incanto 0.14.0 → 0.16.0

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Files changed (29) hide show
  1. package/dist/3d.d.ts +34 -0
  2. package/dist/3d.js +3 -3
  3. package/dist/{create-game-OSntcIiM.js → create-game-B5GWzy1E.js} +2 -109
  4. package/dist/index.js +1 -1
  5. package/dist/{physics-3d-D_kUdOjr.js → physics-3d-CDlvC9Z_.js} +1 -1
  6. package/dist/react.js +1 -1
  7. package/dist/{register-C9-16x_t.js → register-Lp2qn1Wq.js} +435 -37
  8. package/dist/test.js +3 -3
  9. package/editor/assets/{agent8-BDC4LhjC.js → agent8-Cw7igxDG.js} +1 -1
  10. package/editor/assets/{index-7qOYg7t8.js → index-N3Hnrv0w.js} +217 -118
  11. package/editor/index.html +1 -1
  12. package/package.json +1 -1
  13. package/schemas/scene.schema.json +25 -0
  14. package/skills/incanto-environment.md +14 -2
  15. package/skills/incanto-node-reference.md +6 -0
  16. package/templates-app/beacon-isle-3d/PROJECT/Status.md +1 -1
  17. package/templates-app/beacon-isle-3d/generate-world.ts +23 -18
  18. package/templates-app/beacon-isle-3d/package.json +1 -1
  19. package/templates-app/beacon-isle-3d/src/behaviors.ts +70 -4
  20. package/templates-app/beacon-isle-3d/src/game.scene.json +20 -21
  21. package/templates-app/tps-3d/package.json +1 -1
  22. package/templates-app/village-quest-3d/PROJECT/Context.md +1 -1
  23. package/templates-app/village-quest-3d/PROJECT/Requirements.md +1 -1
  24. package/templates-app/village-quest-3d/PROJECT/Structure.md +6 -1
  25. package/templates-app/village-quest-3d/generate-dressing.ts +769 -0
  26. package/templates-app/village-quest-3d/package.json +1 -1
  27. package/templates-app/village-quest-3d/src/behaviors.ts +74 -8
  28. package/templates-app/village-quest-3d/src/grove.scene.json +1 -13
  29. package/templates-app/village-quest-3d/src/village.scene.json +2989 -162
@@ -10269,6 +10269,120 @@ void main() {
10269
10269
  }
10270
10270
  `;
10271
10271
  //#endregion
10272
+ //#region src/3d/water/caustics.ts
10273
+ /**
10274
+ * Underwater caustics — the dancing refracted-light pattern the water surface
10275
+ * throws onto everything below it. The engine has no post-processing pipeline,
10276
+ * so the renderer does this as ONE depth-aware composite pass, and ONLY while
10277
+ * the camera is genuinely underwater (so normal above-water rendering — even
10278
+ * standing at the water's edge — is completely untouched):
10279
+ *
10280
+ * 1. render the scene to an offscreen target (color + depth)
10281
+ * 2. draw this fullscreen material, which reconstructs each pixel's WORLD
10282
+ * position from the depth buffer and adds an animated caustic highlight
10283
+ * wherever that world point sits below the water surface
10284
+ *
10285
+ * Because the pattern is keyed to reconstructed world XZ, it STICKS to the
10286
+ * floor/walls/props (it isn't a flat screen overlay) and fades with depth +
10287
+ * view distance so it melts into the underwater fog.
10288
+ */
10289
+ /** Fullscreen triangle/quad — the vertex stage ignores the camera entirely. */
10290
+ const CAUSTICS_VERT = `
10291
+ varying vec2 vUv;
10292
+ void main() {
10293
+ vUv = uv;
10294
+ gl_Position = vec4(position.xy, 0.0, 1.0);
10295
+ }
10296
+ `;
10297
+ /**
10298
+ * The classic animated caustic pattern (layered moving cells), 0..1 — SHARED
10299
+ * between the underwater composite and Water3D's above-water caustics (the
10300
+ * refracted bottom shimmer), so both views of the same water agree.
10301
+ */
10302
+ const CAUSTIC_GLSL = `
10303
+ float caustic(vec2 uv, float t) {
10304
+ vec2 p = mod(uv * 6.28318, 6.28318) - 250.0;
10305
+ vec2 i = p;
10306
+ float c = 1.0;
10307
+ float inten = 0.005;
10308
+ for (int n = 0; n < 5; n++) {
10309
+ float ti = t * (1.0 - (3.5 / float(n + 1)));
10310
+ i = p + vec2(cos(ti - i.x) + sin(ti + i.y), sin(ti - i.y) + cos(ti + i.x));
10311
+ c += 1.0 / length(vec2(p.x / (sin(i.x + ti) / inten), p.y / (cos(i.y + ti) / inten)));
10312
+ }
10313
+ c /= 5.0;
10314
+ c = 1.17 - pow(c, 1.4);
10315
+ return clamp(pow(abs(c), 8.0), 0.0, 1.0);
10316
+ }
10317
+ `;
10318
+ const CAUSTICS_FRAG = `
10319
+ precision highp float;
10320
+ varying vec2 vUv;
10321
+ uniform sampler2D tColor;
10322
+ uniform sampler2D tDepth;
10323
+ uniform mat4 uInvViewProj;
10324
+ uniform vec3 uCameraPos;
10325
+ uniform float uWaterLevel;
10326
+ uniform float uTime;
10327
+ uniform vec3 uCausticColor;
10328
+ uniform float uCausticIntensity;
10329
+ uniform float uCausticScale;
10330
+ uniform float uMaxDist;
10331
+
10332
+ ${CAUSTIC_GLSL}
10333
+
10334
+ void main() {
10335
