@equinor/videx-3d 2.0.0 → 3.0.0

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 (57) hide show
  1. package/dist/chunk-DKAquGKk.js +2820 -0
  2. package/dist/chunk-DsUZyEG_.js +16 -0
  3. package/dist/generators.js +512 -727
  4. package/dist/main.js +6940 -10553
  5. package/dist/sdk.js +2 -787
  6. package/dist/types/components/Ocean/Ocean.d.ts +333 -0
  7. package/dist/types/components/Ocean/index.d.ts +6 -0
  8. package/dist/types/components/Ocean/ocean-bed-material.d.ts +60 -0
  9. package/dist/types/components/Ocean/ocean-contact.d.ts +39 -0
  10. package/dist/types/components/Ocean/ocean-material.d.ts +145 -0
  11. package/dist/types/components/Ocean/ocean-sampler.d.ts +93 -0
  12. package/dist/types/components/Ocean/ocean-volume-material.d.ts +54 -0
  13. package/dist/types/components/Tanker/Tanker.d.ts +47 -0
  14. package/dist/types/components/Tanker/TankerSuperstructure.d.ts +23 -0
  15. package/dist/types/components/Tanker/tanker-geometry-builder.d.ts +21 -0
  16. package/dist/types/main.d.ts +1 -0
  17. package/dist/types/rendering/Pass.d.ts +10 -1
  18. package/dist/types/rendering/RenderingPipeline.d.ts +10 -1
  19. package/dist/types/rendering/debug/DebugBoxOutputPass.d.ts +22 -0
  20. package/dist/types/rendering/debug/DebugPatternPass.d.ts +30 -0
  21. package/dist/types/rendering/fxaa-resolver.d.ts +25 -0
  22. package/dist/types/rendering/index.d.ts +1 -0
  23. package/dist/types/rendering/passes/AnnotationsPass.d.ts +1 -0
  24. package/dist/types/rendering/passes/FXAAPass.d.ts +11 -6
  25. package/dist/types/rendering/passes/OITRenderPass.d.ts +147 -0
  26. package/dist/types/rendering/passes/OutputPass.d.ts +9 -0
  27. package/dist/types/rendering/passes/RenderPass.d.ts +2 -0
  28. package/dist/types/rendering/passes/index.d.ts +0 -2
  29. package/dist/types/rendering/smaa-resolver.d.ts +58 -0
  30. package/dist/types/rendering/taa-resolver.d.ts +161 -0
  31. package/dist/types/rendering/temporal-resolver.d.ts +152 -0
  32. package/dist/types/sdk/geometries/boundary-loops.d.ts +38 -0
  33. package/dist/types/sdk/geometries/geometry-attributes.d.ts +37 -0
  34. package/dist/types/sdk/geometries/grid-sampling.d.ts +50 -0
  35. package/dist/types/sdk/geometries/ocean-geometry.d.ts +288 -0
  36. package/dist/types/sdk/geometries/packing.d.ts +1 -1
  37. package/dist/types/sdk/geometries/tessellation.d.ts +25 -0
  38. package/dist/types/sdk/index.d.ts +5 -0
  39. package/dist/types/sdk/utils/vector-operations.d.ts +7 -0
  40. package/package.json +9 -10
  41. package/dist/chunk-61X6qE5N.js +0 -981
  42. package/dist/chunk-ChG5d4HC.js +0 -675
  43. package/dist/chunk-DuRASjkF.js +0 -17
  44. package/dist/chunk-M-Pcc_Yg.js +0 -689
  45. package/dist/types/rendering/passes/SMAAPass.d.ts +0 -40
  46. package/dist/types/rendering/passes/TAAPass.d.ts +0 -94
  47. /package/dist/{shaderLib → src/sdk/materials/shaderLib}/color-conversion.glsl +0 -0
  48. /package/dist/{shaderLib → src/sdk/materials/shaderLib}/colors.glsl +0 -0
  49. /package/dist/{shaderLib → src/sdk/materials/shaderLib}/glyphs.glsl +0 -0
  50. /package/dist/{shaderLib → src/sdk/materials/shaderLib}/oit.glsl +0 -0
  51. /package/dist/{shaderLib → src/sdk/materials/shaderLib}/random.glsl +0 -0
  52. /package/dist/{shaderLib → src/sdk/materials/shaderLib}/remap.glsl +0 -0
  53. /package/dist/{shaderLib → src/sdk/materials/shaderLib}/render-number.glsl +0 -0
  54. /package/dist/{shaderLib → src/sdk/materials/shaderLib}/render-text.glsl +0 -0
  55. /package/dist/{shaderLib → src/sdk/materials/shaderLib}/rotation.glsl +0 -0
  56. /package/dist/{shaderLib → src/sdk/materials/shaderLib}/sdf-functions.glsl +0 -0
  57. /package/dist/textures/{normal_map.jpg → public/normal_map.jpg} +0 -0
@@ -0,0 +1,333 @@
1
+ import { ReactNode } from 'react';
2
+ import { BufferGeometry, Group } from 'three';
3
+ import { CommonComponentProps, CustomMaterialProps } from '../../common/types';
4
+ import { Vec2, Vec3 } from '../../sdk/types/common';
5
+ /**
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+ * Ocean props
7
+ * @expand
8
+ */
9
+ export type OceanProps = CommonComponentProps & CustomMaterialProps & {
10
+ /**
11
+ * Geometry to render as the ocean surface. Typically a large plane lying in
12
+ * the world X/Z plane at sea level (e.g. `createOceanBox(...).surface`). All
13
+ * wave/foam animation is evaluated in world coordinates, so tiled/patched
14
+ * geometry aligns seamlessly.
