noise-3d.ts +110 -0
  112. package/core/src/math/quat.ts +33 -0
  113. package/core/src/math/rng.ts +29 -0
  114. package/core/src/math/trig.ts +47 -0
  115. package/core/src/math/value-noise.ts +67 -0
  116. package/core/src/mesh/builder.ts +177 -0
  117. package/core/src/mesh/csg.ts +312 -0
  118. package/core/src/mesh/greased-line.ts +145 -0
  119. package/core/src/mesh/mesh.ts +17 -0
  120. package/core/src/mesh/parametric.ts +501 -0
  121. package/core/src/mesh/skinning.ts +67 -0
  122. package/core/src/mesh/vertex-layout.ts +91 -0
  123. package/core/src/module/cross-thread.ts +163 -0
  124. package/core/src/module/diagnostics.ts +123 -0
  125. package/core/src/module/host.ts +451 -0
  126. package/core/src/module/index.ts +22 -0
  127. package/core/src/module/module.ts +109 -0
  128. package/core/src/module/registry.ts +94 -0
  129. package/core/src/module/renderer-module.ts +247 -0
  130. package/core/src/module/ts-loader.ts +26 -0
  131. package/core/src/particles/compute-pass.ts +378 -0
  132. package/core/src/particles/emitter.ts +156 -0
  133. package/core/src/particles/index.ts +11 -0
  134. package/core/src/particles/particle-data.ts +47 -0
  135. package/core/src/particles/render-pass.ts +365 -0
  136. package/core/src/particles/simulator.ts +264 -0
  137. package/core/src/particles/system.ts +193 -0
  138. package/core/src/physics/body.ts +59 -0
  139. package/core/src/physics/ccd-heuristic.ts +55 -0
  140. package/core/src/physics/character.ts +282 -0
  141. package/core/src/physics/collider.ts +55 -0
  142. package/core/src/physics/collision-system.ts +91 -0
  143. package/core/src/physics/events.ts +133 -0
  144. package/core/src/physics/index.ts +34 -0
  145. package/core/src/physics/interface.ts +473 -0
  146. package/core/src/physics/interpolation-buffer.ts +192 -0
  147. package/core/src/physics/lifecycle.ts +87 -0
  148. package/core/src/physics/load-shedder.ts +164 -0
  149. package/core/src/physics/physics-accumulator.ts +101 -0
  150. package/core/src/physics/physics-system.ts +240 -0
  151. package/core/src/physics/ragdoll-presets.ts +272 -0
  152. package/core/src/physics/ragdoll-system.ts +220 -0
  153. package/core/src/physics/ragdoll.ts +182 -0
  154. package/core/src/physics/raycast.ts +143 -0
  155. package/core/src/physics/realm-manager.ts +499 -0
  156. package/core/src/physics/realm-worker-pool.ts +191 -0
  157. package/core/src/physics/realm-worker.ts +102 -0
  158. package/core/src/physics/realm.ts +189 -0
  159. package/core/src/physics/registry.ts +52 -0
  160. package/core/src/physics/safety.ts +247 -0
  161. package/core/src/physics/snapshot-manager.ts +141 -0
  162. package/core/src/physics/worker-protocol.ts +30 -0
  163. package/core/src/platform/bun-preload.ts +169 -0
  164. package/core/src/platform/css-stub.ts +4 -0
  165. package/core/src/platform/glob-polyfill.ts +124 -0
  166. package/core/src/platform/hidpi.ts +57 -0
  167. package/core/src/platform/render-surface.ts +77 -0
  168. package/core/src/platform/rpc.ts +98 -0
  169. package/core/src/platform/runtime.ts +132 -0
  170. package/core/src/plugin/context.ts +364 -0
  171. package/core/src/plugin/diagnostics.ts +61 -0
  172. package/core/src/plugin/discovery.ts +186 -0
  173. package/core/src/plugin/extension-loaders.ts +172 -0
  174. package/core/src/plugin/host.ts +659 -0
  175. package/core/src/plugin/index.ts +106 -0
  176. package/core/src/plugin/loader-asset.ts +124 -0
  177. package/core/src/plugin/loader-quickjs.ts +84 -0
  178. package/core/src/plugin/loader-wasm.ts +411 -0
  179. package/core/src/plugin/loader-worker.ts +261 -0
  180. package/core/src/plugin/manifest.ts +653 -0
  181. package/core/src/plugin/material-registry.ts +65 -0
  182. package/core/src/plugin/mcp-tools.ts +165 -0
  183. package/core/src/plugin/permissions.ts +175 -0
  184. package/core/src/plugin/quickjs-bridge.ts +294 -0
  185. package/core/src/plugin/registry.ts +107 -0
  186. package/core/src/plugin/sandbox-shim.ts +86 -0
  187. package/core/src/plugin/sandbox-worker.ts +215 -0
  188. package/core/src/plugin/wasm-abi.ts +152 -0
  189. package/core/src/plugin/wasm-worker.ts +229 -0
  190. package/core/src/plugin/workshop.ts +169 -0
  191. package/core/src/profiling/event-loop.ts +180 -0
  192. package/core/src/profiling/index.ts +69 -0
  193. package/core/src/profiling/iops/idb-patch.ts +242 -0
  194. package/core/src/profiling/iops/opfs-patch.ts +276 -0
  195. package/core/src/profiling/profiling-sab.ts +839 -0
  196. package/core/src/profiling/task-latency.ts +134 -0
  197. package/core/src/profiling/thread-metrics.ts +126 -0
