@downdraft/engine 0.1.1 → 0.2.0

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 (1034) hide show
  1. package/app/README.md +11 -0
  2. package/app/src/renderer/bootstrap.ts +295 -19
  3. package/app/src/renderer/feature-log.ts +1 -1
  4. package/app/src/renderer/game-module.ts +60 -12
  5. package/app/src/renderer/hooks.ts +9 -1
  6. package/app/src/renderer/hot-reload.ts +9 -9
  7. package/app/src/renderer/mcp-harness.ts +2 -2
  8. package/app/src/renderer/standard-automation-tools.ts +104 -3
  9. package/app/src/shared/feature-log.ts +2 -1
  10. package/app/src/shared/mcp-discovery.ts +8 -3
  11. package/app/src/shared/mcp-proxy.ts +2 -2
  12. package/asset-bake/README.md +22 -0
  13. package/core/README.md +25 -0
  14. package/core/src/animation/skeleton-animator.ts +23 -5
  15. package/core/src/assets/manager.ts +4 -4
  16. package/core/src/ecs/events.ts +1 -1
  17. package/core/src/ecs/schedule.ts +1 -1
  18. package/core/src/ecs/world.ts +1 -1
  19. package/core/src/index.ts +3 -4
  20. package/core/src/input/local-player-manager.ts +2 -2
  21. package/core/src/library/host.ts +27 -13
  22. package/core/src/library/library.ts +13 -5
  23. package/core/src/module/cross-thread.ts +6 -0
  24. package/core/src/module/diagnostics.ts +10 -6
  25. package/core/src/module/host.ts +65 -18
  26. package/core/src/module/index.ts +1 -0
  27. package/core/src/module/module.ts +11 -5
  28. package/core/src/module/renderer-module.ts +15 -0
  29. package/core/src/physics/safety.ts +1 -1
  30. package/core/src/platform/bun-preload.ts +7 -2
  31. package/core/src/platform/glob-polyfill.ts +17 -8
  32. package/core/src/platform/pkg-root.ts +27 -0
  33. package/core/src/platform/runtime.ts +29 -0
  34. package/core/src/plugin/discovery.ts +1 -1
  35. package/core/src/plugin/extension-loaders.ts +6 -4
  36. package/core/src/plugin/host.ts +13 -13
  37. package/core/src/plugin/loader-asset.ts +5 -5
  38. package/core/src/plugin/loader-quickjs.ts +1 -1
  39. package/core/src/plugin/loader-wasm.ts +3 -3
  40. package/core/src/plugin/loader-worker.ts +1 -1
  41. package/core/src/plugin/manifest.ts +8 -3
  42. package/core/src/plugin/workshop.ts +3 -3
  43. package/core/src/profiling/index.ts +1 -1
  44. package/core/src/profiling/profiling-sab.ts +19 -0
  45. package/core/src/profiling/warnings.ts +1 -1
  46. package/core/src/profiling/worker-prelude.ts +1 -1
  47. package/core/src/render/bindless/frame-bindings.ts +1 -1
  48. package/core/src/render/bindless/material-manager.ts +2 -2
  49. package/core/src/render/bindless/texture-registry.ts +2 -2
  50. package/core/src/render/device.ts +5 -5
  51. package/core/src/render/frame-graph.ts +2 -2
  52. package/core/src/render/game-renderer.ts +42 -18
  53. package/core/src/render/hot-reload.ts +3 -3
  54. package/core/src/render/renderer-module-host.ts +32 -12
  55. package/core/src/render/shader-validator.ts +7 -7
  56. package/core/src/render/surface.ts +1 -1
  57. package/core/src/sab/errors.ts +1 -1
  58. package/core/src/sab/sab-polyfill.ts +1 -1
  59. package/core/src/save/migration-registry.ts +4 -4
  60. package/core/src/save/schema.ts +1 -1
  61. package/core/src/scene/prefab.ts +1 -1
  62. package/core/src/scene/scene-manager.ts +2 -2
  63. package/core/src/scene/scene.ts +4 -4
  64. package/core/src/scene/streaming.ts +2 -2
  65. package/core/src/scripting/hot-reload.ts +2 -2
  66. package/core/src/sim/hot-reload-pipeline.ts +30 -6
  67. package/core/src/sim/sim-state-helper.ts +1 -1
  68. package/core/src/sim/transient-state-registry.ts +1 -1
  69. package/core/src/sim/worker-loop.ts +2 -2
  70. package/core/src/telemetry/gpu-profiler.ts +3 -3
  71. package/core/src/util/index.ts +1 -1
  72. package/core/src/util/logger.ts +38 -7
  73. package/core/src/version.ts +13 -0
  74. package/core/src/worker/base-worker-host.ts +87 -25
  75. package/core/src/worker/buffer-sync.ts +1 -1
  76. package/core/src/worker/crash-recovery.ts +2 -2
  77. package/core/src/worker/instrumented-worker-host.ts +3 -3
  78. package/core/src/worker/rpc.ts +62 -11
  79. package/core/src/worker/sim-worker-base.ts +4 -9
  80. package/core/src/worker/task-pool.ts +2 -2
  81. package/dist/.dd-manifest.json +4119 -0
  82. package/dist/app/src/index.js +9 -0
  83. package/dist/app/src/renderer/bootstrap.js +446 -0
  84. package/dist/app/src/renderer/downdraft-base.css +93 -0
  85. package/dist/app/src/renderer/feature-log.js +180 -0
  86. package/dist/app/src/renderer/game-module.js +562 -0
  87. package/dist/app/src/renderer/hooks.js +82 -0
  88. package/dist/app/src/renderer/hot-reload.js +158 -0
  89. package/dist/app/src/renderer/import-cache.js +77 -0
  90. package/dist/app/src/renderer/index.js +149 -0
  91. package/dist/app/src/renderer/mcp-harness.js +112 -0
  92. package/dist/app/src/renderer/save-store-factory.js +180 -0
  93. package/dist/app/src/renderer/sim-bridge.js +138 -0
  94. package/dist/app/src/renderer/standard-automation-tools.js +720 -0
  95. package/dist/app/src/shared/feature-log.js +54 -0
  96. package/dist/app/src/shared/gpu-info.js +74 -0
  97. package/dist/app/src/shared/import-cache-store.js +123 -0
  98. package/dist/app/src/shared/index.js +4 -0
  99. package/dist/app/src/shared/mcp-discovery.js +55 -0
  100. package/dist/app/src/shared/mcp-proxy.js +71 -0
  101. package/dist/app/src/shared/types.js +13 -0
  102. package/dist/asset-bake/src/bake-audio.js +103 -0
  103. package/dist/asset-bake/src/bake-gltf.js +141 -0
  104. package/dist/asset-bake/src/bake.js +63 -0
  105. package/dist/asset-bake/src/cache.js +147 -0
  106. package/dist/asset-bake/src/config.js +93 -0
  107. package/dist/asset-bake/src/index.js +25 -0
  108. package/dist/core/src/animation/animation-event.js +24 -0
  109. package/dist/core/src/animation/bone-mask.js +103 -0
  110. package/dist/core/src/animation/clip.js +210 -0
  111. package/dist/core/src/animation/index.js +13 -0
  112. package/dist/core/src/animation/mixamo.js +78 -0
  113. package/dist/core/src/animation/morph-target.js +37 -0
  114. package/dist/core/src/animation/player.js +621 -0
  115. package/dist/core/src/animation/retarget.js +101 -0
  116. package/dist/core/src/animation/skeleton-animator.js +1361 -0
  117. package/dist/core/src/animation/skeleton.js +166 -0
  118. package/dist/core/src/animation/state-machine.js +252 -0