15
+ */
16
+ geometry: BufferGeometry;
17
+ /**
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+ * Optional water-body (side walls) geometry, e.g.
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+ * `createOceanBox(...).body`. When provided, it is rendered as a separate,
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+ * double-sided, transparent-blue volume mesh so the water reads as a body.
21
+ */
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+ bodyGeometry?: BufferGeometry;
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+ /**
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+ * Optional sea-bed geometry, e.g. `createOceanBox(...).bed`. When provided,
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+ * it is rendered as a separate sun-shaded mesh below the surface.
26
+ */
27
+ bedGeometry?: BufferGeometry;
28
+ /** Wind direction in world X/Z (drives wave + foam direction). */
29
+ windDirection?: Vec2;
30
+ /**
31
+ * Wind speed in m/s (U10). Primary driver of the sea state: wave height,
32
+ * wavelength and foam all follow North-Sea JONSWAP/Pierson-Moskowitz
33
+ * relations (e.g. ~10 m/s ⇒ Hs ~ 2.1 m, peak wavelength ~ 88 m).
34
+ */
35
+ windSpeed?: number;
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+ /** Wave height multiplier on top of the spectrum's physical Hs. */
37
+ amplitude?: number;
38
+ /** Angular spread (radians) of the wave directions around the wind. */
39
+ directionalSpread?: number;
40
+ /** Apparent surface choppiness (normal exaggeration / Gerstner sharpness). */
41
+ steepness?: number;
42
+ /**
43
+ * Enables vertex displacement (`false` = off / flat, per-pixel normals
44
+ * only). Off by default; at oilfield scale real displacement is
45
+ * imperceptible except very close to the surface, where only the longest
46
+ * swells displace. Mainly useful to let floating objects follow the surface
47
+ * height.
48
+ */
49
+ displacement?: boolean;
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+ /** Number of summed spectral wave components (compile-time). */
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+ waveCount?: number;
52
+ /** Number of FBM micro-ripple octaves (compile-time). */
53
+ detailOctaves?: number;
54
+ /** Deep water colour (seen looking straight down). */
55
+ deepColor?: string;
56
+ /** Shallow/scatter water colour (seen at grazing angles). */
57
+ shallowColor?: string;
58
+ /** Base body opacity looking straight down (0 = clear, 1 = opaque). */
59
+ waterOpacity?: number;
60
+ /** Strength of the large-scale tonal variation (currents / slicks), 0 = off. */
61
+ tonalVariation?: number;
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+ /** Approximate size of the tonal variation patches, in kilometers. */
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+ tonalScale?: number;
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+ /** Crispness of the tonal variation patch edges (0 = soft, 1 = hard). */
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+ tonalSharpness?: number;
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+ /** Colour the water drifts toward in the tonal variation (current / algae / pollution tint). */
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+ tonalColor?: string;
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+ /** Zenith sky colour used for the procedural reflection. */
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+ skyColor?: string;
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+ /** Horizon sky colour used for the procedural reflection. */
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+ horizonColor?: string;
72
+ /** Reflection intensity multiplier. */
73
+ reflectionIntensity?: number;
74
+ /** Sun direction in world space (specular highlight + reflected glow). */
75
+ sunDirection?: Vec3;
76
+ /** Sun colour. */
77
+ sunColor?: string;
78
+ /** Sun specular shininess exponent. */
79
+ sunShininess?: number;
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+ /** Foam colour. */
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+ foamColor?: string;
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+ /** Foam amount, 0 = none. */
83
+ foamAmount?: number;
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+ /** Fresnel exponent (higher = reflections concentrated near the horizon). */
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+ fresnelPower?: number;
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+ /** Micro-ripple frequency (waves per world unit) for close-up detail. */
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+ detailScale?: number;
88
+ /** Micro-ripple normal strength. */
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+ detailStrength?: number;
90
+ /**
91
+ * Sea-bed base (sandy/yellowish) colour. Only used when `bedGeometry` is
92
+ * provided. Default `#b8a06a`.
93
+ */
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+ seaBedColor?: string;
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+ /**
96
+ * Strength of the water-colour tint applied to the water-facing (top) side
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+ * of the sea bed (0..1). Only used when `bedGeometry` is provided.