  198. package/core/src/profiling/trace-event-writer.ts +205 -0
  199. package/core/src/profiling/warnings.ts +423 -0
  200. package/core/src/profiling/worker-prelude.ts +376 -0
  201. package/core/src/render/bind-group.ts +38 -0
  202. package/core/src/render/bindless/bindless-struct.ts +42 -0
  203. package/core/src/render/bindless/bindless.wgsl.ts +167 -0
  204. package/core/src/render/bindless/frame-bindings.ts +176 -0
  205. package/core/src/render/bindless/index.ts +10 -0
  206. package/core/src/render/bindless/material-manager.ts +257 -0
  207. package/core/src/render/bindless/texture-registry.ts +609 -0
  208. package/core/src/render/buffer.ts +82 -0
  209. package/core/src/render/camera-2d.ts +217 -0
  210. package/core/src/render/camera-controller.ts +440 -0
  211. package/core/src/render/camera.ts +409 -0
  212. package/core/src/render/canvas-resize-watcher.ts +46 -0
  213. package/core/src/render/compute-kernel.ts +172 -0
  214. package/core/src/render/constants.ts +2 -0
  215. package/core/src/render/device.ts +111 -0
  216. package/core/src/render/frame-graph.ts +768 -0
  217. package/core/src/render/frustum.ts +185 -0
  218. package/core/src/render/fullscreen-vs.ts +25 -0
  219. package/core/src/render/g-buffer.ts +186 -0
  220. package/core/src/render/game-renderer.ts +1452 -0
  221. package/core/src/render/gpu-driven/cull-pass.ts +394 -0
  222. package/core/src/render/gpu-driven/hzb.ts +215 -0
  223. package/core/src/render/gpu-driven/index.ts +7 -0
  224. package/core/src/render/gpu-driven/indirect-draw-pass.ts +324 -0
  225. package/core/src/render/gpu-driven/instance-buffer.ts +178 -0
  226. package/core/src/render/gpu-driven/mesh-table.ts +175 -0
  227. package/core/src/render/gpu-driven/passes/hzb-build-pass.ts +47 -0
  228. package/core/src/render/gpu-utils.ts +96 -0
  229. package/core/src/render/hdr.ts +88 -0
  230. package/core/src/render/hot-reload.ts +295 -0
  231. package/core/src/render/ibl-bind-group.ts +266 -0
  232. package/core/src/render/ibl.ts +180 -0
  233. package/core/src/render/index.ts +163 -0
  234. package/core/src/render/input-manager.ts +259 -0
  235. package/core/src/render/lighting/area-light.ts +196 -0
  236. package/core/src/render/lighting/cluster-grid.ts +288 -0
  237. package/core/src/render/lighting/cluster-types.ts +193 -0
  238. package/core/src/render/lighting/ies-parser.ts +162 -0
  239. package/core/src/render/lighting.ts +454 -0
  240. package/core/src/render/material-types/depth.wgsl +44 -0
  241. package/core/src/render/material-types/line.wgsl +50 -0
  242. package/core/src/render/material-types/matcap.wgsl +51 -0
  243. package/core/src/render/material-types/normal.wgsl +41 -0
  244. package/core/src/render/material-types/physical.wgsl +152 -0
  245. package/core/src/render/material-types/sprite.wgsl +46 -0
  246. package/core/src/render/material-types/sss.wgsl +79 -0
  247. package/core/src/render/material-types/toon.wgsl +79 -0
  248. package/core/src/render/passes/README.md +121 -0
  249. package/core/src/render/passes/atmosphere.ts +152 -0
  250. package/core/src/render/passes/cluster-lighting-pass.ts +476 -0
  251. package/core/src/render/passes/csm.ts +408 -0
  252. package/core/src/render/passes/cubemap-capture.ts +114 -0
  253. package/core/src/render/passes/debug-viz.ts +278 -0
  254. package/core/src/render/passes/debug.ts +538 -0
  255. package/core/src/render/passes/decal-mesh.ts +111 -0
  256. package/core/src/render/passes/decal-pass.ts +377 -0
  257. package/core/src/render/passes/deferred-lighting.ts +434 -0
  258. package/core/src/render/passes/depth-prepass.ts +163 -0
  259. package/core/src/render/passes/dome-360.ts +83 -0
  260. package/core/src/render/passes/fluid-render.ts +137 -0
  261. package/core/src/render/passes/gi-types.ts +118 -0
  262. package/core/src/render/passes/graph-compute.ts +300 -0
  263. package/core/src/render/passes/greased-line-pass.ts +232 -0
  264. package/core/src/render/passes/morph-target.ts +40 -0
  265. package/core/src/render/passes/opaque.ts +1028 -0
  266. package/core/src/render/passes/point-light-shadow.ts +266 -0
  267. package/core/src/render/passes/procedural-texture.ts +185 -0
  268. package/core/src/render/passes/reflection-probe.ts +140 -0
  269. package/core/src/render/passes/rsm-pass.ts +248 -0
  270. package/core/src/render/passes/sdf-text.ts +155 -0
  271. package/core/src/render/passes/shadow-map.ts +163 -0
  272. package/core/src/render/passes/shadow.ts +220 -0
  273. package/core/src/render/passes/skinning-vs.ts +121 -0
  274. package/core/src/render/passes/skinning.ts +326 -0
  275. package/core/src/render/passes/sky-dome.ts +404 -0