  119. package/dist/core/src/assets/blob-store.js +14 -0
  120. package/dist/core/src/assets/cache.js +168 -0
  121. package/dist/core/src/assets/cubemap-converter.js +129 -0
  122. package/dist/core/src/assets/environment-manager.js +84 -0
  123. package/dist/core/src/assets/import-cache.js +36 -0
  124. package/dist/core/src/assets/import-settings.js +34 -0
  125. package/dist/core/src/assets/importer.js +78 -0
  126. package/dist/core/src/assets/index.js +29 -0
  127. package/dist/core/src/assets/irradiance-generator.js +179 -0
  128. package/dist/core/src/assets/loader-audio.js +70 -0
  129. package/dist/core/src/assets/loader-cubemap.js +141 -0
  130. package/dist/core/src/assets/loader-dds.js +185 -0
  131. package/dist/core/src/assets/loader-hdr.js +430 -0
  132. package/dist/core/src/assets/loader-mesh.js +47 -0
  133. package/dist/core/src/assets/loader-shader.js +61 -0
  134. package/dist/core/src/assets/loader-texture.js +264 -0
  135. package/dist/core/src/assets/lod.js +150 -0
  136. package/dist/core/src/assets/manager.js +401 -0
  137. package/dist/core/src/assets/manifest.js +57 -0
  138. package/dist/core/src/assets/material-bridge.js +160 -0
  139. package/dist/core/src/assets/model-importer.js +32 -0
  140. package/dist/core/src/assets/model-normalizer.js +213 -0
  141. package/dist/core/src/assets/model-to-gpu.js +44 -0
  142. package/dist/core/src/assets/model-to-mesh.js +171 -0
  143. package/dist/core/src/assets/prefilter-generator.js +220 -0
  144. package/dist/core/src/audio/engine.js +153 -0
  145. package/dist/core/src/audio/interface.js +8 -0
  146. package/dist/core/src/audio/listener.js +19 -0
  147. package/dist/core/src/audio/mixer.js +124 -0
  148. package/dist/core/src/audio/registry.js +43 -0
  149. package/dist/core/src/audio/sab.js +74 -0
  150. package/dist/core/src/audio/source.js +60 -0
  151. package/dist/core/src/change-detection/atomics.js +1 -0
  152. package/dist/core/src/change-detection/tracker.js +26 -0
  153. package/dist/core/src/debug-draw/lines.js +27 -0
  154. package/dist/core/src/debug-draw/points.js +9 -0
  155. package/dist/core/src/debug-draw/queue.js +77 -0
  156. package/dist/core/src/debug-draw/text.js +12 -0
  157. package/dist/core/src/ecs/archetype.js +271 -0
  158. package/dist/core/src/ecs/component.js +109 -0
  159. package/dist/core/src/ecs/entity.js +11 -0
  160. package/dist/core/src/ecs/events.js +73 -0
  161. package/dist/core/src/ecs/hierarchy.js +104 -0
  162. package/dist/core/src/ecs/hmr-swap-registry.js +15 -0
  163. package/dist/core/src/ecs/index.js +14 -0
  164. package/dist/core/src/ecs/query.js +110 -0
  165. package/dist/core/src/ecs/resource.js +3 -0
  166. package/dist/core/src/ecs/schedule.js +157 -0
  167. package/dist/core/src/ecs/system-params.js +45 -0
  168. package/dist/core/src/ecs/system.js +18 -0
  169. package/dist/core/src/ecs/world.js +292 -0
  170. package/dist/core/src/index.js +191 -0
  171. package/dist/core/src/input/context.js +69 -0
  172. package/dist/core/src/input/dom-handler.js +288 -0
  173. package/dist/core/src/input/local-player-manager.js +145 -0
  174. package/dist/core/src/input/mapping.js +36 -0
  175. package/dist/core/src/input/multi-sab-bridge.js +224 -0
  176. package/dist/core/src/input/multi-state.js +48 -0
  177. package/dist/core/src/input/sab-bridge.js +66 -0
  178. package/dist/core/src/input/state.js +108 -0
  179. package/dist/core/src/input/ui-router.js +76 -0
  180. package/dist/core/src/library/host.js +291 -0
  181. package/dist/core/src/library/index.js +1 -0
  182. package/dist/core/src/library/library.js +20 -0
  183. package/dist/core/src/material/compiler.js +73 -0
  184. package/dist/core/src/material/graph-bridge.js +119 -0
  185. package/dist/core/src/material/index.js +6 -0
  186. package/dist/core/src/material/library.js +414 -0
  187. package/dist/core/src/material/material.js +120 -0
  188. package/dist/core/src/material/variants.js +37 -0
  189. package/dist/core/src/math/mat4.js +198 -0
  190. package/dist/core/src/math/perlin-noise-2d.js +66 -0
  191. package/dist/core/src/math/perlin-noise-3d.js +76 -0
  192. package/dist/core/src/math/quat.js +29 -0
  193. package/dist/core/src/math/rng.js +25 -0
  194. package/dist/core/src/math/trig.js +42 -0
  195. package/dist/core/src/math/value-noise.js +49 -0
  196. package/dist/core/src/mesh/builder.js +137 -0
  197. package/dist/core/src/mesh/csg.js +250 -0
  198. package/dist/core/src/mesh/greased-line.js +102 -0
  199. package/dist/core/src/mesh/mesh.js +6 -0
  200. package/dist/core/src/mesh/parametric.js +392 -0
  201. package/dist/core/src/mesh/skinning.js +30 -0
  202. package/dist/core/src/mesh/vertex-layout.js +65 -0
  203. package/dist/core/src/module/cross-thread.js +126 -0
  204. package/dist/core/src/module/diagnostics.js +99 -0
  205. package/dist/core/src/module/host.js +449 -0
  206. package/dist/core/src/module/index.js +6 -0
  207. package/dist/core/src/module/module.js +1 -0
  208. package/dist/core/src/module/registry.js +83 -0
  209. package/dist/core/src/module/renderer-module.js +13 -0
  210. package/dist/core/src/module/ts-loader.js +20 -0
  211. package/dist/core/src/particles/compute-pass.js +329 -0
  212. package/dist/core/src/particles/emitter.js +113 -0
  213. package/dist/core/src/particles/index.js +7 -0
  214. package/dist/core/src/particles/particle-data.js +33 -0
  215. package/dist/core/src/particles/render-pass.js +338 -0
  216. package/dist/core/src/particles/simulator.js +224 -0
  217. package/dist/core/src/particles/system.js +157 -0
  218. package/dist/core/src/physics/body.js +25 -0
  219. package/dist/core/src/physics/ccd-heuristic.js +46 -0
  220. package/dist/core/src/physics/character.js +184 -0
  221. package/dist/core/src/physics/collider.js +36 -0
  222. package/dist/core/src/physics/collision-system.js +62 -0
  223. package/dist/core/src/physics/events.js +74 -0
  224. package/dist/core/src/physics/index.js +24 -0
  225. package/dist/core/src/physics/interface.js +14 -0
  226. package/dist/core/src/physics/interpolation-buffer.js +182 -0
  227. package/dist/core/src/physics/lifecycle.js +66 -0
  228. package/dist/core/src/physics/load-shedder.js +155 -0
  229. package/dist/core/src/physics/physics-accumulator.js +94 -0
  230. package/dist/core/src/physics/physics-system.js +142 -0