98
+ */
99
+ seaBedWaterTint?: number;
100
+ /**
101
+ * Sea-bed opacity (0..1). Only used when `bedGeometry` is provided. The sea
102
+ * bed is OIT-routed, so values below 1 let the subsurface geometry below it
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+ * show through; 1 (default) makes it a solid occluder.
104
+ */
105
+ seaBedOpacity?: number;
106
+ /**
107
+ * Sea-bed sand-dune relief strength (0 = off). Only used when `bedGeometry`
108
+ * is provided. Perturbs the bed's shading normal by a procedural,
109
+ * footprint-anti-aliased dune height field, adding a subtle sense of depth
110
+ * and scale that resolves up close and fades to flat far out. Default 0.15.
111
+ */
112
+ seaBedDuneStrength?: number;
113
+ /**
114
+ * Base sand-dune crest spacing in meters. Only used when `bedGeometry` is
115
+ * provided. Default 180.
116
+ */
117
+ seaBedDuneWavelength?: number;
118
+ /**
119
+ * Sand-dune ridge direction in world X/Z. Only used when `bedGeometry` is
120
+ * provided. Default `[1, 0.6]`.
121
+ */
122
+ seaBedDuneDirection?: Vec2;
123
+ /**
124
+ * Extra sand-dune crest/trough albedo banding (0 = off). Only used when
125
+ * `bedGeometry` is provided. Lightens the dune crests and darkens the
126
+ * troughs on top of the relief shading for a stronger depth cue; fades out
127
+ * far away like the rest of the dune detail. Default 0.
128
+ */
129
+ seaBedDuneSharpness?: number;
130
+ /**
131
+ * Per-meter tint build-up of the water body. Only used when `bodyGeometry`
132
+ * is provided.
133
+ */
134
+ bodyFogDensity?: number;
135
+ /** Densest water-body tint reached far through the water (0..1). */
136
+ bodyMaxOpacity?: number;
137
+ /** Animated shimmer amount of the water body, 0 = off. */
138
+ bodyShimmer?: number;
139
+ /** Master opacity multiplier (also drives OIT routing). */
140
+ opacity?: number;
141
+ /** Toggles visibility of the water-surface mesh. Default `true`. */
142
+ surfaceVisible?: boolean;
143
+ /**
144
+ * Toggles visibility of the water-body (side walls) mesh. Only has an effect
145
+ * when `bodyGeometry` is provided. Default `true`.
146
+ */
147
+ bodyVisible?: boolean;
148
+ /**
149
+ * Toggles visibility of the sea-bed mesh. Only has an effect when
150
+ * `bedGeometry` is provided. Default `true`.
151
+ */
152
+ bedVisible?: boolean;
153
+ /** Debug: render all ocean materials (surface, body, sea bed) as wireframe. */
154
+ wireframe?: boolean;
155
+ /**
156
+ * Children rendered inside the ocean's group, in its local frame. They
157
+ * receive an {@link OceanSampler} via context (see `useOceanSampler` /
158
+ * `useBuoyancy`) so floating objects (e.g. a vessel) can follow the waves.
159
+ */
160
+ children?: ReactNode;
161
+ };
162
+ /**
163
+ * Stylized animated ocean surface.
164
+ *
165
+ * Renders the provided geometry as a procedurally animated, OIT-compatible
166
+ * water surface. The wave field is sampled from a North-Sea JONSWAP spectrum
167
+ * driven by the wind speed (m/s); the visible waves are reconstructed per-pixel
168
+ * as surface normals (plus a fine micro-ripple layer up close), all evaluated
169
+ * in world X/Z space so the pattern is continuous across tiled patches with no
170
+ * repeating texture assets. Level-of-detail uses per-wave footprint
171
+ * anti-aliasing, so there is no visible LOD ring. Transparency is Fresnel-driven
172
+ * (see-through looking down, reflective at grazing angles) and composites
173
+ * correctly with the other transparent subsurface geometry through the
174
+ * OITRenderPass.
175
+ *
176
+ * @example
177
+ * <Ocean geometry={planeGeometry} windDirection={[1, 0.3]} windSpeed={10} />
178
+ *
179
+ * @group Components
180
+ */
181
+ export declare const Ocean: import('react').ForwardRefExoticComponent<CommonComponentProps & CustomMaterialProps & {
182
+ /**
183
+ * Geometry to render as the ocean surface. Typically a large plane lying in
184
+ * the world X/Z plane at sea level (e.g. `createOceanBox(...).surface`). All
185
+ * wave/foam animation is evaluated in world coordinates, so tiled/patched
186
+ * geometry aligns seamlessly.
187
+ */
188
+ geometry: BufferGeometry;
189
+ /**
190
+ * Optional water-body (side walls) geometry, e.g.
191
+ * `createOceanBox(...).body`. When provided, it is rendered as a separate,
192
+ * double-sided, transparent-blue volume mesh so the water reads as a body.