+ vec4 color = texture2D(tColor, vUv);
10336
+ float depth = texture2D(tDepth, vUv).x;
10337
+ // depth == 1 is the far plane (sky/background) — nothing to light there
10338
+ if (depth < 1.0) {
10339
+ vec4 ndc = vec4(vUv * 2.0 - 1.0, depth * 2.0 - 1.0, 1.0);
10340
+ vec4 world = uInvViewProj * ndc;
10341
+ world.xyz /= world.w;
10342
+ float below = uWaterLevel - world.y;
10343
+ if (below > 0.0) {
10344
+ float dist = distance(world.xyz, uCameraPos);
10345
+ // caustics — fade with distance (melt into the fog) + a touch with depth
10346
+ float distFade = 1.0 - clamp(dist / uMaxDist, 0.0, 1.0);
10347
+ float depthFade = 1.0 - clamp(below / (uMaxDist * 0.5), 0.0, 0.6);
10348
+ // two octaves at offset speeds = the shimmering interference of real caustics
10349
+ float c =
10350
+ caustic(world.xz * uCausticScale, uTime) * 0.65 +
10351
+ caustic(world.xz * uCausticScale * 1.7 + 30.0, uTime * 0.8) * 0.35;
10352
+ color.rgb += uCausticColor * (c * uCausticIntensity * distFade * distFade * depthFade);
10353
+ }
10354
+ }
10355
+ gl_FragColor = color;
10356
+ }
10357
+ `;
10358
+ /** Build the fullscreen composite mesh (a 2×2 clip-space quad). */
10359
+ function createCausticsQuad() {
10360
+ const material = new ShaderMaterial({
10361
+ vertexShader: CAUSTICS_VERT,
10362
+ fragmentShader: CAUSTICS_FRAG,
10363
+ depthTest: false,
10364
+ depthWrite: false,
10365
+ uniforms: {
10366
+ tColor: { value: null },
10367
+ tDepth: { value: null },
10368
+ uInvViewProj: { value: new Matrix4() },
10369
+ uCameraPos: { value: new Vector3() },
10370
+ uWaterLevel: { value: 0 },
10371
+ uTime: { value: 0 },
10372
+ uCausticColor: { value: new Color("#cdeeff") },
10373
+ uCausticIntensity: { value: .55 },
10374
+ uCausticScale: { value: .32 },
10375
+ uMaxDist: { value: 22 }
10376
+ }
10377
+ });
10378
+ const mesh = new Mesh(new PlaneGeometry(2, 2), material);
10379
+ mesh.frustumCulled = false;
10380
+ return {
10381
+ mesh,
10382
+ uniforms: material.uniforms
10383
+ };
10384
+ }
10385
+ //#endregion
10272
10386
  //#region src/3d/water/shaders.ts
10273
10387
  /**
10274
10388
  * The Water3D 'fancy' shaders — ported VERBATIM from
@@ -10344,6 +10458,11 @@ uniform vec3 uScale;
10344
10458
  // incanto: world-anchor + interaction ripples (x, z, age, amplitude)
10345
10459
  uniform vec3 uWaterCenter;
10346
10460
  uniform vec4 uRipples[8];
10461
+ // incanto swell: directional traveling wave trains (0 = off — legacy look).
10462
+ // uSwellDir is a unit XZ vector; amplitude in meters; wavelength in meters.
10463
+ uniform float uSwellAmplitude;
10464
+ uniform vec2 uSwellDir;
10465
+ uniform float uSwellWavelength;
10347
10466
 
10348
10467
  varying vec3 vNormal;
10349
10468
  varying vec3 vWorldPosition;
@@ -10426,10 +10545,34 @@ float getRippleHeight(vec2 p) {
10426
10545
  return h;
10427
10546
  }
10428
10547
 
10429
- // incanto: waves + ripples used for displacement AND the normal samples
10430
- // so interaction rings catch the light like real waves.
10548
+ // incanto swell: one peaked traveling wave train. Deep-water dispersion
10549
+ // (c = sqrt(g/k)) gives each wavelength its REAL speed, so short chop
10550
+ // overtakes long swell exactly like the open sea. The pow-shaped profile
10551
+ // sharpens crests and flattens troughs (a height-only Gerstner stand-in —
10552
+ // no XZ pinch, so the analytic finite-difference normals stay exact).
10553
+ float swellWave(vec2 p, vec2 dir, float lambda, float amp, float sharp) {
10554
+ float k = 6.2831853 / max(lambda, 1.0);
10555
+ float c = sqrt(9.8 / k);
10556
+ float s = 0.5 + 0.5 * sin(dot(p, dir) * k - uTime * c * k);
10557
+ return amp * (pow(s, sharp) * 2.0 - 1.0);
10558
+ }
10559
+
10560
+ // incanto swell: three trains — the primary + two shorter crossing sets
10561
+ // (+25° / −19°) so crest lines stay broken and organic, never a zebra field.
10562
+ float getSwell(vec2 p) {
10563
+ if (uSwellAmplitude <= 0.0) return 0.0;
10564
+ vec2 d1 = uSwellDir;
10565
+ vec2 d2 = normalize(vec2(d1.x * 0.906 - d1.y * 0.423, d1.x * 0.423 + d1.y * 0.906));
10566
+ vec2 d3 = normalize(vec2(d1.x * 0.946 + d1.y * 0.326, -d1.x * 0.326 + d1.y * 0.946));
10567
+ return swellWave(p, d1, uSwellWavelength, uSwellAmplitude * 0.60, 2.6)
10568
+ + swellWave(p, d2, uSwellWavelength * 0.53, uSwellAmplitude * 0.27, 2.2)
10569
+ + swellWave(p, d3, uSwellWavelength * 0.31, uSwellAmplitude * 0.16, 1.8);
10570
+ }
10571
+
10572
+ // incanto: waves + swell + ripples — used for displacement AND the normal
10573
+ // samples so every layer catches the light like real waves.