  276. package/core/src/render/passes/skybox.ts +162 -0
  277. package/core/src/render/passes/spot-light-shadow.ts +273 -0
  278. package/core/src/render/passes/terrain.ts +326 -0
  279. package/core/src/render/passes/transparent.ts +353 -0
  280. package/core/src/render/passes/underwater-fog.ts +185 -0
  281. package/core/src/render/passes/video-texture.ts +79 -0
  282. package/core/src/render/passes/volumetric-pass.ts +312 -0
  283. package/core/src/render/passes/volumetric-types.ts +171 -0
  284. package/core/src/render/passes/water.ts +753 -0
  285. package/core/src/render/pbr.ts +296 -0
  286. package/core/src/render/pipeline.ts +52 -0
  287. package/core/src/render/render-pass.ts +30 -0
  288. package/core/src/render/renderer-input-bus.ts +220 -0
  289. package/core/src/render/renderer-module-host.ts +623 -0
  290. package/core/src/render/resource-tracker.ts +67 -0
  291. package/core/src/render/sab-canvas-overlay.ts +122 -0
  292. package/core/src/render/shader-validator.ts +200 -0
  293. package/core/src/render/shaders/debug/debug-line.wgsl +27 -0
  294. package/core/src/render/shaders/debug/debug-point.wgsl +30 -0
  295. package/core/src/render/shaders/debug/debug-text.wgsl +42 -0
  296. package/core/src/render/shaders/debug-viz/aabb.wgsl +20 -0
  297. package/core/src/render/shaders/debug-viz/depth.wgsl +29 -0
  298. package/core/src/render/shaders/debug-viz/lod.wgsl +38 -0
  299. package/core/src/render/shaders/debug-viz/normals.wgsl +30 -0
  300. package/core/src/render/shaders/debug-viz/overdraw.wgsl +21 -0
  301. package/core/src/render/shaders/debug-viz/tangents.wgsl +29 -0
  302. package/core/src/render/shaders/debug-viz/wireframe.wgsl +33 -0
  303. package/core/src/render/shaders/shadow-chunks.ts +135 -0
  304. package/core/src/render/skybox.ts +146 -0
  305. package/core/src/render/splitscreen.ts +85 -0
  306. package/core/src/render/surface.ts +78 -0
  307. package/core/src/render/tonemap.ts +180 -0
  308. package/core/src/render/tracked-render-pass.ts +158 -0
  309. package/core/src/render/viewport.ts +109 -0
  310. package/core/src/render/wgsl-hmr.ts +70 -0
  311. package/core/src/sab/core-input-channel.ts +23 -0
  312. package/core/src/sab/define.ts +239 -0
  313. package/core/src/sab/errors.ts +76 -0
  314. package/core/src/sab/game-input.ts +343 -0
  315. package/core/src/sab/gamepad-devices.ts +259 -0
  316. package/core/src/sab/grid-buffer.ts +117 -0
  317. package/core/src/sab/input.ts +55 -0
  318. package/core/src/sab/layout.ts +219 -0
  319. package/core/src/sab/multi-input-channel.ts +50 -0
  320. package/core/src/sab/record-buffer.ts +155 -0
  321. package/core/src/sab/sab-polyfill.ts +56 -0
  322. package/core/src/sab/sim-channel.ts +453 -0
  323. package/core/src/sab/slot-buffer.ts +190 -0
  324. package/core/src/sab/types.ts +158 -0
  325. package/core/src/safety/bounds.ts +76 -0
  326. package/core/src/safety/json.ts +80 -0
  327. package/core/src/safety/path.ts +167 -0
  328. package/core/src/save/binary-format.ts +117 -0
  329. package/core/src/save/game-save-system.ts +161 -0
  330. package/core/src/save/grid-save-system.ts +158 -0
  331. package/core/src/save/migrate.ts +44 -0
  332. package/core/src/save/migration-registry.ts +94 -0
  333. package/core/src/save/persist-types.ts +208 -0
  334. package/core/src/save/schema.ts +46 -0
  335. package/core/src/save/serializer.ts +180 -0
  336. package/core/src/scene/builder.ts +65 -0
  337. package/core/src/scene/camera.ts +142 -0
  338. package/core/src/scene/checkpoint.ts +109 -0
  339. package/core/src/scene/game-loop.ts +198 -0
  340. package/core/src/scene/index.ts +24 -0
  341. package/core/src/scene/layer.ts +6 -0
  342. package/core/src/scene/prefab.ts +145 -0
  343. package/core/src/scene/scene-manager.ts +157 -0
  344. package/core/src/scene/scene.ts +192 -0
  345. package/core/src/scene/sky.ts +256 -0
  346. package/core/src/scene/spatial-grid.ts +176 -0
  347. package/core/src/scene/streaming.ts +304 -0
  348. package/core/src/scene/vegetation.ts +163 -0
  349. package/core/src/scene/world.ts +89 -0
  350. package/core/src/scripting/binding.ts +129 -0
  351. package/core/src/scripting/hot-reload.ts +144 -0
  352. package/core/src/scripting/script.ts +99 -0
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@@ -0,0 +1,93 @@
1
+ // ============================================================================
2
+ // Shore Damping — shared utility for flattening water near terrain regions
3
+ // Returns 0.0 inside terrain (flat water), 1.0 far from shore (full waves).
4
+ // Also provides shoreDisplacement — ring waves traveling inward toward shore.