193
+ */
194
+ bodyGeometry?: BufferGeometry;
195
+ /**
196
+ * Optional sea-bed geometry, e.g. `createOceanBox(...).bed`. When provided,
197
+ * it is rendered as a separate sun-shaded mesh below the surface.
198
+ */
199
+ bedGeometry?: BufferGeometry;
200
+ /** Wind direction in world X/Z (drives wave + foam direction). */
201
+ windDirection?: Vec2;
202
+ /**
203
+ * Wind speed in m/s (U10). Primary driver of the sea state: wave height,
204
+ * wavelength and foam all follow North-Sea JONSWAP/Pierson-Moskowitz
205
+ * relations (e.g. ~10 m/s ⇒ Hs ~ 2.1 m, peak wavelength ~ 88 m).
206
+ */
207
+ windSpeed?: number;
208
+ /** Wave height multiplier on top of the spectrum's physical Hs. */
209
+ amplitude?: number;
210
+ /** Angular spread (radians) of the wave directions around the wind. */
211
+ directionalSpread?: number;
212
+ /** Apparent surface choppiness (normal exaggeration / Gerstner sharpness). */
213
+ steepness?: number;
214
+ /**
215
+ * Enables vertex displacement (`false` = off / flat, per-pixel normals
216
+ * only). Off by default; at oilfield scale real displacement is
217
+ * imperceptible except very close to the surface, where only the longest
218
+ * swells displace. Mainly useful to let floating objects follow the surface
219
+ * height.
220
+ */
221
+ displacement?: boolean;
222
+ /** Number of summed spectral wave components (compile-time). */
223
+ waveCount?: number;
224
+ /** Number of FBM micro-ripple octaves (compile-time). */
225
+ detailOctaves?: number;
226
+ /** Deep water colour (seen looking straight down). */
227
+ deepColor?: string;
228
+ /** Shallow/scatter water colour (seen at grazing angles). */
229
+ shallowColor?: string;
230
+ /** Base body opacity looking straight down (0 = clear, 1 = opaque). */
231
+ waterOpacity?: number;
232
+ /** Strength of the large-scale tonal variation (currents / slicks), 0 = off. */
233
+ tonalVariation?: number;
234
+ /** Approximate size of the tonal variation patches, in kilometers. */
235
+ tonalScale?: number;
236
+ /** Crispness of the tonal variation patch edges (0 = soft, 1 = hard). */
237
+ tonalSharpness?: number;
238
+ /** Colour the water drifts toward in the tonal variation (current / algae / pollution tint). */
239
+ tonalColor?: string;
240
+ /** Zenith sky colour used for the procedural reflection. */
241
+ skyColor?: string;
242
+ /** Horizon sky colour used for the procedural reflection. */
243
+ horizonColor?: string;
244
+ /** Reflection intensity multiplier. */
245
+ reflectionIntensity?: number;
246
+ /** Sun direction in world space (specular highlight + reflected glow). */
247
+ sunDirection?: Vec3;
248
+ /** Sun colour. */
249
+ sunColor?: string;
250
+ /** Sun specular shininess exponent. */
251
+ sunShininess?: number;
252
+ /** Foam colour. */
253
+ foamColor?: string;
254
+ /** Foam amount, 0 = none. */
255
+ foamAmount?: number;
256
+ /** Fresnel exponent (higher = reflections concentrated near the horizon). */
257
+ fresnelPower?: number;
258
+ /** Micro-ripple frequency (waves per world unit) for close-up detail. */
259
+ detailScale?: number;
260
+ /** Micro-ripple normal strength. */
261
+ detailStrength?: number;
262
+ /**
263
+ * Sea-bed base (sandy/yellowish) colour. Only used when `bedGeometry` is
264
+ * provided. Default `#b8a06a`.
265
+ */
266
+ seaBedColor?: string;
267
+ /**
268
+ * Strength of the water-colour tint applied to the water-facing (top) side
269
+ * of the sea bed (0..1). Only used when `bedGeometry` is provided.
270
+ */
271
+ seaBedWaterTint?: number;
272
+ /**
273
+ * Sea-bed opacity (0..1). Only used when `bedGeometry` is provided. The sea
274
+ * bed is OIT-routed, so values below 1 let the subsurface geometry below it
275
+ * show through; 1 (default) makes it a solid occluder.
276
+ */
277
+ seaBedOpacity?: number;
278
+ /**
279
+ * Sea-bed sand-dune relief strength (0 = off). Only used when `bedGeometry`
280
+ * is provided. Perturbs the bed's shading normal by a procedural,
281
+ * footprint-anti-aliased dune height field, adding a subtle sense of depth
282
+ * and scale that resolves up close and fades to flat far out. Default 0.15.
283
+ */
284
+ seaBedDuneStrength?: number;
285
+ /**
286
+ * Base sand-dune crest spacing in meters. Only used when `bedGeometry` is
287
+ * provided. Default 180.