10431
10574
  float getHeight(float x, float z) {
10432
- return getElevation(x, z) + getRippleHeight(vec2(x, z));
10575
+ return getElevation(x, z) + getSwell(vec2(x, z)) + getRippleHeight(vec2(x, z));
10433
10576
  }
10434
10577
 
10435
10578
  void main() {
@@ -10538,6 +10681,25 @@ uniform vec4 uRipples[8];
10538
10681
  uniform float uRippleFoam[8];
10539
10682
  uniform float uSplashFoam;
10540
10683
 
10684
+ // incanto swell: open-water WHITECAPS — foam breaking on the highest crests,
10685
+ // independent of the shoreline depth mask. uWaveEnvelope is the JS-computed
10686
+ // total wave amplitude (FBM + swell) so the crest mask normalizes by the
10687
+ // actual sea state, not the surface's extent. uSwellAmplitude gates the
10688
+ // swell-only color work (crest banding + wave-face shading).
10689
+ uniform float uWhitecaps;
10690
+ uniform float uWaveEnvelope;
10691
+ uniform float uSwellAmplitude;
10692
+
10693
+ // incanto presets: above-water CAUSTICS — the dancing light web on the
10694
+ // submerged bottom, seen THROUGH the surface (the pool/shallow-sea look).
10695
+ // Intensity 0 = off. The pattern fn is shared with the underwater composite.
10696
+ uniform float uCausticsAbove;
10697
+ // incanto presets: per-preset reflection ceiling (the old hard 0.6) — lakes
10698
+ // push toward mirror, pools stay glassy-clear.
10699
+ uniform float uReflectivityMax;
10700
+
10701
+ ${CAUSTIC_GLSL}
10702
+
10541
10703
  // 🎨 Contact surface color customization uniforms
10542
10704
  uniform vec3 uEdgeColor;
10543
10705
  uniform float uEdgeIntensity;
@@ -10924,6 +11086,24 @@ void main() {
10924
11086
  // Mix between surface and peak colors based on peak transition
10925
11087
  vec3 mixedColor2 = mix(mixedColor1, uPeakColor, peakFactor);
10926
11088
 
11089
+ // incanto swell: the legacy ramp normalizes elevation by the surface's
11090
+ // HALF-EXTENT — on a real ocean plane that's hundreds of meters, so the
11091
+ // ramp never sees a wave. When swell is on, re-read the crest height
11092
+ // against the actual sea state (uWaveEnvelope) and (a) lighten crest tops
11093
+ // toward the peak color, (b) shade the wave FACES with a gentle N·L off
11094
+ // the distance-smoothed geometry normal — the lit/shadow lanes are what
11095
+ // make open-ocean swell READ at any distance. Both gated: swell 0 keeps
11096
+ // the legacy look byte-identical.
11097
+ if (uSwellAmplitude > 0.0) {
11098
+ float crestBand = smoothstep(0.3, 0.9,
11099
+ (vWorldPosition.y - uWaterCenter.y) / max(uWaveEnvelope, 0.001));
11100
+ mixedColor2 = mix(mixedColor2, uPeakColor, crestBand * 0.45);
11101
+ float faceShade = clamp(dot(normalize(mix(vec3(0.0, 1.0, 0.0), normalize(vNormal),
11102
+ 1.0 - 0.9 * smoothstep(150.0, 600.0, length(vWorldPosition - cameraPosition)))),
11103
+ normalize(uSunDirection)), 0.0, 1.0);
11104
+ mixedColor2 *= 0.80 + 0.32 * faceShade;
11105
+ }
11106
+
10927
11107
  // incanto v2: Beer's-law depth absorption + screen-space refraction.
10928
11108
  // Shallow water transmits the (refracted) scene almost untouched; depth
10929
11109
  // exponentially absorbs it into the ramp color — clear turquoise edges,
@@ -10975,6 +11155,22 @@ void main() {
10975
11155
  // underwater scene. Real water blurs what it refracts; the crisp
10976
11156
  // half-res grab pixel-speckled at every silhouette and ripple edge.
10977
11157
  vec3 sceneColor = texture2D(uSceneColor, refractedUV, 1.75).rgb;
11158
+ // incanto presets: above-water caustics — reconstruct the sampled
11159
+ // bottom's world position along the view ray and light it with the
11160
+ // shared caustic web. Strongest through the first meters of water
11161
+ // (a pool floor dances, the deep sea does not), distance-faded so far
11162
+ // shallows never shimmer-alias.
11163
+ if (uCausticsAbove > 0.0) {
11164
+ vec3 bottomWorld = cameraPosition + viewDirection * refrT;
11165
+ float below = uWaterCenter.y - bottomWorld.y;
11166
+ if (below > 0.05) {
11167
+ float reach = 1.0 - smoothstep(0.2, 9.0, below);
11168
+ float causticFade = 1.0 - smoothstep(60.0, 200.0, camDist);
11169
+ float cw = caustic(bottomWorld.xz * 0.42, uTime * 0.7) * 0.65
11170
+ + caustic(bottomWorld.xz * 0.72 + 30.0, uTime * 0.55) * 0.35;
11171
+ sceneColor += vec3(0.87, 0.96, 1.0) * (cw * uCausticsAbove * reach * causticFade);
11172
+ }
11173
+ }
10978
11174
  // opacity keeps its dial under in-shader compositing: it scales how
10979
11175
  // strongly the water body hides the Beer-attenuated scene behind it —
10980
11176
  // per channel, so the shallows tint instead of fading uniformly
@@ -11015,7 +11211,7 @@ void main() {
11015
11211
  // mirror (dark scenes otherwise paint the near edge black). refinement
11016
11212
  // pass: 0.75 → 0.6 — the reference sea stays teal even at range; an HDR
11017
11213
  // sky at 3/4 mirror washed the whole far field toward white.
11018
- float reflectivity = clamp(fresnel, 0.0, 0.6) * uUseEnvironmentMap;
11214
+ float reflectivity = clamp(fresnel, 0.0, uReflectivityMax) * uUseEnvironmentMap;
11019
11215
  vec3 finalColor = mix(bodyColor, reflectionColor.rgb, reflectivity);
11020
11216
 
11021
11217
  // incanto v2: sun specular off the detail-perturbed normal.