5
+ // ============================================================================
6
+
7
+ export interface ShoreSource {
8
+ x: number;
9
+ z: number;
10
+ radius: number; // damping radius (0 = skip for damping/displacement)
11
+ cutoutRadius: number; // cutout radius (0 = no cutout)
12
+ }
13
+
14
+ function smoothstep(edge0: number, edge1: number, x: number): number {
15
+ const t = Math.max(0, Math.min(1, (x - edge0) / (edge1 - edge0)));
16
+ return t * t * (3 - 2 * t);
17
+ }
18
+
19
+ export function shoreDamping(
20
+ x: number,
21
+ z: number,
22
+ sources: ShoreSource[],
23
+ count: number,
24
+ ): number {
25
+ let damping = 1.0;
26
+ for (let i = 0; i < count; i++) {
27
+ const src = sources[i];
28
+ const r = src.radius;
29
+ if (r < 0.001) continue;
30
+ const dx = x - src.x;
31
+ const dz = z - src.z;
32
+ const dist = Math.sqrt(dx * dx + dz * dz);
33
+ const flatR = r * 1.0;
34
+ const dampR = r * 1.2 + 8.0;
35
+ const t = smoothstep(flatR, dampR, dist);
36
+ if (t < damping) damping = t;
37
+ }
38
+ return damping;
39
+ }
40
+
41
+ export function shoreDisplacement(
42
+ x: number,
43
+ z: number,
44
+ time: number,
45
+ sources: ShoreSource[],
46
+ count: number,
47
+ ): number {
48
+ let totalH = 0.0;
49
+ for (let i = 0; i < count; i++) {
50
+ const src = sources[i];
51
+ const r = src.radius;
52
+ if (r < 0.001) continue;
53
+ const dx = x - src.x;
54
+ const dz = z - src.z;
55
+ const dist = Math.sqrt(dx * dx + dz * dz);
56
+
57
+ const flatR = r * 1.0;
58
+ const dampR = r * 1.2 + 8.0;
59
+ const rampUp = smoothstep(flatR, dampR, dist);
60
+ if (rampUp < 0.001) continue;
61
+
62
+ const bandEnd = dampR + 20.0;
63
+ const fadeW = 8.0;
64
+ const outerFade = 1.0 - smoothstep(bandEnd - fadeW, bandEnd, dist);
65
+ if (outerFade < 0.001) continue;
66
+
67
+ const ringDist = dist - r;
68
+ const k = 0.2;
69
+ const shoal = 1.0 - rampUp * 0.6;
70
+ const waveAmp = 0.5 * shoal;
71
+ const ringH = Math.sin(ringDist * k + time * 0.35) * waveAmp;
72
+ const distFade = Math.exp(-Math.max(ringDist - (dampR - r), 0.0) * 0.08);
73
+ totalH += ringH * distFade * outerFade;
74
+ }
75
+ return totalH;
76
+ }
77
+
78
+ export function waterCutout(
79
+ x: number,
80
+ z: number,
81
+ sources: ShoreSource[],
82
+ count: number,
83
+ ): boolean {
84
+ for (let i = 0; i < count; i++) {
85
+ const src = sources[i];
86
+ if (src.cutoutRadius < 0.001) continue;
87
+ const dx = x - src.x;
88
+ const dz = z - src.z;
89
+ const dist = Math.sqrt(dx * dx + dz * dz);
90
+ if (dist < src.cutoutRadius) return true;
91
+ }
92
+ return false;
93
+ }
@@ -0,0 +1,89 @@
1
+ // ============================================================================
2
+ // Water Buffer — 256×256 heightfield grid for water physics + rendering sync
3
+ // Water buffer definitions
4
+ // ============================================================================
5
+
6
+ export const WATER_GRID = 256;
7
+ export const WATER_HEIGHT_OFFSET = 64; // 16 u32 header
8
+ export const WATER_NORMAL_OFFSET = WATER_HEIGHT_OFFSET + WATER_GRID * WATER_GRID * 4;
9
+ export const WATER_FLOW_OFFSET = WATER_NORMAL_OFFSET + WATER_GRID * WATER_GRID * 12;
10
+ export const WATER_BUFFER_BYTES = WATER_FLOW_OFFSET + WATER_GRID * WATER_GRID * 8;
11
+
12
+ const WATER_HDR = {
13
+ GRID_SIZE: 2,
14
+ PATCH_SIZE: 3,
15
+ ORIGIN_X: 5,
16
+ ORIGIN_Z: 6,
17
+ } as const;
18
+
19
+ export class WaterBuffer {
20
+ private buffer: ArrayBuffer;
21
+ private u32: Uint32Array;
22
+ private i32: Int32Array;
23
+ heights: Float32Array;
24
+ normals: Float32Array;
25
+ flow: Float32Array;
26
+ private patchSize: number;
27
+ private originX = 0;
28
+ private originZ = 0;
29
+
30
+ constructor(patchSize = 4) {
31
+ this.buffer = new ArrayBuffer(WATER_BUFFER_BYTES);
32
+ this.u32 = new Uint32Array(this.buffer);
33
+ this.i32 = new Int32Array(this.buffer);
34
+ this.heights = new Float32Array(this.buffer, WATER_HEIGHT_OFFSET, WATER_GRID * WATER_GRID);
35
+ this.normals = new Float32Array(this.buffer, WATER_NORMAL_OFFSET, WATER_GRID * WATER_GRID * 3);
36
