incanto 0.26.0 → 0.28.0

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/2d.js CHANGED
@@ -1,5 +1,5 @@
1
1
  import { t as IncantoError } from "./errors-BpWbnbb_.js";
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- import { a as AssetStore2D, i as syncTree2D, r as Renderer2D, t as createGame2D } from "./create-game-C0bPoURs.js";
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+ import { a as AssetStore2D, i as syncTree2D, r as Renderer2D, t as createGame2D } from "./create-game-71TJjW1T.js";
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  import { _ as RigidBody2D, a as parseCells, c as ColorRect2D, d as AnimatedSprite2D, f as Sprite2D, g as PhysicsBody2D, h as CharacterBody2D, i as mergeSolidRects, l as CharacterController2D, m as Area2D, n as UILayer, o as Particles2D, p as Joint2D, r as TileMap2D, s as Label, t as registerNodes2D, u as Camera2D, v as StaticBody2D, y as Node2D } from "./register-CvpSUU3O.js";
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  import { n as enablePhysics2D, t as Physics2D } from "./physics-2d-DiVFFlH3.js";
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  //#region src/2d/library-sprite.ts
package/dist/3d.d.ts CHANGED
@@ -909,6 +909,12 @@ declare class Flowers3D extends Node3D {
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  * draping entirely.
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  */
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  drape: boolean | null;
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+ /**
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+ * Keep plants out of standing and running water (default true) — a meadow a
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+ * stream runs through has a bank of flowers, not flowers in the current.
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+ * Set false for water lilies and marsh planting.
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+ */
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+ avoidWater: boolean;
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  /** Drape target: a node path to the Terrain3D. Empty = auto-find the first
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  * Terrain3D in the tree (the zero-config default when `drape` is on). */
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  terrain: string;
@@ -1051,6 +1057,14 @@ declare class Foliage3D extends Node3D implements SunConsumer3D {
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  * a terrain appears), false disables draping entirely.
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  */
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  drape: boolean | null;
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+ /**
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+ * Keep blades out of standing and running water (default true). Grass does
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+ * not grow in a stream: any instance whose ground sits under a `Water3D` or
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+ * `River3D` surface is dropped, which is what stops a creek that cut its bed
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+ * through a meadow from filling with waving blades. Set false for reeds and
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+ * paddy fields, where the plant IS in the water.
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+ */
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+ avoidWater: boolean;
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  /** Drape target: a node path to the Terrain3D. Empty = auto-find the first
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  * Terrain3D in the tree (the zero-config default when `drape` is on). */
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  terrain: string;
@@ -1119,6 +1133,14 @@ declare class Foliage3D extends Node3D implements SunConsumer3D {
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  * fraction of instances into a SECOND InstancedMesh of 5-vertex flower
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  * heads (white/yellow/violet per instance).
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  */
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+ /**
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+ * Drop the instances standing in water. The ground each blade drapes onto is
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+ * already known here, so the test is one question per candidate — and only
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+ * the ones a water surface actually covers pay for it.
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+ */
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+ private dryOnly;
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+ /** This field's own world height (the bed sampler works in local Y). */
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+ private worldY;
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  private buildMeshField;
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  /**
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  * The meadow's flower sprinkle: ONE extra InstancedMesh of 5-vertex flower
@@ -1555,29 +1577,152 @@ declare class Particles3D extends Node3D {
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  private syncParticles;
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  }
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  //#endregion
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+ //#region src/3d/terrain/heightmap.d.ts
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+ /**
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+ * A smooth radial depression carved into the terrain — a lake/pond bowl. x/z
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+ * are terrain-LOCAL centered meters (the same space `heightAt`/`slopeAt` use);
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+ * `radius`/`depth` are meters. The carve is a smoothstep bowl (0 slope at the
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+ * rim), so banks blend into the surrounding ground with no cliff.
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+ */
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+ interface BasinSpec {
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+ x: number;
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+ z: number;
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+ radius: number;
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+ /** > 0 carves a bowl; < 0 RAISES a smooth dome mound of that height. */
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+ depth: number;
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+ }
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+ /**
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+ * A river/road trench carved along a polyline: the line version of a basin.
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+ * `width` is the flat bed, `taper` the bank blend beyond it (default: the bed
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+ * width again, which is what makes a walkable V instead of a slot).
