incanto 0.15.0 → 0.16.0
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.
- package/dist/3d.d.ts +19 -0
- package/dist/3d.js +3 -3
- package/dist/{create-game-BS-K-GY1.js → create-game-B5GWzy1E.js} +2 -109
- package/dist/index.js +1 -1
- package/dist/{physics-3d-TmOuCy7J.js → physics-3d-CDlvC9Z_.js} +1 -1
- package/dist/react.js +1 -1
- package/dist/{register-Bh_3Z39N.js → register-Lp2qn1Wq.js} +334 -41
- package/dist/test.js +3 -3
- package/editor/assets/{agent8-DqQ2CQ5A.js → agent8-Cw7igxDG.js} +1 -1
- package/editor/assets/{index-CofH0yGY.js → index-N3Hnrv0w.js} +142 -115
- package/editor/index.html +1 -1
- package/package.json +1 -1
- package/schemas/scene.schema.json +9 -0
- package/skills/incanto-environment.md +7 -1
- package/skills/incanto-node-reference.md +2 -0
- package/templates-app/beacon-isle-3d/package.json +1 -1
- package/templates-app/tps-3d/package.json +1 -1
- package/templates-app/village-quest-3d/package.json +1 -1
package/editor/index.html
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@@ -5,7 +5,7 @@
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<meta name="viewport" content="width=device-width, initial-scale=1.0" />
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<title>Incanto Scene Editor</title>
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<link rel="icon" href="data:image/svg+xml,<svg xmlns='http://www.w3.org/2000/svg' viewBox='0 0 16 16'><rect width='16' height='16' rx='3' fill='%236ee7dc'/><text x='8' y='12' text-anchor='middle' font-size='11' font-family='monospace' fill='%230e1018'>i</text></svg>" />
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<script type="module" crossorigin src="./assets/index-
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<script type="module" crossorigin src="./assets/index-N3Hnrv0w.js"></script>
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<link rel="modulepreload" crossorigin href="./assets/GameServer-C56iOUgF.js">
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<link rel="stylesheet" crossorigin href="./assets/index-D8QvwvOm.css">
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</head>
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package/package.json
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@@ -6465,6 +6465,15 @@
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"whitecaps": {
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"type": "number",
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"default": 0
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},
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"preset": {
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"type": "string",
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"enum": ["custom", "ocean", "pool", "lake", "pond"],
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"default": "custom"
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},
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"causticsAbove": {
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"type": "number",
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"default": 0
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}
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},
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"additionalProperties": false
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@@ -608,7 +608,11 @@ non-default composition.
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## Water3D
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A commercial-quality water surface (in `incanto/3d`, registered by
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`registerNodes3D`).
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`registerNodes3D`). **Four curated water types are one prop away:**
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`preset: 'ocean' | 'pool' | 'lake' | 'pond'` — see the prop table; the four
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`examples/water-*-3d` templates stage one each (cove pier, resort pool,
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mirror-lake dock, walled garden pond). The default `quality: 'fancy'` is a
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real water shader:
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9-iteration simplex-FBM wave displacement with analytic normals, optional
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DIRECTIONAL TRAVELING SWELL trains + open-water whitecaps (`swell` /
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`whitecaps` — the open-ocean look; see the prop table), THREE
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| `detailStrength` | `0.3` | animated detail-normal strength (≥ 0; 0 = vertex normals only) |
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| `absorption` | `0.15` | Beer's-law constant per meter of water depth (≥ 0; lower = clearer/wider turquoise band; red absorbs ~3× faster than blue under the hood) |
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| `refraction` | `true` | screen-space refraction of the submerged scene |
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| `preset` | `"custom"` | **THE one-choice water type** (0.16.0): `ocean` \| `pool` \| `lake` \| `pond` bundles every wave/color/clarity/caustics knob into a hand-tuned sea state. A preset value applies ONLY where a prop still sits at its schema default — pick the type, then override any detail prop and your value wins. ocean = traveling swell + whitecaps + wide turquoise→deep absorption · pool = near-flat crystal water + strong above-water caustics · lake = calm high-reflectivity mirror, green-teal murk · pond = still, mossy, opaque quickly. `custom` (default) changes nothing |
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| `causticsAbove` | `0` | above-water CAUSTICS intensity 0–3 (fancy + `refraction` only): the dancing light web on the submerged bottom seen THROUGH the surface — the pool / tropical-shallows look. Reconstructed on the real refracted bottom position, strongest through the first meters of water, distance-faded. Presets set it (pool 1.0); override freely |
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| `swell` | `0` | **THE open-ocean dial** (fancy only, 0.15.0): directional traveling swell amplitude in meters. Three peaked wave trains (primary + two crossing sets) march across the surface at real deep-water speeds; crests light up toward the peak color and wave FACES get sun-lit/shadow shading, so the swell reads at any distance. 0.15 = lively lake chop, 0.4 = coastal sea, 0.7 = heavy weather. `0` (default) keeps the legacy calm look byte-identical |
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| `swellDirectionDeg` | `0` | compass direction the swell TRAVELS toward (0 = +z, 90 = +x) |
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| `swellWavelength` | `30` | primary swell wavelength, meters (≥ 2, load-time check); the crossing trains derive from it |
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| `swellDirectionDeg` | `0` | number |
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| `swellWavelength` | `30` | number |
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| `whitecaps` | `0` | number |
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| `preset` | `"custom"` | one of: `custom` `ocean` `pool` `lake` `pond` |
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| `causticsAbove` | `0` | number |
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Signals: `entered(body)` · `exited(body)`
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