288
+ */
289
+ seaBedDuneWavelength?: number;
290
+ /**
291
+ * Sand-dune ridge direction in world X/Z. Only used when `bedGeometry` is
292
+ * provided. Default `[1, 0.6]`.
293
+ */
294
+ seaBedDuneDirection?: Vec2;
295
+ /**
296
+ * Extra sand-dune crest/trough albedo banding (0 = off). Only used when
297
+ * `bedGeometry` is provided. Lightens the dune crests and darkens the
298
+ * troughs on top of the relief shading for a stronger depth cue; fades out
299
+ * far away like the rest of the dune detail. Default 0.
300
+ */
301
+ seaBedDuneSharpness?: number;
302
+ /**
303
+ * Per-meter tint build-up of the water body. Only used when `bodyGeometry`
304
+ * is provided.
305
+ */
306
+ bodyFogDensity?: number;
307
+ /** Densest water-body tint reached far through the water (0..1). */
308
+ bodyMaxOpacity?: number;
309
+ /** Animated shimmer amount of the water body, 0 = off. */
310
+ bodyShimmer?: number;
311
+ /** Master opacity multiplier (also drives OIT routing). */
312
+ opacity?: number;
313
+ /** Toggles visibility of the water-surface mesh. Default `true`. */
314
+ surfaceVisible?: boolean;
315
+ /**
316
+ * Toggles visibility of the water-body (side walls) mesh. Only has an effect
317
+ * when `bodyGeometry` is provided. Default `true`.
318
+ */
319
+ bodyVisible?: boolean;
320
+ /**
321
+ * Toggles visibility of the sea-bed mesh. Only has an effect when
322
+ * `bedGeometry` is provided. Default `true`.
323
+ */
324
+ bedVisible?: boolean;
325
+ /** Debug: render all ocean materials (surface, body, sea bed) as wireframe. */
326
+ wireframe?: boolean;
327
+ /**
328
+ * Children rendered inside the ocean's group, in its local frame. They
329
+ * receive an {@link OceanSampler} via context (see `useOceanSampler` /
330
+ * `useBuoyancy`) so floating objects (e.g. a vessel) can follow the waves.
331
+ */
332
+ children?: ReactNode;
333
+ } & import('react').RefAttributes<Group<import('three').Object3DEventMap>>>;
@@ -0,0 +1,6 @@
1
+ export * from './Ocean';
2
+ export * from './ocean-bed-material';
3
+ export * from './ocean-contact';
4
+ export * from './ocean-material';
5
+ export * from './ocean-sampler';
6
+ export * from './ocean-volume-material';
@@ -0,0 +1,60 @@
1
+ import { Color, ShaderMaterial, ShaderMaterialParameters, Vector2, Vector3 } from 'three';
2
+ export type OceanBedMaterialParameters = ShaderMaterialParameters;
3
+ /**
4
+ * OIT-compatible sea-bed material for the bottom face of an ocean box. Applies
5
+ * simple sun-direction diffuse shading so the procedural bed relief is visible,
6
+ * tints the water-facing (top) side toward the water colour, and keeps the
7
+ * underside a light sandy/yellowish colour. Rendered double-sided.
8
+ *
9
+ * At opacity 1 the OITRenderPass routes it through the opaque pass (writing
10
+ * depth), so it occludes geometry below it; lower opacity keeps it in the
11
+ * transparency passes so subsurface geometry shows through. Because the material
12
+ * has no `opacity` uniform, callers must mirror the alpha onto `material.opacity`
13
+ * to drive that routing.
14
+ *
15
+ * Wired for the OITRenderPass via {@link attachOitVariants} (variants share this
16
+ * material's `uniforms` by reference, so animated uniforms stay live).
17
+ */
18
+ export declare class OceanBedMaterial extends ShaderMaterial {
19
+ isOceanBedMaterial: boolean;
20
+ constructor(parameters?: OceanBedMaterialParameters);
21
+ get color(): Color;
22
+ set color(value: Color | string | number);
23
+ get waterColor(): Color;
24
+ set waterColor(value: Color | string | number);
25
+ /** Strength of the water tint on the water-facing side (0..1). */
26
+ get waterTint(): number;
27
+ set waterTint(value: number);
28
+ get sunDirection(): Vector3;
29
+ set sunDirection(value: Vector3);
30
+ get sunColor(): Color;
31
+ set sunColor(value: Color | string | number);
32
+ /** Ambient light floor (0..1). */
33
+ get ambient(): number;
34
+ set ambient(value: number);
35
+ /** Bed opacity (also mirror onto `material.opacity` for OIT routing). */
36
+ get bedOpacity(): number;
37
+ set bedOpacity(value: number);
38
+ get masterOpacity(): number;
39
+ set masterOpacity(value: number);
40
+ /**
41
+ * Sand-dune relief strength (0 = off). Perturbs the shading normal by the
42
+ * analytic slope of a procedural, footprint-anti-aliased dune height field, so
43
+ * the bed reads with subtle relief up close and fades to flat far out.