@@ -11060,6 +11256,22 @@ void main() {
11060
11256
  if (uEnableFoam > 0.5) {
11061
11257
  foamAmount = calculateFoam();
11062
11258
  }
11259
+ // incanto swell: whitecaps — foam eats the TOPS of the tallest crests in
11260
+ // open water. The crest mask normalizes elevation by the real wave envelope
11261
+ // (uScale.y is the surface's half-extent — useless as a sea-state yardstick
11262
+ // on a big ocean plane), and a two-octave noise breaks the caps into
11263
+ // patches that live and die with the crests. Distance-faded: far whitecaps
11264
+ // subtend under a pixel and would alias into horizon speckle.
11265
+ if (uWhitecaps > 0.0 && uWaveEnvelope > 0.001) {
11266
+ float crestN = (vWorldPosition.y - uWaterCenter.y) / uWaveEnvelope;
11267
+ float cap = smoothstep(0.5, 0.85, crestN);
11268
+ vec2 capUV = vWorldPosition.xz * 0.3;
11269
+ float capNoise = noise(capUV * 2.2 + uTime * vec2(0.10, 0.06)) * 0.65
11270
+ + noise(capUV * 6.5 - uTime * vec2(0.05, 0.14)) * 0.35;
11271
+ float capFade = 1.0 - smoothstep(220.0, 640.0, camDist);
11272
+ float whitecap = uWhitecaps * cap * smoothstep(0.42, 0.78, capNoise) * capFade;
11273
+ foamAmount = max(foamAmount, whitecap);
11274
+ }
11063
11275
  // incanto: splash/wake whitewater rides the ripple buffer, INDEPENDENT of the
11064
11276
  // depth-foam gate so it works even on shallow ponds / before the first pre-pass
11065
11277
  float splashFoam = rippleFoam(vWorldPosition.xz);
@@ -11322,6 +11534,108 @@ const COLOR_KEYS = [
11322
11534
  "surface",
11323
11535
  "peak"
11324
11536
  ];
11537
+ const WATER_PRESET_NAMES = [
11538
+ "custom",
11539
+ "ocean",
11540
+ "pool",
11541
+ "lake",
11542
+ "pond"
11543
+ ];
11544
+ /**
11545
+ * The four curated water types — `preset: 'ocean' | 'pool' | 'lake' | 'pond'`
11546
+ * is THE one-choice dial: each bundle sets every wave/color/clarity/caustics
11547
+ * knob to a hand-tuned sea state. A preset value applies ONLY while the prop
11548
+ * still sits at its schema default (same convention as the env-sun handoff),
11549
+ * so any explicitly authored prop wins — pick the type, then override details
11550
+ * to taste.
11551
+ *
11552
+ * - ocean: traveling swell + whitecaps, wide turquoise→deep-blue absorption
11553
+ * - pool: near-flat crystal water, strong above-water caustics on the floor
11554
+ * - lake: calm mirror — high reflectivity, murkier green-teal depths
11555
+ * - pond: still, mossy, opaque quickly — the garden pond
11556
+ */
11557
+ const WATER_PRESETS = {
11558
+ ocean: {
11559
+ waveHeight: .06,
11560
+ swell: .55,
11561
+ swellWavelength: 42,
11562
+ whitecaps: .45,
11563
+ absorption: .2,
11564
+ opacity: .85,
11565
+ detailStrength: .3,
11566
+ colors: {
11567
+ trough: "#0c3d58",
11568
+ surface: "#1a7d9c",
11569
+ peak: "#9adfe0"
11570
+ },
11571
+ color: "#1a7d9c",
11572
+ causticsAbove: .35,
11573
+ reflectionInterval: 400
11574
+ },
11575
+ pool: {
11576
+ waveHeight: .006,
11577
+ swell: 0,
11578
+ whitecaps: 0,
11579
+ absorption: .3,
11580
+ opacity: .5,
11581
+ detailStrength: .16,
11582
+ sunIntensity: 1.25,
11583
+ colors: {
11584
+ trough: "#1e8dbe",
11585
+ surface: "#3fb6dc",
11586
+ peak: "#bdeef7"
11587
+ },
11588
+ color: "#3fb6dc",
11589
+ causticsAbove: 1,
11590
+ reflectionInterval: 600,
11591
+ _look: {
11592
+ fresnelScale: .85,
11593
+ reflectivityMax: .5
11594
+ }
11595
+ },
11596
+ lake: {
11597
+ waveHeight: .028,
11598
+ swell: .14,
11599
+ swellWavelength: 24,
11600
+ whitecaps: 0,
11601
+ absorption: .5,
11602
+ opacity: .88,
11603
+ detailStrength: .3,
11604
+ colors: {
11605
+ trough: "#12343a",
11606
+ surface: "#25565c",
11607
+ peak: "#7fb2ab"
11608
+ },
11609
+ color: "#25565c",
11610
+ causticsAbove: .15,
11611
+ reflectionInterval: 300,
11612
+ _look: {
11613
+ fresnelScale: 1.25,
11614
+ reflectivityMax: .78
11615
+ }
11616
+ },
11617
+ pond: {
11618
+ waveHeight: .012,
11619
+ swell: 0,
11620
+ whitecaps: 0,
11621
+ absorption: .55,
11622
+ opacity: .88,
11623
+ detailStrength: .2,
11624
+ sunIntensity: .9,
11625
+ colors: {
11626
+ trough: "#24402a",
11627
+ surface: "#436b4d",
11628
+ peak: "#8fae8e"
11629
+ },
11630
+ color: "#436b4d",
11631
+ causticsAbove: .2,
11632
+ reflectionInterval: 800,
11633
+ _look: {
11634
+ fresnelScale: 1.1,
11635
+ reflectivityMax: .68
11636
+ }
11637
+ }
11638
+ };
11325
11639
  /** Refinement-pass palette — teal-leaning sea blues sampled off the reference
11326
11640
  * calm sea (deep open water ≈ #2b7993, mid teal ≈ #16878a). The old ported
11327
11641
  * palette (#1f5b8a/#52a0d0/#aee3ff) read as saturated pool blue. */
@@ -11469,7 +11783,16 @@ var Water3D = class Water3D extends Node3D {
11469
11783
  detailStrength: { default: .26 },
11470
11784
  absorption: { default: .15 },
11471
11785
  refraction: { default: true },
11472
- underwater: { default: true }
11786
+ underwater: { default: true },
11787
+ swell: { default: 0 },
11788
+ swellDirectionDeg: { default: 0 },
11789
+ swellWavelength: { default: 30 },
11790
+ whitecaps: { default: 0 },
11791
+ preset: {
11792
+ default: "custom",
11793
+ options: WATER_PRESET_NAMES
11794
+ },
11795
+ causticsAbove: { default: 0 }
11473
11796
  };
11474
11797
  /** [width, depth] in meters (the surface lies on XZ). */
11475
11798
  size = [40, 40];
@@ -11524,6 +11847,55 @@ var Water3D = class Water3D extends Node3D {
11524
11847
  * `{ color?, visibility? }` overrides the fog hue / view distance (meters).