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+ */
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+ interface ChannelSpec {
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+ path: readonly (readonly number[])[];
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+ width: number;
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+ depth: number;
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+ taper?: number;
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+ }
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+ interface HeightmapOptions {
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+ /** Terrain extent in meters along x. */
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+ width: number;
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+ /** Terrain extent in meters along z. */
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+ depth: number;
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+ /** Grid segments along x (vertices = segsX+1). */
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+ segsX: number;
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+ /** Grid segments along z (vertices = segsZ+1). */
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+ segsZ: number;
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+ /** Height scale — realized heights land at roughly 3.5–8× this value. */
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+ maxHeight: number;
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+ /** Integer seed — same seed, same terrain, every machine. */
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+ seed: number;
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+ /** Detail persistence (amplitude falloff per detail octave). */
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+ roughness?: number;
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+ /** Detail octave count. */
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+ detail?: number;
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+ /** Snap-flatten heights within ±0.6 m of maxHeight·flatThreshold. */
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+ flatThreshold?: number;
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+ /** Curl the border down a quarter circle and floor it at edgeBottom. */
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+ islandEdge?: boolean;
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+ /** Quarter-circle radius in meters (clamped to [0, 45]). */
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+ edgeWrapRadius?: number;
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+ /** Floor y at the outermost ring once the wrap completes. */
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+ edgeBottom?: number;
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+ /** 0..1 — 1 rounds island corners fully, 0 keeps them square-ish. */
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+ edgeCornerSmoothness?: number;
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+ /** Smooth radial lake/pond bowls carved into the surface (interior basins). */
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+ basins?: BasinSpec[];
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+ /** River/road trenches carved along polylines (see {@link ChannelSpec}). */
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+ channels?: ChannelSpec[];
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+ }
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+ interface Heightmap {
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+ readonly width: number;
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+ readonly depth: number;
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+ readonly segsX: number;
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+ readonly segsZ: number;
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+ /**
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+ * Vertex heights INCLUDING edge wrap, `(segsX+1)·(segsZ+1)` long, indexed
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+ * `iz·(segsX+1)+ix` with x = -width/2 + ix·cell and z = -depth/2 + iz·cell —
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+ * exactly a rotateX(-π/2) PlaneGeometry's vertex order.
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+ */
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+ readonly heights: Float32Array;
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+ /** Realized height range EXCLUDING edge wrap — normalizes splat heights. */
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+ readonly minHeight: number;
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+ readonly maxHeight: number;
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+ /** Bilinear height lookup in terrain-local centered meters (clamps outside). */
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+ heightAt(x: number, z: number): number;
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+ /** Analytic pipeline height WITHOUT edge wrap (splat domain), same coords. */
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+ baseHeight(x: number, z: number): number;
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+ /** Splat slope at a point: atan(|∇ baseHeight|) via central differences. */
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+ slopeAt(x: number, z: number): number;
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+ }
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+ /** One splat layer: a texture plus the trapezoid ranges that place it. */
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+ interface TerrainLayer {
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+ /** Base color texture URL. */
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+ texture: string;
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+ /** Optional tangent-space normal map URL. */
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+ normalMap?: string;
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+ /** World-UV tiling factor (UV = worldXZ · repeat · 0.1). Default 2. */
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+ repeat?: number;
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+ /** Normalized [min, max] over the realized height span. Default [0, 1]. */
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+ heightRange?: [number, number];
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+ /** [min, max] slope in radians (atan of gradient). Default [0, π/2]. */
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+ slopeRange?: [number, number];
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+ /** Linear falloff width OUTSIDE heightRange (fraction of span). Default 0.1. */
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+ heightBlendRange?: number;
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+ /** Linear falloff width outside slopeRange (radians). Default 0.1. */
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+ slopeBlendRange?: number;
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+ /** PBR roughness scalar for this layer. Default 1. */
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+ roughness?: number;
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+ /** PBR metalness scalar for this layer. Default 0. */
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+ metalness?: number;
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+ /** Anti-tiling UV jitter strength. Default 0.15. */
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+ uvNoiseIntensity?: number;
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+ }
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+ /**
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+ * Build the deterministic heightfield. Heavy (one noise eval per vertex) —
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+ * call once and keep the result.
1684
+ */
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+ declare function buildHeightmap(opts: HeightmapOptions): Heightmap;
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+ /**
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+ * Per-vertex splat weights for up to 4 layers. `height01` is the vertex
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+ * height normalized over the heightmap's realized (no-wrap) span, `slopeRad`
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+ * is `atan(|∇h|)`. Weight = heightTrapezoid · slopeTrapezoid, sharpened by
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+ * `pow(w, 1/blendingStrength)`, then normalized to sum 1 — when nothing
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+ * matches, layer 0 takes everything. Always returns exactly 4 entries
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+ * (missing layers weigh 0).