  231. package/dist/core/src/physics/ragdoll-presets.js +248 -0
  232. package/dist/core/src/physics/ragdoll-system.js +193 -0
  233. package/dist/core/src/physics/ragdoll.js +117 -0
  234. package/dist/core/src/physics/raycast.js +97 -0
  235. package/dist/core/src/physics/realm-manager.js +431 -0
  236. package/dist/core/src/physics/realm-worker-pool.js +181 -0
  237. package/dist/core/src/physics/realm-worker.js +91 -0
  238. package/dist/core/src/physics/realm.js +137 -0
  239. package/dist/core/src/physics/registry.js +43 -0
  240. package/dist/core/src/physics/safety.js +211 -0
  241. package/dist/core/src/physics/snapshot-manager.js +118 -0
  242. package/dist/core/src/physics/worker-protocol.js +1 -0
  243. package/dist/core/src/platform/bun-preload.js +175 -0
  244. package/dist/core/src/platform/css-stub.js +4 -0
  245. package/dist/core/src/platform/glob-polyfill.js +137 -0
  246. package/dist/core/src/platform/hidpi.js +52 -0
  247. package/dist/core/src/platform/pkg-root.js +27 -0
  248. package/dist/core/src/platform/render-surface.js +15 -0
  249. package/dist/core/src/platform/rpc.js +82 -0
  250. package/dist/core/src/platform/runtime.js +93 -0
  251. package/dist/core/src/plugin/context.js +144 -0
  252. package/dist/core/src/plugin/diagnostics.js +20 -0
  253. package/dist/core/src/plugin/discovery.js +124 -0
  254. package/dist/core/src/plugin/extension-loaders.js +111 -0
  255. package/dist/core/src/plugin/host.js +542 -0
  256. package/dist/core/src/plugin/index.js +19 -0
  257. package/dist/core/src/plugin/loader-asset.js +105 -0
  258. package/dist/core/src/plugin/loader-quickjs.js +67 -0
  259. package/dist/core/src/plugin/loader-wasm.js +385 -0
  260. package/dist/core/src/plugin/loader-worker.js +228 -0
  261. package/dist/core/src/plugin/manifest.js +424 -0
  262. package/dist/core/src/plugin/material-registry.js +44 -0
  263. package/dist/core/src/plugin/mcp-tools.js +147 -0
  264. package/dist/core/src/plugin/permissions.js +152 -0
  265. package/dist/core/src/plugin/quickjs-bridge.js +219 -0
  266. package/dist/core/src/plugin/registry.js +92 -0
  267. package/dist/core/src/plugin/sandbox-shim.js +79 -0
  268. package/dist/core/src/plugin/sandbox-worker.js +194 -0
  269. package/dist/core/src/plugin/wasm-abi.js +62 -0
  270. package/dist/core/src/plugin/wasm-worker.js +234 -0
  271. package/dist/core/src/plugin/workshop.js +131 -0
  272. package/dist/core/src/profiling/event-loop.js +164 -0
  273. package/dist/core/src/profiling/index.js +23 -0
  274. package/dist/core/src/profiling/iops/idb-patch.js +211 -0
  275. package/dist/core/src/profiling/iops/opfs-patch.js +206 -0
  276. package/dist/core/src/profiling/profiling-sab.js +632 -0
  277. package/dist/core/src/profiling/task-latency.js +118 -0
  278. package/dist/core/src/profiling/thread-metrics.js +103 -0
  279. package/dist/core/src/profiling/trace-event-writer.js +165 -0
  280. package/dist/core/src/profiling/warnings.js +304 -0
  281. package/dist/core/src/profiling/worker-prelude.js +281 -0
  282. package/dist/core/src/render/bind-group.js +33 -0
  283. package/dist/core/src/render/bindless/bindless-struct.js +39 -0
  284. package/dist/core/src/render/bindless/bindless.wgsl.js +163 -0
  285. package/dist/core/src/render/bindless/frame-bindings.js +142 -0
  286. package/dist/core/src/render/bindless/index.js +6 -0
  287. package/dist/core/src/render/bindless/material-manager.js +182 -0
  288. package/dist/core/src/render/bindless/texture-registry.js +498 -0
  289. package/dist/core/src/render/buffer.js +74 -0
  290. package/dist/core/src/render/camera-2d.js +151 -0
  291. package/dist/core/src/render/camera-controller.js +370 -0
  292. package/dist/core/src/render/camera.js +332 -0
  293. package/dist/core/src/render/canvas-resize-watcher.js +36 -0
  294. package/dist/core/src/render/compute-kernel.js +130 -0
  295. package/dist/core/src/render/constants.js +2 -0
  296. package/dist/core/src/render/device.js +91 -0
  297. package/dist/core/src/render/frame-graph.js +594 -0
  298. package/dist/core/src/render/frustum.js +152 -0
  299. package/dist/core/src/render/fullscreen-vs.js +24 -0
  300. package/dist/core/src/render/g-buffer.js +156 -0
  301. package/dist/core/src/render/game-renderer.js +1165 -0
  302. package/dist/core/src/render/gpu-driven/cull-pass.js +352 -0
  303. package/dist/core/src/render/gpu-driven/hzb.js +183 -0
  304. package/dist/core/src/render/gpu-driven/index.js +6 -0
  305. package/dist/core/src/render/gpu-driven/indirect-draw-pass.js +300 -0
  306. package/dist/core/src/render/gpu-driven/instance-buffer.js +150 -0
  307. package/dist/core/src/render/gpu-driven/mesh-table.js +130 -0
  308. package/dist/core/src/render/gpu-driven/passes/hzb-build-pass.js +39 -0
  309. package/dist/core/src/render/gpu-utils.js +72 -0
  310. package/dist/core/src/render/hdr.js +69 -0
  311. package/dist/core/src/render/hot-reload.js +236 -0
  312. package/dist/core/src/render/ibl-bind-group.js +232 -0
  313. package/dist/core/src/render/ibl.js +148 -0
  314. package/dist/core/src/render/index.js +86 -0
  315. package/dist/core/src/render/input-manager.js +224 -0
  316. package/dist/core/src/render/lighting/area-light.js +142 -0
  317. package/dist/core/src/render/lighting/cluster-grid.js +255 -0
  318. package/dist/core/src/render/lighting/cluster-types.js +87 -0
  319. package/dist/core/src/render/lighting/ies-parser.js +111 -0
  320. package/dist/core/src/render/lighting.js +300 -0
  321. package/dist/core/src/render/material-types/depth.wgsl +44 -0
  322. package/dist/core/src/render/material-types/line.wgsl +50 -0
  323. package/dist/core/src/render/material-types/matcap.wgsl +51 -0
  324. package/dist/core/src/render/material-types/normal.wgsl +41 -0
  325. package/dist/core/src/render/material-types/physical.wgsl +152 -0
  326. package/dist/core/src/render/material-types/sprite.wgsl +46 -0
  327. package/dist/core/src/render/material-types/sss.wgsl +79 -0
  328. package/dist/core/src/render/material-types/toon.wgsl +79 -0
  329. package/dist/core/src/render/passes/README.md +121 -0
  330. package/dist/core/src/render/passes/atmosphere.js +107 -0
  331. package/dist/core/src/render/passes/cluster-lighting-pass.js +441 -0
  332. package/dist/core/src/render/passes/csm.js +338 -0