44
+ */
45
+ get duneStrength(): number;
46
+ set duneStrength(value: number);
47
+ /** Base dune crest spacing in meters. */
48
+ get duneWavelength(): number;
49
+ set duneWavelength(value: number);
50
+ /** Dune ridge propagation direction in world X/Z. */
51
+ get duneDirection(): Vector2;
52
+ set duneDirection(value: Vector2);
53
+ /**
54
+ * Extra crest/trough albedo banding (0 = off). Lightens the dune crests and
55
+ * darkens the troughs on top of the normal-based shading for a stronger sense
56
+ * of relief; follows the same footprint fade so it also vanishes far out.
57
+ */
58
+ get duneSharpness(): number;
59
+ set duneSharpness(value: number);
60
+ }
@@ -0,0 +1,39 @@
1
+ import { OceanContact } from './ocean-material';
2
+ /**
3
+ * A function returning a floating object's current contact footprint (in the
4
+ * ocean's local frame), or `null` when it is temporarily not touching the water
5
+ * (so it can be skipped). Read every frame by the enclosing `<Ocean>`, so it
6
+ * should reflect the object's live position/heading.
7
+ */
8
+ export type OceanContactSource = () => OceanContact | null;
9
+ /**
10
+ * Registry provided by an `<Ocean>` so its floating children can contribute
11
+ * contact-foam footprints. Floating components register a source and are
12
+ * unregistered automatically on unmount.
13
+ */
14
+ export interface OceanContactRegistry {
15
+ /** Register a footprint source; returns a function that unregisters it. */
16
+ register(source: OceanContactSource): () => void;
17
+ }
18
+ /**
19
+ * Context carrying the enclosing `<Ocean>`'s {@link OceanContactRegistry}, or
20
+ * `null` when the component is not rendered inside an `<Ocean>`.
21
+ */
22
+ export declare const OceanContactContext: import('react').Context<OceanContactRegistry | null>;
23
+ /**
24
+ * Register a floating object's contact footprint with the enclosing `<Ocean>`
25
+ * so it spreads foam where it meets the water. Reusable by any floating
26
+ * component: pass a function that returns the object's current footprint (centre,
27
+ * heading and half-extents) each frame.
28
+ *
29
+ * No-op when there is no enclosing `<Ocean>` or when `enabled` is `false`. The
30
+ * source function is read through a ref, so it can close over changing values
31
+ * without re-registering every render.
32
+ *
33
+ * @example
34
+ * useOceanContact(
35
+ * () => ({ x, z, heading, halfLength, halfWidth, foamWidth }),
36
+ * enabled,
37
+ * );
38
+ */
39
+ export declare function useOceanContact(getContact: OceanContactSource, enabled?: boolean): void;
@@ -0,0 +1,145 @@
1
+ import { Color, ShaderMaterial, ShaderMaterialParameters, Vector2, Vector3 } from 'three';
2
+ export type OceanMaterialParameters = ShaderMaterialParameters & {
3
+ waveCount?: number;
4
+ detailOctaves?: number;
5
+ contactCount?: number;
6
+ };
7
+ /**
8
+ * An oriented footprint of a floating object resting on the ocean surface, used
9
+ * to spread contact foam around it. All values are in the ocean's local frame
10
+ * (sea level = local y 0).
11
+ */
12
+ export type OceanContact = {
13
+ /** Footprint centre X (local). */
14
+ x: number;
15
+ /** Footprint centre Z (local). */
16
+ z: number;
17
+ /** Heading in radians (rotation about +Y). */
18
+ heading: number;
19
+ /** Half-extent along the heading (e.g. half the hull length). */
20
+ halfLength: number;
21
+ /** Half-extent across the heading (e.g. half the beam). */
22
+ halfWidth: number;
23
+ /** Width (m) of the foam band straddling the footprint edge. */
24
+ foamWidth: number;
25
+ /**
26
+ * Foam strength multiplier (0 = none, 1 = full). Contact foam is independent
27
+ * of the wind-driven `foamAmount`, so this controls how much foam the object
28
+ * generates. Default `1`.
29
+ */
30
+ intensity?: number;
31
+ /**
32
+ * How much the foam is reduced toward the bow/stern (the forward axis), 0..1.
33
+ * 0 = an even collar all around; 1 = foam only along the sides (where a hull
34
+ * pushes the most water). Default `0`.
35
+ */
36
+ endFalloff?: number;
37
+ };
38
+ /**
39
+ * Stylized, OIT-compatible ocean surface material.
40
+ *
41
+ * The wave field is a discrete set of directional components sampled from a
42
+ * JONSWAP spectrum tuned for the North Sea (gamma = 3.3), driven by a single
43
+ * physical input: the wind speed (m/s, U10). Peak frequency, wavelength and
44
+ * significant wave height follow the standard Pierson-Moskowitz/JONSWAP
45
+ * relations, so the wave sizes and spacing are physically plausible (e.g.