+ this.flow = new Float32Array(this.buffer, WATER_FLOW_OFFSET, WATER_GRID * WATER_GRID * 2);
37
+ this.patchSize = patchSize;
38
+ this.u32[WATER_HDR.GRID_SIZE] = WATER_GRID;
39
+ this.u32[WATER_HDR.PATCH_SIZE] = patchSize;
40
+ }
41
+
42
+ getGridSize(): number { return WATER_GRID; }
43
+ getPatchSize(): number { return this.patchSize; }
44
+ getOrigin(): { x: number; z: number } { return { x: this.originX, z: this.originZ }; }
45
+ setOrigin(x: number, z: number): void {
46
+ this.originX = x;
47
+ this.originZ = z;
48
+ this.i32[WATER_HDR.ORIGIN_X] = x;
49
+ this.i32[WATER_HDR.ORIGIN_Z] = z;
50
+ }
51
+
52
+ setHeight(gx: number, gz: number, h: number): void {
53
+ this.heights[gz * WATER_GRID + gx] = h;
54
+ }
55
+
56
+ getHeight(gx: number, gz: number): number {
57
+ return this.heights[gz * WATER_GRID + gx];
58
+ }
59
+
60
+ sampleHeight(gx: number, gz: number): number {
61
+ const x0 = Math.floor(gx);
62
+ const z0 = Math.floor(gz);
63
+ const x1 = Math.min(x0 + 1, WATER_GRID - 1);
64
+ const z1 = Math.min(z0 + 1, WATER_GRID - 1);
65
+ const fx = gx - x0;
66
+ const fz = gz - z0;
67
+ const h00 = this.heights[z0 * WATER_GRID + x0];
68
+ const h10 = this.heights[z0 * WATER_GRID + x1];
69
+ const h01 = this.heights[z1 * WATER_GRID + x0];
70
+ const h11 = this.heights[z1 * WATER_GRID + x1];
71
+ const h0 = h00 * (1 - fx) + h10 * fx;
72
+ const h1 = h01 * (1 - fx) + h11 * fx;
73
+ return h0 * (1 - fz) + h1 * fz;
74
+ }
75
+
76
+ sampleWorldHeight(worldX: number, worldZ: number): number {
77
+ const gx = ((worldX - this.originX) / this.patchSize % WATER_GRID + WATER_GRID) % WATER_GRID;
78
+ const gz = ((worldZ - this.originZ) / this.patchSize % WATER_GRID + WATER_GRID) % WATER_GRID;
79
+ return this.sampleHeight(gx, gz);
80
+ }
81
+
82
+ getHeightsRef(): Float32Array {
83
+ return this.heights;
84
+ }
85
+
86
+ getBuffer(): ArrayBuffer {
87
+ return this.buffer;
88
+ }
89
+ }
@@ -0,0 +1,13 @@
1
+ export const CHUNK_SIZE = 64;
2
+ export const CHUNK_OVERLAP = 2;
3
+ export const CHUNK_GRID = CHUNK_SIZE + 2 * CHUNK_OVERLAP; // 68
4
+ export const MAX_CHUNKS = 25;
5
+ export const CHUNK_WORLD_SIZE = CHUNK_SIZE * 4; // 256m at 4m patch
6
+
7
+ export interface WaterChunk {
8
+ chunkX: number;
9
+ chunkZ: number;
10
+ originX: number;
11
+ originZ: number;
12
+ heights: Float32Array; // CHUNK_GRID * CHUNK_GRID
13
+ }
@@ -0,0 +1,376 @@
1
+ // ============================================================================
2
+ // Water Physics — updates the 256×256 heightfield grid each tick
3
+ // Combines Gerstner waves + wind chop + shore damping + shore ring waves
4
+ // Water physics simulation
5
+ // ============================================================================
6
+
7
+ import { type ShoreSource, shoreDamping, shoreDisplacement, waterCutout } from "./shore-damping";
8
+ import { WaterBuffer } from "./water-buffer";
9
+ import { CHUNK_GRID, CHUNK_OVERLAP, CHUNK_WORLD_SIZE, MAX_CHUNKS, type WaterChunk } from "./water-chunks";
10
+ import { MAX_WAKES, type WakeSource } from "./wave-sources";
11
+
12
+ interface PrecomputedWave {
13
+ k: number;
14
+ dx: number;
15
+ dz: number;
16
+ amplitude: number;
17
+ speedFactor: number;
18
+ }
19
+
20
+ export interface GerstnerWaveParams {
21
+ direction: [number, number];
22
+ amplitude: number;
23
+ wavelength: number;
24
+ speed: number;
25
+ steepness: number;
26
+ }
27
+
28
+ export interface WaterPhysicsConfig {
29
+ waves: GerstnerWaveParams[];
30
+ windSpeed: number;
31
+ windDirX: number;
32
+ windDirZ: number;
33
+ waterLevel: number;
34
+ waterRenderDistance: number; // radius in meters around player to simulate
35
+ }
36
+
37
+ export const DEFAULT_PHYSICS_CONFIG: WaterPhysicsConfig = {
38
+ waves: [
39
+ { direction: [1, 0], amplitude: 0.5, wavelength: 10, speed: 1.0, steepness: 0.75 },
40
+ { direction: [0.7, 0.7], amplitude: 0.25, wavelength: 5, speed: 1.2, steepness: 0.6 },
41
+ { direction: [-0.5, 0.8], amplitude: 0.15, wavelength: 3, speed: 1.5, steepness: 0.5 },
42
+ { direction: [0.3, -0.9], amplitude: 0.08, wavelength: 1.5, speed: 2.0, steepness: 0.4 },
43
+ ],
44
+ windSpeed: 3,
45
+ windDirX: 1,
46