  333. package/dist/core/src/render/passes/cubemap-capture.js +93 -0
  334. package/dist/core/src/render/passes/debug-viz.js +248 -0
  335. package/dist/core/src/render/passes/debug.js +500 -0
  336. package/dist/core/src/render/passes/decal-mesh.js +86 -0
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  952. package/libraries/persistence/src/opfs-save-store.ts +7 -7
  953. package/libraries/persistence/src/save-worker.ts +13 -14
  954. package/libraries/physics-rapier/src/ffi-lib.ts +2 -1
  955. package/libraries/physics-rapier/src/realm-worker-script.ts +1 -1
  956. package/libraries/postfx/src/post-process-stack.ts +1 -1
  957. package/libraries/sand/src/sand-step-pool.ts +5 -0
  958. package/libraries/water/src/water-renderer.ts +1 -1
  959. package/libraries/weatherfx/src/cloud-system.ts +3 -3
  960. package/mcp/README.md +20 -0
  961. package/mcp/src/client.ts +75 -22
  962. package/mcp/src/undo-redo.ts +2 -2
  963. package/modules/controller-ui/src/index.ts +1 -1
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  988. package/modules/mcp/README.md +6 -0
  989. package/modules/mcp/src/index.ts +70 -3
  990. package/modules/movement-3d/src/character-motor.ts +83 -10
  991. package/package.json +838 -165
  992. package/shader-graph/README.md +25 -0
  993. package/test/README.md +16 -0
  994. package/libraries/blitz-ui/native-osr-spike.ts +0 -70
  995. package/libraries/devtools/native/Cargo.toml +0 -12
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  1034. package/libraries/physics-rapier/bench/wasm-baseline.ts +0 -90
@@ -0,0 +1,80 @@
1
+ // ============================================================================
2
+ // Buoyancy System — applies water height-based forces to ships/entities
3
+ // Originally based on to-the-ocean's buoyancy implementation
4
+ // ============================================================================
5
+ const GRAVITY = 9.8;
6
+ const WATER_DENSITY = 1000;
7
+ const BUOYANCY_SPRING = 20;
8
+ const BUOYANCY_DAMPING = 8;
9
+ const ANGULAR_DAMPING = 3;
10
+ const MAX_TILT = 0.5;
11
+ const SHIP_HALF_LENGTH = 4;
12
+ const SHIP_HALF_WIDTH = 2;
13
+ export class BuoyancySystem {
14
+ physics;
15
+ constructor(physics) {
16
+ this.physics = physics;
17
+ }
18
+ applyBuoyancy(ent, dt) {
19
+ // Sample water height at bow, stern, port, starboard
20
+ const cosH = Math.cos(ent.heading);
21
+ const sinH = Math.sin(ent.heading);
22
+ const bowX = ent.x + sinH * SHIP_HALF_LENGTH;
23
+ const bowZ = ent.z + cosH * SHIP_HALF_LENGTH;
24
+ const sternX = ent.x - sinH * SHIP_HALF_LENGTH;
25
+ const sternZ = ent.z - cosH * SHIP_HALF_LENGTH;
26
+ const portX = ent.x - cosH * SHIP_HALF_WIDTH;
27
+ const portZ = ent.z + sinH * SHIP_HALF_WIDTH;
28
+ const starX = ent.x + cosH * SHIP_HALF_WIDTH;
29
+ const starZ = ent.z - sinH * SHIP_HALF_WIDTH;
30
+ const whBow = this.physics.sampleWaterAt(bowX, bowZ);
31
+ const whStern = this.physics.sampleWaterAt(sternX, sternZ);
32
+ const whPort = this.physics.sampleWaterAt(portX, portZ);
33
+ const whStar = this.physics.sampleWaterAt(starX, starZ);
34
+ const avgWaterHeight = (whBow + whStern + whPort + whStar) / 4;
35
+ // Vertical buoyancy: spring toward water surface
36
+ const dy = avgWaterHeight - ent.y;
37
+ ent.vy += dy * BUOYANCY_SPRING * dt;
38
+ ent.vy *= Math.max(0, 1 - BUOYANCY_DAMPING * dt);
39
+ // Pitch from bow vs stern differential
40
+ const pitchForce = (whStern - whBow) / (SHIP_HALF_LENGTH * 2);
41
+ // Roll from port vs starboard differential
42
+ const rollForce = (whStar - whPort) / (SHIP_HALF_WIDTH * 2);
43
+ ent.angularVelX += pitchForce * 5 * dt;
44
+ ent.angularVelZ += rollForce * 5 * dt;
45
+ ent.angularVelX *= Math.max(0, 1 - ANGULAR_DAMPING * dt);
46
+ ent.angularVelZ *= Math.max(0, 1 - ANGULAR_DAMPING * dt);
47
+ let newPitch = ent.pitch + ent.angularVelX * dt;
48
+ let newRoll = ent.roll + ent.angularVelZ * dt;
49
+ if (newPitch > MAX_TILT) {
50
+ newPitch = MAX_TILT;
51
+ ent.angularVelX = 0;
52
+ }
53
+ else if (newPitch < -MAX_TILT) {
54
+ newPitch = -MAX_TILT;
55
+ ent.angularVelX = 0;
56
+ }
57
+ if (newRoll > MAX_TILT) {
58
+ newRoll = MAX_TILT;
59
+ ent.angularVelZ = 0;
60
+ }
61
+ else if (newRoll < -MAX_TILT) {
62
+ newRoll = -MAX_TILT;
63
+ ent.angularVelZ = 0;
64
+ }
65
+ ent.pitch = newPitch;
66
+ ent.roll = newRoll;
67
+ // Apply gravity
68
+ ent.vy -= GRAVITY * dt;
69
+ // Integrate position
70
+ ent.y += ent.vy * dt;
71
+ // Clamp to prevent falling through
72
+ if (ent.y < avgWaterHeight - 5) {
73
+ ent.y = avgWaterHeight - 5;
74
+ ent.vy = Math.max(0, ent.vy);
75
+ }
76
+ }
77
+ sampleWaterAt(x, z) {
78
+ return this.physics.sampleWaterAt(x, z);
79
+ }
80
+ }
@@ -0,0 +1,12 @@
1
+ // Re-export low-poly water physics system
2
+ export { BuoyancySystem } from "./buoyancy.js";
3
+ export { shoreDamping, shoreDisplacement, waterCutout } from "./shore-damping.js";
4
+ export { WATER_BUFFER_BYTES, WATER_FLOW_OFFSET, WATER_GRID, WATER_HEIGHT_OFFSET, WATER_NORMAL_OFFSET, WaterBuffer } from "./water-buffer.js";
5
+ export { CHUNK_GRID, CHUNK_OVERLAP, CHUNK_SIZE, CHUNK_WORLD_SIZE, MAX_CHUNKS } from "./water-chunks.js";
6
+ export { DEFAULT_PHYSICS_CONFIG, WaterPhysics } from "./water-physics.js";
7
+ export { DEFAULT_RENDER_CONFIG, WaterRenderer } from "./water-renderer.js";
8
+ export { collectShoreSources, collectWakeSources, MAX_SHORES, MAX_WAKES, packShoreSources, SHORE_FLOATS, WAKE_FLOATS } from "./wave-sources.js";
9
+ // Water SAB Channel (defineChannel-based SharedArrayBuffer protocol)
10
+ export { WATER_FLOW_OFFSET_SAB, WATER_GRID_SAB, WATER_HDR_SAB, WATER_HEIGHT_OFFSET_SAB, WATER_MAGIC_SAB, WATER_NORMAL_OFFSET_SAB, WATER_VERSION_SAB, WaterBufferReader, WaterBufferWriter, WaterChannel } from "./water-sab.js";
11
+ // Declarative library descriptor
12
+ export { WaterLib, WaterReaderTok, WaterWriterTok } from "./library.js";
@@ -0,0 +1,65 @@
1
+ // ============================================================================
2
+ // WaterLib — declarative engine library descriptor for @downdraft/engine/libraries/water
3
+ //
4
+ // Games declare `libraries: [WaterLib]` (or `[[WaterLib, { patchSize: 8 }]]`
5
+ // to override config) in their GameModule. The host allocates the water SAB,
6
+ // creates the WaterBufferWriter (sim-side) and WaterBufferReader (renderer-side),
7
+ // and exposes them via typed tokens.