46
+ * U = 10 m/s gives Hs ~ 2.1 m and a peak wavelength ~ 88 m). The spectrum is
47
+ * sampled on the CPU whenever the wind changes and uploaded as uniform arrays;
48
+ * the shaders just sum the components.
49
+ *
50
+ * All wave/foam animation is evaluated in world X/Z space so it tiles
51
+ * seamlessly across patched geometry. The material is wired for the
52
+ * OITRenderPass via {@link attachOitVariants}; because its OIT variants share
53
+ * this material's `uniforms` object by reference, animated uniforms (time,
54
+ * wind, colours) stay live through every transparency pass.
55
+ */
56
+ export declare class OceanMaterial extends ShaderMaterial {
57
+ isOceanMaterial: boolean;
58
+ private _waveCount;
59
+ private _waveHeightScale;
60
+ private _directionalSpread;
61
+ private _contactCount;
62
+ constructor(parameters?: OceanMaterialParameters);
63
+ /**
64
+ * (Re)sample the JONSWAP spectrum into the wave-component uniform arrays from
65
+ * the current wind speed/direction. Cheap (a few iterations) and only called
66
+ * when the wind/height inputs change, never per frame.
67
+ */
68
+ private updateWaves;
69
+ get time(): number;
70
+ set time(value: number);
71
+ get windDirection(): Vector2;
72
+ set windDirection(value: Vector2);
73
+ get windSpeed(): number;
74
+ set windSpeed(value: number);
75
+ /** Wave height multiplier applied on top of the spectrum's physical Hs. */
76
+ get amplitude(): number;
77
+ set amplitude(value: number);
78
+ /** Angular spread (radians) of the wave directions around the wind. */
79
+ get directionalSpread(): number;
80
+ set directionalSpread(value: number);
81
+ /** Significant wave height (m) derived from the current wind/height scale. */
82
+ get significantHeight(): number;
83
+ get steepness(): number;
84
+ set steepness(value: number);
85
+ get displacement(): number;
86
+ set displacement(value: number);
87
+ get deepColor(): Color;
88
+ set deepColor(value: Color | string | number);
89
+ get shallowColor(): Color;
90
+ set shallowColor(value: Color | string | number);
91
+ get waterOpacity(): number;
92
+ set waterOpacity(value: number);
93
+ /** Strength of the large-scale tonal variation (currents / slicks). */
94
+ get tonalVariation(): number;
95
+ set tonalVariation(value: number);
96
+ /**
97
+ * Approximate size of the large-scale tonal variation patches, in kilometers.
98
+ * Larger values give broader, slower-changing current/slick fields; smaller
99
+ * values break the water up into finer patches.
100
+ */
101
+ get tonalScale(): number;
102
+ set tonalScale(value: number);
103
+ /**
104
+ * Crispness of the tonal variation patch boundaries. 0 keeps the soft FBM
105
+ * gradient; higher values (up to 1) narrow the transition band so the
106
+ * currents/slicks read as distinct, well-defined regions.
107
+ */
108
+ get tonalSharpness(): number;
109
+ set tonalSharpness(value: number);
110
+ /** Colour the water drifts toward in the tonal variation (current / algae / pollution tint). */
111
+ get tonalColor(): Color;
112
+ set tonalColor(value: Color | string | number);
113
+ get skyColor(): Color;
114
+ set skyColor(value: Color | string | number);
115
+ get horizonColor(): Color;
116
+ set horizonColor(value: Color | string | number);
117
+ get reflectionIntensity(): number;
118
+ set reflectionIntensity(value: number);
119
+ get sunDirection(): Vector3;
120
+ set sunDirection(value: Vector3);
121
+ get sunColor(): Color;
122
+ set sunColor(value: Color | string | number);
123
+ get sunShininess(): number;
124
+ set sunShininess(value: number);
125
+ get foamColor(): Color;
126
+ set foamColor(value: Color | string | number);
127
+ get foamAmount(): number;
128
+ set foamAmount(value: number);
129
+ get fresnelPower(): number;
130
+ set fresnelPower(value: number);
131
+ get detailScale(): number;
132
+ set detailScale(value: number);
133
+ get detailStrength(): number;
134
+ set detailStrength(value: number);
135
+ /** Maximum number of contact footprints this material can render at once. */
136
+ get contactCount(): number;
137
+ /**
138
+ * Upload the current set of floating-object contact footprints. Excess
139
+ * entries beyond {@link contactCount} are ignored. Cheap: it only copies into
140
+ * the preallocated uniform vectors, so it is safe to call every frame.
141
+ */
142
+ setContacts(contacts: OceanContact[]): void;
143
+ /** Clear all contact footprints (no contact foam). */
144
+ clearContacts(): void;
145
+ }
@@ -0,0 +1,93 @@
1
+ import { RefObject } from 'react';
2
+ import { Object3D } from 'three';
3
+ import { OceanMaterial } from './ocean-material';
4
+ /**
5
+ * Read-only sampler for the live ocean surface. Lets non-rendering code (e.g.