11525
11848
  */
11526
11849
  underwater = true;
11850
+ /**
11851
+ * Directional traveling SWELL amplitude in meters (fancy only; 0 = off, the
11852
+ * legacy isotropic look). Three peaked wave trains march across the surface
11853
+ * at real deep-water speeds — THE open-ocean dial: 0.15 = lively lake chop,
11854
+ * 0.4 = coastal sea, 0.8 = heavy weather. Crests feed the color ramp,
11855
+ * `whitecaps` and the shore foam automatically.
11856
+ */
11857
+ swell = 0;
11858
+ /** Compass direction the swell TRAVELS toward, degrees (0 = +z, 90 = +x). */
11859
+ swellDirectionDeg = 0;
11860
+ /** Primary swell wavelength in meters (the two crossing trains derive). */
11861
+ swellWavelength = 30;
11862
+ /** Open-water whitecap foam on the tallest crests, 0–1 (fancy only). Works
11863
+ * best with `swell` — the caps ride the swell's crest lines. */
11864
+ whitecaps = 0;
11865
+ /**
11866
+ * THE one-choice water type: 'ocean' | 'pool' | 'lake' | 'pond' bundles
11867
+ * every wave/color/clarity/caustics knob into a hand-tuned sea state
11868
+ * ('custom', the default, changes nothing). A preset value applies ONLY
11869
+ * where a prop still sits at its schema default — set the type first, then
11870
+ * override any detail prop to taste and your value wins.
11871
+ */
11872
+ preset = "custom";
11873
+ /**
11874
+ * Above-water CAUSTICS intensity (0 = off): the dancing light web on the
11875
+ * submerged bottom, seen THROUGH the surface — the pool / tropical-shallows
11876
+ * look. Needs `refraction` (fancy quality). Presets set it; override freely.
11877
+ */
11878
+ causticsAbove = 0;
11879
+ /** Preset-layered prop read (see {@link WATER_PRESETS}): the preset value
11880
+ * applies only while the prop sits at its schema default. */
11881
+ rp(key) {
11882
+ const bundle = WATER_PRESETS[this.preset];
11883
+ const self = this;
11884
+ if (bundle && key in bundle) {
11885
+ const def = Water3D.props[key]?.default;
11886
+ const cur = self[key];
11887
+ if (typeof cur === "object" && cur !== null ? JSON.stringify(cur) === JSON.stringify(def) : cur === def) return bundle[key];
11888
+ }
11889
+ return self[key];
11890
+ }
11891
+ /** Per-preset internal look constants (fresnel curve, reflection ceiling). */
11892
+ presetLook() {
11893
+ const look = WATER_PRESETS[this.preset]?._look;
11894
+ return {
11895
+ fresnelScale: look?.fresnelScale ?? FANCY_LOOK.fresnelScale,
11896
+ reflectivityMax: look?.reflectivityMax ?? .6
11897
+ };
11898
+ }
11527
11899
  /** Loader hook: degenerate planes and bad enums fail at LOAD, not at render. */
11528
11900
  static validateJson(node) {
11529
11901
  const w = node;
@@ -11545,6 +11917,14 @@ var Water3D = class Water3D extends Node3D {
11545
11917
  if (!(w.sunIntensity >= 0)) throw new IncantoError("BAD_FORMAT", `Water3D '${node.name}' sunIntensity must be >= 0, got ${w.sunIntensity}.`, { prop: "sunIntensity" });
11546
11918
  if (!(w.detailStrength >= 0)) throw new IncantoError("BAD_FORMAT", `Water3D '${node.name}' detailStrength must be >= 0, got ${w.detailStrength}.`, { prop: "detailStrength" });
11547
11919
  if (!(w.absorption >= 0)) throw new IncantoError("BAD_FORMAT", `Water3D '${node.name}' absorption must be >= 0 (per-meter Beer's-law constant), got ${w.absorption}.`, { prop: "absorption" });
11920
+ if (!(w.swell >= 0) || !Number.isFinite(w.swell)) throw new IncantoError("BAD_FORMAT", `Water3D '${node.name}' swell must be >= 0 meters (0 = off), got ${JSON.stringify(w.swell)}.`, { prop: "swell" });
11921
+ if (!(w.swellWavelength >= 2)) throw new IncantoError("BAD_FORMAT", `Water3D '${node.name}' swellWavelength must be >= 2 meters, got ${JSON.stringify(w.swellWavelength)}.`, { prop: "swellWavelength" });
11922
+ if (!(w.whitecaps >= 0) || !(w.whitecaps <= 1)) throw new IncantoError("BAD_FORMAT", `Water3D '${node.name}' whitecaps must be in [0, 1], got ${JSON.stringify(w.whitecaps)}.`, { prop: "whitecaps" });
11923
+ if (!WATER_PRESET_NAMES.includes(w.preset)) throw new IncantoError("BAD_FORMAT", `Water3D '${node.name}' preset must be one of [${WATER_PRESET_NAMES.join(", ")}], got '${w.preset}'.`, {
11924
+ prop: "preset",
11925
+ validOptions: WATER_PRESET_NAMES
11926
+ });
11927
+ if (!(w.causticsAbove >= 0) || !(w.causticsAbove <= 3)) throw new IncantoError("BAD_FORMAT", `Water3D '${node.name}' causticsAbove must be in [0, 3] (0 = off), got ${JSON.stringify(w.causticsAbove)}.`, { prop: "causticsAbove" });