8
+ //
9
+ // Games that need full control can still import WaterBufferWriter/Reader
10
+ // directly (escape hatch).
11
+ // ============================================================================
12
+ import { resourceToken } from "@downdraft/engine";
13
+ import { WaterBufferReader, WaterBufferWriter, WaterChannel } from "./water-sab.js";
14
+ // ── Typed tokens (DI) ──
15
+ /** Token for the sim-side water buffer writer. Inject in sim systems. */
16
+ export const WaterWriterTok = resourceToken("water:writer");
17
+ /** Token for the renderer-side water buffer reader. Inject in renderer passes. */
18
+ export const WaterReaderTok = resourceToken("water:reader");
19
+ // ── Descriptor ──
20
+ export const WaterLib = {
21
+ name: "water",
22
+ version: "1.0.0",
23
+ sabChannels: [
24
+ { name: "water", size: WaterChannel.allocate().byteLength },
25
+ ],
26
+ provides: [WaterWriterTok, WaterReaderTok],
27
+ sim: {
28
+ create(config, ctx) {
29
+ const writer = new WaterBufferWriter(ctx.buffers.water);
30
+ writer.init(config.patchSize ?? 4);
31
+ ctx.provide(WaterWriterTok, writer);
32
+ return writer;
33
+ },
34
+ dispose(_writer) {
35
+ // WaterBufferWriter holds only a SAB view — no GPU resources to free.
36
+ // The SAB itself is managed by the host.
37
+ },
38
+ // tick is game-specific (calls updateWaterBuffer with Gerstner waves,
39
+ // shore damping, wake sources, etc.) — games wire this via onReady.
40
+ },
41
+ tickPhase: "pre-physics",
42
+ renderer: {
43
+ init(_config, _ctx) {
44
+ // WaterPass is in @downdraft/engine, not this library.
45
+ // The game creates the pass in onReady and injects WaterReaderTok.
46
+ return null;
47
+ },
48
+ setBuffers(_instance, buffers, _ctx) {
49
+ // The reader is created here and provided to the DI graph.
50
+ // Games inject WaterReaderTok in onReady to get it.
51
+ const reader = new WaterBufferReader(buffers.water);
52
+ if (_ctx?.provide) {
53
+ _ctx.provide(WaterReaderTok, reader);
54
+ }
55
+ return reader;
56
+ },
57
+ dispose(_instance) {
58
+ // WaterBufferReader holds only a SAB view — no GPU resources to free.
59
+ },
60
+ },
61
+ defaultConfig: {
62
+ patchSize: 4,
63
+ gridSize: 256,
64
+ },
65
+ };
@@ -0,0 +1,70 @@
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
+ function smoothstep(edge0, edge1, x) {
7
+ const t = Math.max(0, Math.min(1, (x - edge0) / (edge1 - edge0)));
8
+ return t * t * (3 - 2 * t);
9
+ }
10
+ export function shoreDamping(x, z, sources, count) {
11
+ let damping = 1.0;
12
+ for (let i = 0; i < count; i++) {
13
+ const src = sources[i];
14
+ const r = src.radius;
15
+ if (r < 0.001)
16
+ continue;
17
+ const dx = x - src.x;
18
+ const dz = z - src.z;
19
+ const dist = Math.sqrt(dx * dx + dz * dz);
20
+ const flatR = r * 1.0;
21
+ const dampR = r * 1.2 + 8.0;
22
+ const t = smoothstep(flatR, dampR, dist);
23
+ if (t < damping)
24
+ damping = t;
25
+ }
26
+ return damping;
27
+ }
28
+ export function shoreDisplacement(x, z, time, sources, count) {
29
+ let totalH = 0.0;
30
+ for (let i = 0; i < count; i++) {
31
+ const src = sources[i];
32
+ const r = src.radius;
33
+ if (r < 0.001)
34
+ continue;
35
+ const dx = x - src.x;
36
+ const dz = z - src.z;
37
+ const dist = Math.sqrt(dx * dx + dz * dz);
38
+ const flatR = r * 1.0;
39
+ const dampR = r * 1.2 + 8.0;
40
+ const rampUp = smoothstep(flatR, dampR, dist);
41
+ if (rampUp < 0.001)
42
+ continue;
43
+ const bandEnd = dampR + 20.0;
44
+ const fadeW = 8.0;
45
+ const outerFade = 1.0 - smoothstep(bandEnd - fadeW, bandEnd, dist);
46
+ if (outerFade < 0.001)
47
+ continue;
48
+ const ringDist = dist - r;
49
+ const k = 0.2;
50
+ const shoal = 1.0 - rampUp * 0.6;
51
+ const waveAmp = 0.5 * shoal;
52
+ const ringH = Math.sin(ringDist * k + time * 0.35) * waveAmp;
53
+ const distFade = Math.exp(-Math.max(ringDist - (dampR - r), 0.0) * 0.08);
54
+ totalH += ringH * distFade * outerFade;
55
+ }
56
+ return totalH;
57
+ }
58
+ export function waterCutout(x, z, sources, count) {
59
+ for (let i = 0; i < count; i++) {
60
+ const src = sources[i];
61
+ if (src.cutoutRadius < 0.001)
62
+ continue;
63
+ const dx = x - src.x;
64
+ const dz = z - src.z;
65
+ const dist = Math.sqrt(dx * dx + dz * dz);
66
+ if (dist < src.cutoutRadius)
67
+ return true;
68
+ }
69
+ return false;
70
+ }
@@ -0,0 +1,78 @@
1
+ // ============================================================================
2
+ // Water Buffer — 256×256 heightfield grid for water physics + rendering sync
3
+ // Water buffer definitions
4
+ // ============================================================================
5
+ export const WATER_GRID = 256;
6
+ export const WATER_HEIGHT_OFFSET = 64; // 16 u32 header
7
+ export const WATER_NORMAL_OFFSET = WATER_HEIGHT_OFFSET + WATER_GRID * WATER_GRID * 4;
8