1693
+ */
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+ declare function splatWeights(height01: number, slopeRad: number, layers: readonly TerrainLayer[], blendingStrength?: number): [number, number, number, number];
1695
+ //#endregion
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  //#region src/3d/water/river.d.ts
1697
+ /** Terrain height under a LOCAL-frame point, in the same frame's meters. */
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+ type BedSampler = (x: number, z: number) => number;
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+ interface RiverCarveOptions {
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+ /** Centreline in the TERRAIN'S local frame (that is where channels live). */
1701
+ path: readonly (readonly number[])[];
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+ /** Width profile source→mouth (one entry = constant). */
1703
+ widths: readonly number[];
1704
+ /** Water column at the centreline, meters. */
1705
+ depth: number;
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+ /** Terrain cell size in meters — a cut finer than this does not exist. */
1707
+ cell: number;
1708
+ /** Ground height BEFORE this river cut anything. */
1709
+ groundAt: BedSampler;
1710
+ }
1559
1711
  /**
1560
- * River centerline math the CPU half of {@link River3D}.
1561
- *
1562
- * Everything here works in the river node's LOCAL frame (the caller hands in a
1563
- * `bedAt(x, z)` sampler that has already been shifted into it), so this module
1564
- * imports nothing from three and stays testable in plain node.
1712
+ * The trench a river digs for itself, as {@link ChannelSpec}s for Terrain3D.
1565
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  *
1566
- * The shape of a river is NOT authored: it is derived. A path of control
1567
- * points and a width profile is all a scene declares; the ground underneath
1568
- * decides the rest
1714
+ * Shared on purpose: `River3D` cuts this at load, and anything that has to
1715
+ * PLACE things against the result a scene generator putting a player, a
1716
+ * bridge and a boulder field on the ground computes the identical cut
1717
+ * instead of approximating it. A generator that guesses differently spawns the
1718
+ * player inside a hill.
1569
1719
  *
1570
- * - the **surface profile** follows the bed's descending envelope, so the water
1571
- * runs downhill and never climbs (a rising bed dams it into a still pool);
1572
- * - the **visible width** is whatever the terrain lets the water occupy: every
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- * vertex carries its own water column (`surfaceY − bed`), the shader fades to
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- * nothing where that reaches zero, so banks, gravel bars and half-drowned
1575
- * boulders carve the ribbon instead of a hand-authored outline;
1576
- * - the **current** obeys continuity (narrow = fast) and grade (steep = fast),
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- * which is what makes rapids sit where a channel pinches or tips.
1720
+ * The floor only ever FALLS. Water does not climb, so a bed that climbs is a
1721
+ * river that stops and buries itself; carrying the running minimum downstream
1722
+ * digs through a rise instead, and the cap keeps that from turning a hill into
1723
+ * a canyon.
1578
1724
  */
1579
- /** Terrain height under a LOCAL-frame point, in the same frame's meters. */
1580
- type BedSampler = (x: number, z: number) => number;
1725
+ declare function riverCarveChannels(opts: RiverCarveOptions): ChannelSpec[];
1581
1726
  /** One arc-length sample of the smoothed centerline. */
1582
1727
  interface PathSample {
1583
1728
  x: number;
@@ -1590,7 +1735,18 @@ interface PathSample {
1590
1735
  }
1591
1736
  /** A cross-section station: where the water is, how wide, how fast. */
1592
1737
  interface RiverRing extends PathSample {
1738
+ /** The width the author ASKED for (half of it) — nominal, drives current. */
1593
1739
  halfWidth: number;
1740
+ /** Wetted half-width to the left of the flow: where the ground rises to the
1741
+ * surface. This, not {@link halfWidth}, is where the water actually ends. */
1742
+ halfLeft: number;
1743
+ /** Wetted half-width to the right of the flow. */
1744
+ halfRight: number;
1745
+ /** No bank on that side: the ground never came up to the surface, so the
1746
+ * water is spilling out over it rather than being held. The ribbon thins to
1747
+ * a film there instead of ending in a wall of water standing on nothing. */
1748
+ spillLeft: boolean;
1749
+ spillRight: boolean;
1594
1750
  /** Water surface height (local Y). */
1595
1751
  surfaceY: number;
1596
1752
  /** Downhill grade of the surface (dimensionless, ≥ 0). */
@@ -1706,6 +1862,18 @@ declare class River3D extends Node3D implements SunConsumer3D {
1706
1862
  sunIntensity: number;
1707
1863
  /** Drape target path; empty = auto-find the first Terrain3D in the tree. */
1708
1864
  terrain: string;
1865
+ /**
1866
+ * Cut the bed. Real water arrives on a hillside and erodes itself a channel;
1867
+ * a ribbon laid on raw ground has nothing holding it and reads as a strip of
1868
+ * blue hovering over the grass. With this on, the river trenches its own
1869
+ * course into the terrain it drapes on — banks the player can walk into, a
1870
+ * collider and `heightAt` that agree with it, and splat that paints the cut.