11548
11928
  const uw = w.underwater;
11549
11929
  if (typeof uw !== "boolean") {
11550
11930
  if (typeof uw !== "object" || uw === null || Array.isArray(uw)) throw new IncantoError("BAD_FORMAT", `Water3D '${node.name}' underwater must be true, false or an object ({ color?, visibility? }), got ${JSON.stringify(uw)}.`, { prop: "underwater" });
@@ -11624,7 +12004,7 @@ var Water3D = class Water3D extends Node3D {
11624
12004
  this.cubeCamera = new CubeCamera(near, 1e3, this.cubeTarget);
11625
12005
  this.lastReflectionAt = 0;
11626
12006
  }
11627
- if (this.lastReflectionAt === 0 || now - this.lastReflectionAt >= this.reflectionInterval) {
12007
+ if (this.lastReflectionAt === 0 || now - this.lastReflectionAt >= this.rp("reflectionInterval")) {
11628
12008
  this.lastReflectionAt = now;
11629
12009
  const center = worldTranslationOf(this);
11630
12010
  const cam = this.cubeCamera;
@@ -11711,7 +12091,7 @@ var Water3D = class Water3D extends Node3D {
11711
12091
  halfW: (this.size[0] ?? 1) / 2,
11712
12092
  halfD: (this.size[1] ?? 1) / 2
11713
12093
  }, UNDERWATER_MARGIN)) return null;
11714
- const cfg = resolveUnderwater(this.underwater, this.color);
12094
+ const cfg = resolveUnderwater(this.underwater, this.rp("color"));
11715
12095
  return cfg.enabled ? {
11716
12096
  ...cfg,
11717
12097
  surfaceY: center.y
@@ -11757,10 +12137,10 @@ var Water3D = class Water3D extends Node3D {
11757
12137
  fogFar: { value: 1e3 },
11758
12138
  fogDensity: { value: 25e-5 },
11759
12139
  uTime: { value: 0 },
11760
- uOpacity: { value: this.opacity },
12140
+ uOpacity: { value: this.rp("opacity") },
11761
12141
  uEnvironmentMap: { value: null },
11762
12142
  uUseEnvironmentMap: { value: 0 },
11763
- uWavesAmplitude: { value: this.waveHeight * AMPLITUDE_PER_WAVE_HEIGHT },
12143
+ uWavesAmplitude: { value: this.rp("waveHeight") * AMPLITUDE_PER_WAVE_HEIGHT },
11764
12144
  uWavesSpeed: { value: FANCY_WAVE.speed },
11765
12145
  uWavesFrequency: { value: FANCY_WAVE.frequency },
11766
12146
  uWavesPersistence: { value: FANCY_WAVE.persistence },
@@ -11782,9 +12162,9 @@ var Water3D = class Water3D extends Node3D {
11782
12162
  uSplashFoam: { value: this.splash ? 1 : 0 },
11783
12163
  uSunDirection: { value: new Vector3(.5, .8, .3) },
11784
12164
  uSunColor: { value: new Color(this.sunColor) },
11785
- uSunIntensity: { value: this.sunIntensity },
11786
- uDetailStrength: { value: this.detailStrength },
11787
- uAbsorption: { value: this.absorption },
12165
+ uSunIntensity: { value: this.rp("sunIntensity") },
12166
+ uDetailStrength: { value: this.rp("detailStrength") },
12167
+ uAbsorption: { value: this.rp("absorption") },
11788
12168
  uUseSceneDepth: { value: 0 },
11789
12169
  uUseRefraction: { value: 0 },
11790
12170
  uSceneColor: { value: null },
@@ -11798,7 +12178,14 @@ var Water3D = class Water3D extends Node3D {
11798
12178
  uCameraFar: { value: 1e3 },
11799
12179
  uEdgeColor: { value: new Color(FOAM_LOOK.edgeColor) },
11800
12180
  uEdgeIntensity: { value: FOAM_LOOK.edgeIntensity },
11801
- uEdgeWidth: { value: FOAM_LOOK.edgeWidth }
12181
+ uEdgeWidth: { value: FOAM_LOOK.edgeWidth },
12182
+ uSwellAmplitude: { value: this.rp("swell") },
12183
+ uSwellDir: { value: new Vector2(0, 1) },
12184
+ uSwellWavelength: { value: this.rp("swellWavelength") },
12185
+ uWhitecaps: { value: this.rp("whitecaps") },
12186
+ uWaveEnvelope: { value: 0 },
12187
+ uCausticsAbove: { value: this.rp("causticsAbove") },
12188
+ uReflectivityMax: { value: .6 }
11802
12189
  },
11803
12190
  transparent: true,
11804
12191
  depthTest: true,
@@ -11819,14 +12206,14 @@ var Water3D = class Water3D extends Node3D {
11819
12206
  fogFar: { value: 1e3 },
11820
12207
  fogDensity: { value: 25e-5 },
11821
12208
  uTime: { value: 0 },
11822
- uOpacity: { value: this.opacity },
11823
- uColor: { value: new Color(this.color) },
11824
- uSurfaceColor: { value: new Color(this.color) },
11825
- uSkyColor: { value: new Color(this.color) },
12209
+ uOpacity: { value: this.rp("opacity") },
12210
+ uColor: { value: new Color(this.rp("color")) },
12211
+ uSurfaceColor: { value: new Color(this.rp("color")) },
12212
+ uSkyColor: { value: new Color(this.rp("color")) },
11826
12213