+ windDirZ: 0,
47
+ waterLevel: 0,
48
+ waterRenderDistance: 500, // 500m radius around player
49
+ };
50
+
51
+ function windChopAmp(windSpeed: number): number {
52
+ const ss = Math.max(0, Math.min(1, (windSpeed - 2) / 23));
53
+ return 0.15 + ss * 0.65;
54
+ }
55
+
56
+ export class WaterPhysics {
57
+ private buffer: WaterBuffer;
58
+ private config: WaterPhysicsConfig;
59
+ private time = 0;
60
+ private shoreSources: ShoreSource[] = [];
61
+ private shoreCount = 0;
62
+ private wakeSources: WakeSource[] = [];
63
+ private wakeCount = 0;
64
+ private precomputedWaves: PrecomputedWave[] = [];
65
+ private gerstnerPhase: Float64Array;
66
+ private shoreBandEndSq: Float64Array;
67
+ private shoreCutoutRSq: Float64Array;
68
+ private shoreDampR: Float64Array;
69
+ private shoreDampRange: Float64Array;
70
+ private chunks: Map<string, WaterChunk> = new Map();
71
+ private activeChunks: WaterChunk[] = [];
72
+
73
+ constructor(buffer: WaterBuffer, config?: Partial<WaterPhysicsConfig>) {
74
+ this.buffer = buffer;
75
+ this.config = { ...DEFAULT_PHYSICS_CONFIG, ...config };
76
+ this.precomputeWaves();
77
+ for (let i = 0; i < 128; i++) {
78
+ this.shoreSources.push({ x: 0, z: 0, radius: 0, cutoutRadius: 0 });
79
+ }
80
+ for (let i = 0; i < MAX_WAKES; i++) {
81
+ this.wakeSources.push({ x: 0, z: 0, dirX: 0, dirZ: 0, speed: 0 });
82
+ }
83
+ this.gerstnerPhase = new Float64Array(8);
84
+ this.shoreBandEndSq = new Float64Array(128);
85
+ this.shoreCutoutRSq = new Float64Array(128);
86
+ this.shoreDampR = new Float64Array(128);
87
+ this.shoreDampRange = new Float64Array(128);
88
+ }
89
+
90
+ private precomputeWaves(): void {
91
+ this.precomputedWaves = this.config.waves.map(w => {
92
+ const k = (2 * Math.PI) / w.wavelength;
93
+ const dirLen = Math.sqrt(w.direction[0] ** 2 + w.direction[1] ** 2);
94
+ return {
95
+ k,
96
+ dx: dirLen > 0 ? w.direction[0] / dirLen : 1,
97
+ dz: dirLen > 0 ? w.direction[1] / dirLen : 0,
98
+ amplitude: w.amplitude,
99
+ speedFactor: w.speed * 2 * Math.PI,
100
+ };
101
+ });
102
+ }
103
+
104
+ getConfig(): WaterPhysicsConfig { return this.config; }
105
+ setConfig(config: Partial<WaterPhysicsConfig>): void {
106
+ this.config = { ...this.config, ...config };
107
+ this.precomputeWaves();
108
+ }
109
+
110
+ getBuffer(): WaterBuffer { return this.buffer; }
111
+
112
+ setShoreSources(sources: ShoreSource[], count: number): void {
113
+ this.shoreSources = sources;
114
+ this.shoreCount = count;
115
+ }
116
+
117
+ setWakeSources(sources: WakeSource[], count: number): void {
118
+ this.wakeSources = sources;
119
+ this.wakeCount = count;
120
+ }
121
+
122
+ private weatherWaveScale(): number {
123
+ // Scale Gerstner amplitudes by wind speed: calm=0.3x, moderate=0.6x, storm=2.5x
124
+ const ws = this.config.windSpeed;
125
+ return 0.3 + Math.max(0, ws - 2) * 0.1;
126
+ }
127
+
128
+ update(dt: number, playerX: number, playerZ: number): void {
129
+ this.time += dt;
130
+ const patchSize = this.buffer.getPatchSize();
131
+ const renderDist = this.config.waterRenderDistance;
132
+ const renderDistSq = renderDist * renderDist;
133
+
134
+ // Precompute wave phases and shore data
135
+ const chopAmp = windChopAmp(this.config.windSpeed);
136
+ const waveScale = this.weatherWaveScale();
137
+ const t = this.time;
138
+ const waves = this.precomputedWaves;
139
+ const numWaves = waves.length;
140
+ const shoreSrcs = this.shoreSources;
141
+ const shoreCnt = this.shoreCount;
142
+ const wakeSrcs = this.wakeSources;
143
+ const wakeCnt = this.wakeCount;
144
+
145
+ for (let i = 0; i < numWaves; i++) {
146
+ this.gerstnerPhase[i] = waves[i].speedFactor * t;
147
+ }
148
+ for (let i = 0; i < shoreCnt; i++) {
149
+ const src = shoreSrcs[i];
150
+ const r = src.radius;
151
+ const dampR = r * 1.2 + 8.0;
152
+ this.shoreDampR[i] = dampR;
153
+ this.shoreDampRange[i] = dampR - r;
154
+ this.shoreBandEndSq[i] = (dampR + 20.0) * (dampR + 20.0);
155
+ this.shoreCutoutRSq[i] = src.cutoutRadius * src.cutoutRadius;
156
+ }
157
+
158
+ const chopT1a = t * 0.12, chopT1b = t * 0.10;
159
+ const chopT2a = t * 0.2, chopT2b = t * 0.15;