+ export const WATER_FLOW_OFFSET = WATER_NORMAL_OFFSET + WATER_GRID * WATER_GRID * 12;
9
+ export const WATER_BUFFER_BYTES = WATER_FLOW_OFFSET + WATER_GRID * WATER_GRID * 8;
10
+ const WATER_HDR = {
11
+ GRID_SIZE: 2,
12
+ PATCH_SIZE: 3,
13
+ ORIGIN_X: 5,
14
+ ORIGIN_Z: 6,
15
+ };
16
+ export class WaterBuffer {
17
+ buffer;
18
+ u32;
19
+ i32;
20
+ heights;
21
+ normals;
22
+ flow;
23
+ patchSize;
24
+ originX = 0;
25
+ originZ = 0;
26
+ constructor(patchSize = 4) {
27
+ this.buffer = new ArrayBuffer(WATER_BUFFER_BYTES);
28
+ this.u32 = new Uint32Array(this.buffer);
29
+ this.i32 = new Int32Array(this.buffer);
30
+ this.heights = new Float32Array(this.buffer, WATER_HEIGHT_OFFSET, WATER_GRID * WATER_GRID);
31
+ this.normals = new Float32Array(this.buffer, WATER_NORMAL_OFFSET, WATER_GRID * WATER_GRID * 3);
32
+ this.flow = new Float32Array(this.buffer, WATER_FLOW_OFFSET, WATER_GRID * WATER_GRID * 2);
33
+ this.patchSize = patchSize;
34
+ this.u32[WATER_HDR.GRID_SIZE] = WATER_GRID;
35
+ this.u32[WATER_HDR.PATCH_SIZE] = patchSize;
36
+ }
37
+ getGridSize() { return WATER_GRID; }
38
+ getPatchSize() { return this.patchSize; }
39
+ getOrigin() { return { x: this.originX, z: this.originZ }; }
40
+ setOrigin(x, z) {
41
+ this.originX = x;
42
+ this.originZ = z;
43
+ this.i32[WATER_HDR.ORIGIN_X] = x;
44
+ this.i32[WATER_HDR.ORIGIN_Z] = z;
45
+ }
46
+ setHeight(gx, gz, h) {
47
+ this.heights[gz * WATER_GRID + gx] = h;
48
+ }
49
+ getHeight(gx, gz) {
50
+ return this.heights[gz * WATER_GRID + gx];
51
+ }
52
+ sampleHeight(gx, gz) {
53
+ const x0 = Math.floor(gx);
54
+ const z0 = Math.floor(gz);
55
+ const x1 = Math.min(x0 + 1, WATER_GRID - 1);
56
+ const z1 = Math.min(z0 + 1, WATER_GRID - 1);
57
+ const fx = gx - x0;
58
+ const fz = gz - z0;
59
+ const h00 = this.heights[z0 * WATER_GRID + x0];
60
+ const h10 = this.heights[z0 * WATER_GRID + x1];
61
+ const h01 = this.heights[z1 * WATER_GRID + x0];
62
+ const h11 = this.heights[z1 * WATER_GRID + x1];
63
+ const h0 = h00 * (1 - fx) + h10 * fx;
64
+ const h1 = h01 * (1 - fx) + h11 * fx;
65
+ return h0 * (1 - fz) + h1 * fz;
66
+ }
67
+ sampleWorldHeight(worldX, worldZ) {
68
+ const gx = ((worldX - this.originX) / this.patchSize % WATER_GRID + WATER_GRID) % WATER_GRID;
69
+ const gz = ((worldZ - this.originZ) / this.patchSize % WATER_GRID + WATER_GRID) % WATER_GRID;
70
+ return this.sampleHeight(gx, gz);
71
+ }
72
+ getHeightsRef() {
73
+ return this.heights;
74
+ }
75
+ getBuffer() {
76
+ return this.buffer;
77
+ }
78
+ }
@@ -0,0 +1,5 @@
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
@@ -0,0 +1,315 @@
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
+ import { shoreDamping, shoreDisplacement, waterCutout } from "./shore-damping.js";
7
+ import { CHUNK_GRID, CHUNK_OVERLAP, CHUNK_WORLD_SIZE, MAX_CHUNKS } from "./water-chunks.js";
8
+ import { MAX_WAKES } from "./wave-sources.js";
9
+ export const DEFAULT_PHYSICS_CONFIG = {
10
+ waves: [
11
+ { direction: [1, 0], amplitude: 0.5, wavelength: 10, speed: 1.0, steepness: 0.75 },
12
+ { direction: [0.7, 0.7], amplitude: 0.25, wavelength: 5, speed: 1.2, steepness: 0.6 },
13
+ { direction: [-0.5, 0.8], amplitude: 0.15, wavelength: 3, speed: 1.5, steepness: 0.5 },
14
+ { direction: [0.3, -0.9], amplitude: 0.08, wavelength: 1.5, speed: 2.0, steepness: 0.4 },
15
+ ],
16
+ windSpeed: 3,
17
+ windDirX: 1,
18
+ windDirZ: 0,
19
+ waterLevel: 0,
20
+ waterRenderDistance: 500, // 500m radius around player
21
+ };
22
+ function windChopAmp(windSpeed) {
23
+ const ss = Math.max(0, Math.min(1, (windSpeed - 2) / 23));
24
+ return 0.15 + ss * 0.65;
25
+ }
26
+ export class WaterPhysics {
27
+ buffer;
28
+ config;
29
+ time = 0;
30
+ shoreSources = [];
31
+ shoreCount = 0;
32
+ wakeSources = [];
33
+ wakeCount = 0;
34
+ precomputedWaves = [];
35
+ gerstnerPhase;
36
+ shoreBandEndSq;
37
+ shoreCutoutRSq;
38
+ shoreDampR;
39
+ shoreDampRange;
40
+ chunks = new Map();
41
+ activeChunks = [];
42
+ constructor(buffer, config) {
43
+ this.buffer = buffer;
44
+ this.config = { ...DEFAULT_PHYSICS_CONFIG, ...config };
45
+ this.precomputeWaves();
46
+ for (let i = 0; i < 128; i++) {
47
+ this.shoreSources.push({ x: 0, z: 0, radius: 0, cutoutRadius: 0 });
48
+ }
49
+ for (let i = 0; i < MAX_WAKES; i++) {
50
+ this.wakeSources.push({ x: 0, z: 0, dirX: 0, dirZ: 0, speed: 0 });
51
+ }
52
+ this.gerstnerPhase = new Float64Array(8);
53
+ this.shoreBandEndSq = new Float64Array(128);
54
+ this.shoreCutoutRSq = new Float64Array(128);
55
+ this.shoreDampR = new Float64Array(128);
56
+ this.shoreDampRange = new Float64Array(128);
57
+ }
58
+ precomputeWaves() {
59
+ this.precomputedWaves = this.config.waves.map(w => {
60
+ const k = (2 * Math.PI) / w.wavelength;
61
+ const dirLen = Math.sqrt(w.direction[0] ** 2 + w.direction[1] ** 2);
62
+ return {
63
+ k,
64
+ dx: dirLen > 0 ? w.direction[0] / dirLen : 1,