  uSunDirection: { value: new Vector3(.5, .8, .3).normalize() },
11827
12214
  uSunColor: { value: new Color(this.sunColor) },
11828
- uSunIntensity: { value: this.sunIntensity },
11829
- uDetailStrength: { value: this.detailStrength },
12215
+ uSunIntensity: { value: this.rp("sunIntensity") },
12216
+ uDetailStrength: { value: this.rp("detailStrength") },
11830
12217
  uFresnelPower: { value: FANCY_LOOK.fresnelPower },
11831
12218
  uScale: { value: new Vector3(1, 1, 1) },
11832
12219
  uWaterCenter: { value: new Vector3() },
@@ -11847,8 +12234,8 @@ var Water3D = class Water3D extends Node3D {
11847
12234
  const d = this.size[1] ?? 1;
11848
12235
  const center = worldTranslationOf(this);
11849
12236
  if (u.uTime) u.uTime.value = this.time;
11850
- if (u.uOpacity) u.uOpacity.value = this.opacity;
11851
- if (u.uWavesAmplitude) u.uWavesAmplitude.value = this.waveHeight * AMPLITUDE_PER_WAVE_HEIGHT;
12237
+ if (u.uOpacity) u.uOpacity.value = this.rp("opacity");
12238
+ if (u.uWavesAmplitude) u.uWavesAmplitude.value = this.rp("waveHeight") * AMPLITUDE_PER_WAVE_HEIGHT;
11852
12239
  (u.uScale?.value)?.set(w / 2, d / 2, d / 2);
11853
12240
  (u.uWaterCenter?.value)?.set(center.x, center.y, center.z);
11854
12241
  const palette = this.resolvePalette();
@@ -11857,9 +12244,19 @@ var Water3D = class Water3D extends Node3D {
11857
12244
  (u.uPeakColor?.value)?.copy(palette.peak);
11858
12245
  (u.uSunDirection?.value)?.set(this.sunDirection[0] ?? 0, this.sunDirection[1] ?? 1, this.sunDirection[2] ?? 0).normalize();
11859
12246
  (u.uSunColor?.value)?.set(this.sunColor);
11860
- if (u.uSunIntensity) u.uSunIntensity.value = this.sunIntensity;
11861
- if (u.uDetailStrength) u.uDetailStrength.value = this.detailStrength;
11862
- if (u.uAbsorption) u.uAbsorption.value = this.absorption;
12247
+ if (u.uSunIntensity) u.uSunIntensity.value = this.rp("sunIntensity");
12248
+ if (u.uDetailStrength) u.uDetailStrength.value = this.rp("detailStrength");
12249
+ if (u.uAbsorption) u.uAbsorption.value = this.rp("absorption");
12250
+ if (u.uSwellAmplitude) u.uSwellAmplitude.value = this.rp("swell");
12251
+ if (u.uSwellWavelength) u.uSwellWavelength.value = this.rp("swellWavelength");
12252
+ if (u.uWhitecaps) u.uWhitecaps.value = this.rp("whitecaps");
12253
+ if (u.uCausticsAbove) u.uCausticsAbove.value = this.rp("causticsAbove");
12254
+ const look = this.presetLook();
12255
+ if (u.uFresnelScale) u.uFresnelScale.value = look.fresnelScale;
12256
+ if (u.uReflectivityMax) u.uReflectivityMax.value = look.reflectivityMax;
12257
+ const swellRad = this.swellDirectionDeg * Math.PI / 180;
12258
+ (u.uSwellDir?.value)?.set(Math.sin(swellRad), Math.cos(swellRad));
12259
+ if (u.uWaveEnvelope) u.uWaveEnvelope.value = this.rp("waveHeight") * AMPLITUDE_PER_WAVE_HEIGHT * 1.5 + this.rp("swell") * 1.03;
11863
12260
  if (!this.reflection && u.uUseEnvironmentMap) u.uUseEnvironmentMap.value = 0;
11864
12261
  if (!this.foam && u.uEnableFoam) u.uEnableFoam.value = 0;
11865
12262
  if (!this.refraction && u.uUseRefraction) u.uUseRefraction.value = 0;
@@ -11887,8 +12284,9 @@ var Water3D = class Water3D extends Node3D {
11887
12284
  }
11888
12285
  /** The fancy three-color ramp; a customized legacy `color` tints it. */
11889
12286
  resolvePalette() {
11890
- const overrides = this.colors;
11891
- const legacyTint = this.color !== Water3D.props.color?.default ? this.color : null;
12287
+ const overrides = this.rp("colors");
12288
+ const tint = this.rp("color");
12289
+ const legacyTint = tint !== Water3D.props.color?.default ? tint : null;
11892
12290
  const surface = overrides.surface ?? legacyTint ?? FANCY_COLORS.surface;
11893
12291
  paletteScratch.surface.set(surface);
11894
12292
  if (overrides.trough) paletteScratch.trough.set(overrides.trough);
@@ -11901,22 +12299,22 @@ var Water3D = class Water3D extends Node3D {
11901
12299
  }
11902
12300
  syncSimple(mesh) {
11903
12301
  const mat = mesh.material;
11904
- mat.opacity = this.opacity;
12302
+ mat.opacity = this.rp("opacity");
11905
12303
  const u = mat.uniforms;
11906
12304
  const w = this.size[0] ?? 1;
11907
12305
  const d = this.size[1] ?? 1;
11908
12306
  const center = worldTranslationOf(this, this._scratchA);
11909
12307
  if (u.uTime) u.uTime.value = this.time;
11910
- if (u.uOpacity) u.uOpacity.value = this.opacity;
11911
- (u.uSurfaceColor?.value)?.set(this.color).lerp(WHITE, .12);