160
+ const chopT3 = t * 0.08;
161
+ const shoreTime = t * 0.35;
162
+
163
+ // Determine which chunks should be active (fixed positions, loaded in circle around player)
164
+ const playerChunkX = Math.floor(playerX / CHUNK_WORLD_SIZE);
165
+ const playerChunkZ = Math.floor(playerZ / CHUNK_WORLD_SIZE);
166
+ const chunksPerSide = Math.ceil(renderDist / CHUNK_WORLD_SIZE) + 1;
167
+
168
+ const newActive: WaterChunk[] = [];
169
+ const seenKeys = new Set<string>();
170
+
171
+ for (let cz = playerChunkZ - chunksPerSide; cz <= playerChunkZ + chunksPerSide; cz++) {
172
+ for (let cx = playerChunkX - chunksPerSide; cx <= playerChunkX + chunksPerSide; cx++) {
173
+ // Check if chunk center is within render distance (plus chunk radius for overlap)
174
+ const chunkCenterX = cx * CHUNK_WORLD_SIZE + CHUNK_WORLD_SIZE / 2;
175
+ const chunkCenterZ = cz * CHUNK_WORLD_SIZE + CHUNK_WORLD_SIZE / 2;
176
+ const ddx = chunkCenterX - playerX;
177
+ const ddz = chunkCenterZ - playerZ;
178
+ const chunkRadius = CHUNK_WORLD_SIZE * 0.75;
179
+ if (ddx * ddx + ddz * ddz > (renderDist + chunkRadius) * (renderDist + chunkRadius)) continue;
180
+ if (newActive.length >= MAX_CHUNKS) continue;
181
+
182
+ const key = cx + "," + cz;
183
+ seenKeys.add(key);
184
+
185
+ let chunk = this.chunks.get(key);
186
+ if (!chunk) {
187
+ chunk = {
188
+ chunkX: cx,
189
+ chunkZ: cz,
190
+ originX: cx * CHUNK_WORLD_SIZE - CHUNK_OVERLAP * patchSize,
191
+ originZ: cz * CHUNK_WORLD_SIZE - CHUNK_OVERLAP * patchSize,
192
+ heights: new Float32Array(CHUNK_GRID * CHUNK_GRID),
193
+ };
194
+ this.chunks.set(key, chunk);
195
+ }
196
+ newActive.push(chunk);
197
+ }
198
+ }
199
+
200
+ // Remove inactive chunks
201
+ for (const [key] of this.chunks.entries()) {
202
+ if (!seenKeys.has(key)) this.chunks.delete(key);
203
+ }
204
+ this.activeChunks = newActive;
205
+
206
+ // Compute heights for each active chunk
207
+ newActive.forEach((chunk) => {
208
+ this.computeChunkHeights(chunk, playerX, playerZ, renderDistSq, patchSize, {
209
+ chopAmp, waveScale, t, waves, numWaves, shoreSrcs, shoreCnt, wakeSrcs, wakeCnt,
210
+ chopT1a, chopT1b, chopT2a, chopT2b, chopT3, shoreTime,
211
+ });
212
+ });
213
+ }
214
+
215
+ private computeChunkHeights(
216
+ chunk: WaterChunk,
217
+ playerX: number, playerZ: number, renderDistSq: number,
218
+ patchSize: number,
219
+ ctx: {
220
+ chopAmp: number; waveScale: number; t: number;
221
+ waves: PrecomputedWave[]; numWaves: number;
222
+ shoreSrcs: ShoreSource[]; shoreCnt: number;
223
+ wakeSrcs: WakeSource[]; wakeCnt: number;
224
+ chopT1a: number; chopT1b: number; chopT2a: number; chopT2b: number;
225
+ chopT3: number; shoreTime: number;
226
+ },
227
+ ): void {
228
+ const heights = chunk.heights;
229
+ const originX = chunk.originX;
230
+ const originZ = chunk.originZ;
231
+
232
+ for (let gz = 0; gz < CHUNK_GRID; gz++) {
233
+ const worldZ = originZ + gz * patchSize;
234
+ const rowOffset = gz * CHUNK_GRID;
235
+ for (let gx = 0; gx < CHUNK_GRID; gx++) {
236
+ const worldX = originX + gx * patchSize;
237
+
238
+ // Skip cells outside render distance (circular mask around player)
239
+ const ddx = worldX - playerX;
240
+ const ddz = worldZ - playerZ;
241
+ if (ddx * ddx + ddz * ddz > renderDistSq) {
242
+ heights[rowOffset + gx] = -1000;
243
+ continue;
244
+ }
245
+
246
+ let h = 0;
247
+ for (let i = 0; i < ctx.numWaves; i++) {
248
+ const w = ctx.waves[i];
249
+ h += w.amplitude * ctx.waveScale * Math.sin(w.k * (w.dx * worldX + w.dz * worldZ) - this.gerstnerPhase[i]);
250
+ }
251
+
252
+ h += (Math.sin(worldX * 0.15 + ctx.chopT1a) * Math.cos(worldZ * 0.12 + ctx.chopT1b) * 0.6
253
+ + Math.sin(worldX * 0.4 - ctx.chopT2a) * Math.cos(worldZ * 0.35 + ctx.chopT2b) * 0.15
254
+ + Math.sin((worldX + worldZ) * 0.1 + ctx.chopT3) * 0.3) * ctx.chopAmp * ctx.waveScale;
255
+
256
+ let damping = 1.0;
257
+ let shoreH = 0.0;
258
+ let cutout = false;
259
+ for (let i = 0; i < ctx.shoreCnt; i++) {
260
+ const src = ctx.shoreSrcs[i];
261
+ const r = src.radius;
262
+ const cr = src.cutoutRadius;
263
+ if (r < 0.001 && cr < 0.001) continue;