65
+ dz: dirLen > 0 ? w.direction[1] / dirLen : 0,
66
+ amplitude: w.amplitude,
67
+ speedFactor: w.speed * 2 * Math.PI,
68
+ };
69
+ });
70
+ }
71
+ getConfig() { return this.config; }
72
+ setConfig(config) {
73
+ this.config = { ...this.config, ...config };
74
+ this.precomputeWaves();
75
+ }
76
+ getBuffer() { return this.buffer; }
77
+ setShoreSources(sources, count) {
78
+ this.shoreSources = sources;
79
+ this.shoreCount = count;
80
+ }
81
+ setWakeSources(sources, count) {
82
+ this.wakeSources = sources;
83
+ this.wakeCount = count;
84
+ }
85
+ weatherWaveScale() {
86
+ // Scale Gerstner amplitudes by wind speed: calm=0.3x, moderate=0.6x, storm=2.5x
87
+ const ws = this.config.windSpeed;
88
+ return 0.3 + Math.max(0, ws - 2) * 0.1;
89
+ }
90
+ update(dt, playerX, playerZ) {
91
+ this.time += dt;
92
+ const patchSize = this.buffer.getPatchSize();
93
+ const renderDist = this.config.waterRenderDistance;
94
+ const renderDistSq = renderDist * renderDist;
95
+ // Precompute wave phases and shore data
96
+ const chopAmp = windChopAmp(this.config.windSpeed);
97
+ const waveScale = this.weatherWaveScale();
98
+ const t = this.time;
99
+ const waves = this.precomputedWaves;
100
+ const numWaves = waves.length;
101
+ const shoreSrcs = this.shoreSources;
102
+ const shoreCnt = this.shoreCount;
103
+ const wakeSrcs = this.wakeSources;
104
+ const wakeCnt = this.wakeCount;
105
+ for (let i = 0; i < numWaves; i++) {
106
+ this.gerstnerPhase[i] = waves[i].speedFactor * t;
107
+ }
108
+ for (let i = 0; i < shoreCnt; i++) {
109
+ const src = shoreSrcs[i];
110
+ const r = src.radius;
111
+ const dampR = r * 1.2 + 8.0;
112
+ this.shoreDampR[i] = dampR;
113
+ this.shoreDampRange[i] = dampR - r;
114
+ this.shoreBandEndSq[i] = (dampR + 20.0) * (dampR + 20.0);
115
+ this.shoreCutoutRSq[i] = src.cutoutRadius * src.cutoutRadius;
116
+ }
117
+ const chopT1a = t * 0.12, chopT1b = t * 0.10;
118
+ const chopT2a = t * 0.2, chopT2b = t * 0.15;
119
+ const chopT3 = t * 0.08;
120
+ const shoreTime = t * 0.35;
121
+ // Determine which chunks should be active (fixed positions, loaded in circle around player)
122
+ const playerChunkX = Math.floor(playerX / CHUNK_WORLD_SIZE);
123
+ const playerChunkZ = Math.floor(playerZ / CHUNK_WORLD_SIZE);
124
+ const chunksPerSide = Math.ceil(renderDist / CHUNK_WORLD_SIZE) + 1;
125
+ const newActive = [];
126
+ const seenKeys = new Set();
127
+ for (let cz = playerChunkZ - chunksPerSide; cz <= playerChunkZ + chunksPerSide; cz++) {
128
+ for (let cx = playerChunkX - chunksPerSide; cx <= playerChunkX + chunksPerSide; cx++) {
129
+ // Check if chunk center is within render distance (plus chunk radius for overlap)
130
+ const chunkCenterX = cx * CHUNK_WORLD_SIZE + CHUNK_WORLD_SIZE / 2;
131
+ const chunkCenterZ = cz * CHUNK_WORLD_SIZE + CHUNK_WORLD_SIZE / 2;
132
+ const ddx = chunkCenterX - playerX;
133
+ const ddz = chunkCenterZ - playerZ;
134
+ const chunkRadius = CHUNK_WORLD_SIZE * 0.75;
135
+ if (ddx * ddx + ddz * ddz > (renderDist + chunkRadius) * (renderDist + chunkRadius))
136
+ continue;
137
+ if (newActive.length >= MAX_CHUNKS)
138
+ continue;
139
+ const key = cx + "," + cz;
140
+ seenKeys.add(key);
141
+ let chunk = this.chunks.get(key);
142
+ if (!chunk) {
143
+ chunk = {
144
+ chunkX: cx,
145
+ chunkZ: cz,
146
+ originX: cx * CHUNK_WORLD_SIZE - CHUNK_OVERLAP * patchSize,
147
+ originZ: cz * CHUNK_WORLD_SIZE - CHUNK_OVERLAP * patchSize,
148
+ heights: new Float32Array(CHUNK_GRID * CHUNK_GRID),
149
+ };
150
+ this.chunks.set(key, chunk);
151
+ }
152
+ newActive.push(chunk);
153
+ }
154
+ }
155
+ // Remove inactive chunks
156
+ for (const [key] of this.chunks.entries()) {
157
+ if (!seenKeys.has(key))
158
+ this.chunks.delete(key);
159
+ }
160
+ this.activeChunks = newActive;
161
+ // Compute heights for each active chunk
162
+ newActive.forEach((chunk) => {
163
+ this.computeChunkHeights(chunk, playerX, playerZ, renderDistSq, patchSize, {
164
+ chopAmp, waveScale, t, waves, numWaves, shoreSrcs, shoreCnt, wakeSrcs, wakeCnt,
165
+ chopT1a, chopT1b, chopT2a, chopT2b, chopT3, shoreTime,
166
+ });
167
+ });
168
+ }
169
+ computeChunkHeights(chunk, playerX, playerZ, renderDistSq, patchSize, ctx) {
170
+ const heights = chunk.heights;
171
+ const originX = chunk.originX;
172
+ const originZ = chunk.originZ;
173
+ for (let gz = 0; gz < CHUNK_GRID; gz++) {
174
+ const worldZ = originZ + gz * patchSize;
175
+ const rowOffset = gz * CHUNK_GRID;
176
+ for (let gx = 0; gx < CHUNK_GRID; gx++) {
177
+ const worldX = originX + gx * patchSize;
178
+ // Skip cells outside render distance (circular mask around player)
179
+ const ddx = worldX - playerX;
180
+ const ddz = worldZ - playerZ;
181
+ if (ddx * ddx + ddz * ddz > renderDistSq) {
182
+ heights[rowOffset + gx] = -1000;
183
+ continue;
184
+ }
185
+ let h = 0;
186