11912
- (u.uColor?.value)?.set(this.color).lerp(BLACK, .4);
11913
- (u.uSkyColor?.value)?.set(this.color).lerp(SKY_PALE, .82);
12308
+ if (u.uOpacity) u.uOpacity.value = this.rp("opacity");
12309
+ (u.uSurfaceColor?.value)?.set(this.rp("color")).lerp(WHITE, .12);
12310
+ (u.uColor?.value)?.set(this.rp("color")).lerp(BLACK, .4);
12311
+ (u.uSkyColor?.value)?.set(this.rp("color")).lerp(SKY_PALE, .82);
11914
12312
  (u.uScale?.value)?.set(w / 2, d / 2, d / 2);
11915
12313
  (u.uWaterCenter?.value)?.set(center.x, center.y, center.z);
11916
12314
  (u.uSunDirection?.value)?.set(this.sunDirection[0] ?? 0, this.sunDirection[1] ?? 1, this.sunDirection[2] ?? 0).normalize();
11917
12315
  (u.uSunColor?.value)?.set(this.sunColor);
11918
- if (u.uSunIntensity) u.uSunIntensity.value = this.sunIntensity;
11919
- if (u.uDetailStrength) u.uDetailStrength.value = this.detailStrength;
12316
+ if (u.uSunIntensity) u.uSunIntensity.value = this.rp("sunIntensity");
12317
+ if (u.uDetailStrength) u.uDetailStrength.value = this.rp("detailStrength");
11920
12318
  if (u.uSplashFoam) u.uSplashFoam.value = this.splash ? 1 : 0;
11921
12319
  const uRip = u.uRipples?.value;
11922
12320
  const uFoam = u.uRippleFoam?.value;
@@ -11930,7 +12328,7 @@ var Water3D = class Water3D extends Node3D {
11930
12328
  const pos = geo.getAttribute("position");
11931
12329
  const norm = geo.getAttribute("normal");
11932
12330
  const t = this.time;
11933
- const wh = this.waveHeight;
12331
+ const wh = this.rp("waveHeight");
11934
12332
  const cx = center.x;
11935
12333
  const cz = center.z;
11936
12334
  const ripples = this._ripples;
@@ -12014,9 +12412,9 @@ var Water3D = class Water3D extends Node3D {
12014
12412
  /** Base wave height at world (x, z) — the CPU twin of the active shader.
12015
12413
  * Ripples are excluded on purpose: a splash must not re-trigger itself. */
12016
12414
  waveOffsetAt(x, z, center) {
12017
- if (this.quality === "simple") return simpleWaveHeight(x - center.x, z - center.z, this.time, this.waveHeight);
12415
+ if (this.quality === "simple") return simpleWaveHeight(x - center.x, z - center.z, this.time, this.rp("waveHeight"));
12018
12416
  return waveElevation(x, z, this.time, {
12019
- amplitude: this.waveHeight * AMPLITUDE_PER_WAVE_HEIGHT,
12417
+ amplitude: this.rp("waveHeight") * AMPLITUDE_PER_WAVE_HEIGHT,
12020
12418
  frequency: FANCY_WAVE.frequency,
12021
12419
  persistence: FANCY_WAVE.persistence,
12022
12420
  lacunarity: FANCY_WAVE.lacunarity,
@@ -12136,4 +12534,4 @@ function registerNodes3D() {
12136
12534
  registerNode(CharacterBody3D);
12137
12535
  }
12138
12536
  //#endregion
12139
- export { Area3D as A, movementState as B, BoneAttachment3D as C, TERRAIN_THEMES as D, DEFAULT_TERRAIN_TEXTURE_BASE as E, Node3D as F, validateCollider3D as I, QUARTER_PITCH as L, PhysicsBody3D as M, RigidBody3D as N, terrainThemeLayers as O, StaticBody3D as P, cameraRelative as R, BoneLookAt3D as S, Terrain3D as T, rigPose as V, Flowers3D as _, VoxelGrid3D as a, CharacterController3D as b, Particles3D as c, DirectionalLight3D as d, OmniLight3D as f, DENSITY_PRESETS as g, Foliage3D as h, VOXEL_PALETTE as i, CharacterBody3D as j, Joint3D as k, ModelInstance3D as l, MeshInstance3D as m, Water3D as n, Tree3D as o, InstancedMesh3D as p, WATER_MAX_RIPPLES as r, Trail3D as s, registerNodes3D as t, LoftMesh3D as u, resolveFlowerDensity as v, Billboard3D as w, Camera3D as x, FLOWER_VARIETIES as y, keyboardIntensity as z };
12537
+ export { Joint3D as A, keyboardIntensity as B, BoneLookAt3D as C, DEFAULT_TERRAIN_TEXTURE_BASE as D, Terrain3D as E, StaticBody3D as F, rigPose as H, Node3D as I, validateCollider3D as L, CharacterBody3D as M, PhysicsBody3D as N, TERRAIN_THEMES as O, RigidBody3D as P, QUARTER_PITCH as R, Camera3D as S, Billboard3D as T, movementState as V, DENSITY_PRESETS as _, VOXEL_PALETTE as a, FLOWER_VARIETIES as b, Trail3D as c, LoftMesh3D as d, DirectionalLight3D as f, Foliage3D as g, MeshInstance3D as h, WATER_MAX_RIPPLES as i, Area3D as j, terrainThemeLayers as k, Particles3D as l, InstancedMesh3D as m, Water3D as n, VoxelGrid3D as o, OmniLight3D as p, createCausticsQuad as r, Tree3D as s, registerNodes3D as t, ModelInstance3D as u, Flowers3D as v, BoneAttachment3D as w, CharacterController3D as x, resolveFlowerDensity as y, cameraRelative as z };