264
+
265
+ const sdx = worldX - src.x;
266
+ const sdz = worldZ - src.z;
267
+ const distSq = sdx * sdx + sdz * sdz;
268
+
269
+ if (cr >= 0.001 && distSq < this.shoreCutoutRSq[i]) cutout = true;
270
+ if (r < 0.001) continue;
271
+ if (distSq > this.shoreBandEndSq[i]) continue;
272
+
273
+ const dist = Math.sqrt(distSq);
274
+ const flatR = r;
275
+ const dampR = this.shoreDampR[i];
276
+ const dampRange = this.shoreDampRange[i];
277
+
278
+ let st = (dist - flatR) / dampRange;
279
+ st = st < 0 ? 0 : st > 1 ? 1 : st;
280
+ const smoothT = st * st * (3 - 2 * st);
281
+ if (smoothT < damping) damping = smoothT;
282
+
283
+ if (smoothT > 0.001) {
284
+ const bandEnd = dampR + 20.0;
285
+ const fadeW = 8.0;
286
+ let ot = (dist - (bandEnd - fadeW)) / fadeW;
287
+ ot = ot < 0 ? 0 : ot > 1 ? 1 : ot;
288
+ const outerFade = 1.0 - ot * ot * (3 - 2 * ot);
289
+ if (outerFade > 0.001) {
290
+ const ringDist = dist - r;
291
+ const shoal = 1.0 - smoothT * 0.6;
292
+ const ringH = Math.sin(ringDist * 0.2 + ctx.shoreTime) * (1.5 * shoal);
293
+ const distFade = Math.exp(-Math.max(ringDist - dampRange, 0.0) * 0.08);
294
+ shoreH += ringH * distFade * outerFade;
295
+ }
296
+ }
297
+ }
298
+
299
+ h *= damping;
300
+ h += shoreH;
301
+
302
+ // Wake displacement from moving vessels
303
+ for (let i = 0; i < ctx.wakeCnt; i++) {
304
+ const ws = ctx.wakeSrcs[i];
305
+ if (ws.speed < 0.5) continue;
306
+ const dx = worldX - ws.x;
307
+ const dz = worldZ - ws.z;
308
+ const dist = Math.sqrt(dx * dx + dz * dz);
309
+ if (dist > 40.0) continue;
310
+ const fwd = dx * ws.dirX + dz * ws.dirZ;
311
+ const lat = -dx * ws.dirZ + dz * ws.dirX;
312
+ if (fwd > 2.0) continue;
313
+ const behind = -fwd;
314
+ if (behind > 35.0) continue;
315
+ const wakeSpread = 0.36;
316
+ const wakeEdge = behind * wakeSpread;
317
+ const latAbs = Math.abs(lat);
318
+ if (latAbs > wakeEdge) continue;
319
+ const lateralFade = 1.0 - (latAbs / Math.max(wakeEdge, 0.001));
320
+ const distFade = Math.exp(-behind * 0.04);
321
+ const speedFactor = Math.min(ws.speed / 10.0, 1.5);
322
+ const k = 0.5;
323
+ const ridge1 = Math.sin(behind * k - ctx.t * 3.0) * 0.4;
324
+ const ridge2 = Math.sin(behind * k * 1.5 - ctx.t * 4.0) * 0.2;
325
+ const wakeH = (ridge1 + ridge2) * distFade * lateralFade * speedFactor;
326
+ h += wakeH * damping;
327
+ }
328
+
329
+ if (cutout) h = -1000;
330
+
331
+ heights[rowOffset + gx] = h;
332
+ }
333
+ }
334
+ }
335
+
336
+ getActiveChunks(): WaterChunk[] {
337
+ return this.activeChunks;
338
+ }
339
+
340
+ sampleWaterAt(worldX: number, worldZ: number): number {
341
+ if (waterCutout(worldX, worldZ, this.shoreSources, this.shoreCount)) return -1000;
342
+ // Sample from active chunks
343
+ const patchSize = this.buffer.getPatchSize();
344
+ let rawH = 0;
345
+ for (let _i = 0, _it = this.activeChunks, _n = _it.length; _i < _n; _i++) { const chunk = _it[_i];
346
+ const gx = (worldX - chunk.originX) / patchSize;
347
+ const gz = (worldZ - chunk.originZ) / patchSize;
348
+ if (gx >= 0 && gx < CHUNK_GRID && gz >= 0 && gz < CHUNK_GRID) {
349
+ const x0 = Math.floor(gx);
350
+ const z0 = Math.floor(gz);
351
+ const x1 = Math.min(x0 + 1, CHUNK_GRID - 1);
352
+ const z1 = Math.min(z0 + 1, CHUNK_GRID - 1);
353
+ const fx = gx - x0;
354
+ const fz = gz - z0;
355
+ const h00 = chunk.heights[z0 * CHUNK_GRID + x0];
356
+ const h10 = chunk.heights[z0 * CHUNK_GRID + x1];
357
+ const h01 = chunk.heights[z1 * CHUNK_GRID + x0];
358
+ const h11 = chunk.heights[z1 * CHUNK_GRID + x1];
359
+ if (h00 < -100 || h10 < -100 || h01 < -100 || h11 < -100) {
360
+ rawH = -1000;
361
+ break;
362
+ }
363
+ const h0 = h00 * (1 - fx) + h10 * fx;
364
+ const h1 = h01 * (1 - fx) + h11 * fx;
365
+ rawH = h0 * (1 - fz) + h1 * fz;
366
+ break;
367
+ }
368
+ }
369
+ if (rawH < -100) return -1000;
370
+ const damping = shoreDamping(worldX, worldZ, this.shoreSources, this.shoreCount);
371
+ const shore = shoreDisplacement(worldX, worldZ, this.time, this.shoreSources, this.shoreCount);
372
+ return rawH * damping + shore;
373
+ }
374
+
375
+ getTime(): number { return this.time; }
376
+ }