+ for (let i = 0; i < ctx.numWaves; i++) {
187
+ const w = ctx.waves[i];
188
+ h += w.amplitude * ctx.waveScale * Math.sin(w.k * (w.dx * worldX + w.dz * worldZ) - this.gerstnerPhase[i]);
189
+ }
190
+ h += (Math.sin(worldX * 0.15 + ctx.chopT1a) * Math.cos(worldZ * 0.12 + ctx.chopT1b) * 0.6
191
+ + Math.sin(worldX * 0.4 - ctx.chopT2a) * Math.cos(worldZ * 0.35 + ctx.chopT2b) * 0.15
192
+ + Math.sin((worldX + worldZ) * 0.1 + ctx.chopT3) * 0.3) * ctx.chopAmp * ctx.waveScale;
193
+ let damping = 1.0;
194
+ let shoreH = 0.0;
195
+ let cutout = false;
196
+ for (let i = 0; i < ctx.shoreCnt; i++) {
197
+ const src = ctx.shoreSrcs[i];
198
+ const r = src.radius;
199
+ const cr = src.cutoutRadius;
200
+ if (r < 0.001 && cr < 0.001)
201
+ continue;
202
+ const sdx = worldX - src.x;
203
+ const sdz = worldZ - src.z;
204
+ const distSq = sdx * sdx + sdz * sdz;
205
+ if (cr >= 0.001 && distSq < this.shoreCutoutRSq[i])
206
+ cutout = true;
207
+ if (r < 0.001)
208
+ continue;
209
+ if (distSq > this.shoreBandEndSq[i])
210
+ continue;
211
+ const dist = Math.sqrt(distSq);
212
+ const flatR = r;
213
+ const dampR = this.shoreDampR[i];
214
+ const dampRange = this.shoreDampRange[i];
215
+ let st = (dist - flatR) / dampRange;
216
+ st = st < 0 ? 0 : st > 1 ? 1 : st;
217
+ const smoothT = st * st * (3 - 2 * st);
218
+ if (smoothT < damping)
219
+ damping = smoothT;
220
+ if (smoothT > 0.001) {
221
+ const bandEnd = dampR + 20.0;
222
+ const fadeW = 8.0;
223
+ let ot = (dist - (bandEnd - fadeW)) / fadeW;
224
+ ot = ot < 0 ? 0 : ot > 1 ? 1 : ot;
225
+ const outerFade = 1.0 - ot * ot * (3 - 2 * ot);
226
+ if (outerFade > 0.001) {
227
+ const ringDist = dist - r;
228
+ const shoal = 1.0 - smoothT * 0.6;
229
+ const ringH = Math.sin(ringDist * 0.2 + ctx.shoreTime) * (1.5 * shoal);
230
+ const distFade = Math.exp(-Math.max(ringDist - dampRange, 0.0) * 0.08);
231
+ shoreH += ringH * distFade * outerFade;
232
+ }
233
+ }
234
+ }
235
+ h *= damping;
236
+ h += shoreH;
237
+ // Wake displacement from moving vessels
238
+ for (let i = 0; i < ctx.wakeCnt; i++) {
239
+ const ws = ctx.wakeSrcs[i];
240
+ if (ws.speed < 0.5)
241
+ continue;
242
+ const dx = worldX - ws.x;
243
+ const dz = worldZ - ws.z;
244
+ const dist = Math.sqrt(dx * dx + dz * dz);
245
+ if (dist > 40.0)
246
+ continue;
247
+ const fwd = dx * ws.dirX + dz * ws.dirZ;
248
+ const lat = -dx * ws.dirZ + dz * ws.dirX;
249
+ if (fwd > 2.0)
250
+ continue;
251
+ const behind = -fwd;
252
+ if (behind > 35.0)
253
+ continue;
254
+ const wakeSpread = 0.36;
255
+ const wakeEdge = behind * wakeSpread;
256
+ const latAbs = Math.abs(lat);
257
+ if (latAbs > wakeEdge)
258
+ continue;
259
+ const lateralFade = 1.0 - (latAbs / Math.max(wakeEdge, 0.001));
260
+ const distFade = Math.exp(-behind * 0.04);
261
+ const speedFactor = Math.min(ws.speed / 10.0, 1.5);
262
+ const k = 0.5;
263
+ const ridge1 = Math.sin(behind * k - ctx.t * 3.0) * 0.4;
264
+ const ridge2 = Math.sin(behind * k * 1.5 - ctx.t * 4.0) * 0.2;
265
+ const wakeH = (ridge1 + ridge2) * distFade * lateralFade * speedFactor;
266
+ h += wakeH * damping;
267
+ }
268
+ if (cutout)
269
+ h = -1000;
270
+ heights[rowOffset + gx] = h;
271
+ }
272
+ }
273
+ }
274
+ getActiveChunks() {
275
+ return this.activeChunks;
276
+ }
277
+ sampleWaterAt(worldX, worldZ) {
278
+ if (waterCutout(worldX, worldZ, this.shoreSources, this.shoreCount))
279
+ return -1000;
280
+ // Sample from active chunks
281
+ const patchSize = this.buffer.getPatchSize();
282
+ let rawH = 0;
283
+ for (let _i = 0, _it = this.activeChunks, _n = _it.length; _i < _n; _i++) {
284
+ const chunk = _it[_i];
285
+ const gx = (worldX - chunk.originX) / patchSize;
286
+ const gz = (worldZ - chunk.originZ) / patchSize;
287
+ if (gx >= 0 && gx < CHUNK_GRID && gz >= 0 && gz < CHUNK_GRID) {
288
+ const x0 = Math.floor(gx);
289
+ const z0 = Math.floor(gz);
290
+ const x1 = Math.min(x0 + 1, CHUNK_GRID - 1);
291
+ const z1 = Math.min(z0 + 1, CHUNK_GRID - 1);
292
+ const fx = gx - x0;
293
+ const fz = gz - z0;
294
+ const h00 = chunk.heights[z0 * CHUNK_GRID + x0];
295
+ const h10 = chunk.heights[z0 * CHUNK_GRID + x1];
296
+ const h01 = chunk.heights[z1 * CHUNK_GRID + x0];
297
+ const h11 = chunk.heights[z1 * CHUNK_GRID + x1];
298
+ if (h00 < -100 || h10 < -100 || h01 < -100 || h11 < -100) {
299
+ rawH = -1000;
300
+ break;
301
+ }
302
+ const h0 = h00 * (1 - fx) + h10 * fx;
303
+ const h1 = h01 * (1 - fx) + h11 * fx;
304
+ rawH = h0 * (1 - fz) + h1 * fz;
305
+ break;
306
+ }
307
+ }
308
+ if (rawH < -100)
309
+ return -1000;
310
+ const damping = shoreDamping(worldX, worldZ, this.shoreSources, this.shoreCount);
311
+ const shore = shoreDisplacement(worldX, worldZ, this.time, this.shoreSources, this.shoreCount);
312
+ return rawH * damping + shore;
313
+ }
314
+ getTime() { return this.time; }
315
+ }