6
+ * floating objects) query the water height at any world X/Z, in sync with the
7
+ * animated wave field shown on screen.
8
+ *
9
+ * The height is summed from the same spectral wave components the shader uses
10
+ * (`uWaveA`/`uWaveB` + `uTime`, read by reference from the material), so it
11
+ * always matches the current sea state, wind and animation time. The optional
12
+ * Gerstner horizontal displacement and the render-time footprint LOD fade are
13
+ * intentionally ignored — they are visual-only refinements, not needed for a
14
+ * plausible floating response, and skipping them keeps sampling cheap.
15
+ *
16
+ * Coordinates are in the Ocean group's local frame (sea level = local y 0),
17
+ * which equals world space for the typical flat, unrotated planar ocean.
18
+ */
19
+ export interface OceanSampler {
20
+ /** Water surface height (local y) at the given local X/Z. */
21
+ getHeightAt(x: number, z: number): number;
22
+ /** Significant wave height (m) of the current sea state. */
23
+ readonly significantHeight: number;
24
+ }
25
+ /**
26
+ * Create an {@link OceanSampler} bound to an {@link OceanMaterial}. The sampler
27
+ * reads the material's wave uniforms by reference, so it reflects sea-state and
28
+ * time changes without any extra wiring.
29
+ */
30
+ export declare function createOceanSampler(material: OceanMaterial): OceanSampler;
31
+ /**
32
+ * Context carrying the current {@link OceanSampler}. An `<Ocean>` provides this
33
+ * to its children; floating components read it (directly or via
34
+ * {@link useBuoyancy}) to follow the waves. `null` when the component is not
35
+ * rendered inside an `<Ocean>` (so consumers can fall back to a static pose).
36
+ */
37
+ export declare const OceanSamplerContext: import('react').Context<OceanSampler | null>;
38
+ /**
39
+ * Access the {@link OceanSampler} provided by an enclosing `<Ocean>`, or `null`
40
+ * when there is none.
41
+ */
42
+ export declare function useOceanSampler(): OceanSampler | null;
43
+ /** A body-frame sample point `[x, z]` taken at the object's waterline (y 0). */
44
+ export type BuoyancyPoint = [x: number, z: number];
45
+ /**
46
+ * Options for {@link useBuoyancy}.
47
+ */
48
+ export type BuoyancyOptions = {
49
+ /**
50
+ * Sample points in the object's local X/Z (at its waterline). Required.
51
+ *
52
+ * Place them at the true hull extents (e.g. bow / stern / port / starboard):
53
+ * this is how the object's length and width feed into the motion. Waves
54
+ * shorter than the span between points decorrelate, so the fitted plane
55
+ * yields little pitch/roll (a long ship barely reacts to short chop), while
56
+ * swells longer than the object move it as a whole.
57
+ */
58
+ points: BuoyancyPoint[];
59
+ /** Master switch; when `false` the object is left untouched. Default `true`. */
60
+ enabled?: boolean;
61
+ /**
62
+ * Response rate (per second) of the heave/pitch/roll smoothing. Higher snaps
63
+ * to the waves faster; lower is more sluggish. Default `3`.
64
+ */
65
+ damping?: number;
66
+ /**
67
+ * Relative mass / inertia of the object (default `1`). Models how heavy the
68
+ * object is: the effective response rate is divided by this, so a heavier
69
+ * object follows the surface more slowly and its motion amplitude shrinks for
70
+ * fast waves it cannot keep up with. Use a value relative to a "typical"
71
+ * object of its kind (e.g. `weight / referenceWeight`).
72
+ */
73
+ mass?: number;
74
+ };
75
+ /**
76
+ * Make an object float on the ocean by following the wave field provided by an
77
+ * enclosing `<Ocean>`. Reusable for any floating component: pass a ref to the
78
+ * object's group and a few body-frame sample points (e.g. bow / stern / port /
79
+ * starboard at the waterline).
80
+ *
81
+ * Each frame the water height is sampled at those points (accounting for the
82
+ * object's current heading and X/Z position) and a plane is fitted to them to
83
+ * drive:
84
+ * - heave → `position.y` (mean surface height),
85
+ * - pitch → `rotation.z` (fore/aft slope),
86
+ * - roll → `rotation.x` (port/starboard slope),
87
+ * each critically-damped toward its target so the motion stays smooth and
88
+ * frame-rate independent. The object's heading (`rotation.y`) is left untouched.
89
+ *
90
+ * No-op when there is no enclosing `<Ocean>` (the object keeps its static pose).
91
+ * Allocation-free and only a handful of cheap samples per frame.
92
+ */
93
+ export declare function useBuoyancy(ref: RefObject<Object3D | null>, options: BuoyancyOptions): void;