1871
+ *
1872
+ * Off means you carve it yourself with `Terrain3D.channels` (or the reach is
1873
+ * genuinely a flat flood plain). Either way the surface is FITTED to
1874
+ * whatever ground it finds: it can never stand above its own banks.
1875
+ */
1876
+ carve: boolean;
1709
1877
  /** How hard the current sweeps bodies downstream (0 = visual only). */
1710
1878
  flowForce: number;
1711
1879
  /**
@@ -1721,13 +1889,28 @@ declare class River3D extends Node3D implements SunConsumer3D {
1721
1889
  private sprayKey;
1722
1890
  private courseKey;
1723
1891
  private bedAt;
1892
+ /** Whether the last course was fitted to real ground (see buildRiverRings). */
1893
+ private fitted;
1894
+ /** Everything standing in the current, rescanned on a slow timer. */
1895
+ private rocks;
1896
+ private rockScanAt;
1724
1897
  private world;
1725
1898
  private readonly _bodies;
1726
1899
  /** Loader hook: a malformed river fails at LOAD, not as an invisible ribbon. */
1727
1900
  static validateJson(node: Node): void;
1728
1901
  protected override _createObject3D(): Object3D;
1902
+ override onReady(): void;
1903
+ override onExitTree(): void;
1729
1904
  override update(dt: number): void;
1730
1905
  override _syncObject3D(): void;
1906
+ /** Rocks are picked per FRAME (nearest to the eye), scanned on a timer. */
1907
+ _onRender3D(ctx: RenderContext3D): void;
1908
+ /**
1909
+ * @internal Water surface height over a world point, or null where this
1910
+ * river does not run — the question scattered vegetation asks before it
1911
+ * plants a blade (see {@link WetSurface}).
1912
+ */
1913
+ _waterYAt(x: number, z: number): number | null;
1731
1914
  /**
1732
1915
  * Where a WORLD point sits in the channel — the query gameplay scripts run
1733
1916
  * (steer a raft, drown a torch, decide a ford is too fast to cross). `null`
@@ -1755,6 +1938,14 @@ declare class River3D extends Node3D implements SunConsumer3D {
1755
1938
  _applySunDirection(dir: readonly [number, number, number]): void;
1756
1939
  override free(): void;
1757
1940
  private widthProfile;
1941
+ /**
1942
+ * Cut (or release) this river's trench in the terrain it drapes on.
1943
+ *
1944
+ * Runs at ready as well as on every course rebuild: the heightfield collider
1945
+ * is built before the first render sync, so a bed cut only at draw time
1946
+ * would leave the player walking on ground that is no longer there.
1947
+ */
1948
+ private applyCarve;
1758
1949
  /** Resolve the drape terrain; an explicit path that misses is a hard error. */
1759
1950
  private resolveTerrain;
1760
1951
  /**
@@ -1764,6 +1955,21 @@ declare class River3D extends Node3D implements SunConsumer3D {
1764
1955
  private ensureCourse;
1765
1956
  private rebuildIfNeeded;
1766
1957
  private buildMaterial;
1958
+ /**
1959
+ * Find everything standing in the current.
1960
+ *
1961
+ * A boulder in a creek is not a physics problem — it is a thing the water
1962
+ * has to be TOLD about, or the stream runs through it as if it were painted
1963
+ * on. Any mesh whose footprint lands inside the wetted channel and whose top
1964
+ * reaches near the surface counts, `InstancedMesh3D` rows included (a rock
1965
+ * scatter is one node with fifty stones in it).
1966
+ *
1967
+ * Scanned on a slow timer rather than per frame: rocks do not move often,
1968
+ * and a river with a hundred of them still writes only the nearest few.
1969
+ */
1970
+ private scanRocks;
1971
+ /** Write the nearest rocks into the shader, faded in by distance. */
1972
+ private syncRocks;
1767
1973
  private syncUniforms;
1768
1974
  /**
1769
1975
  * Hang a mist plume on every fall. Runtime children (`__spray*`), rebuilt
@@ -1779,122 +1985,6 @@ declare class River3D extends Node3D implements SunConsumer3D {
1779
1985
  private sweepBodies;
1780
1986
  }
1781
1987
  //#endregion
1782
- //#region src/3d/terrain/heightmap.d.ts
1783
- /**
1784
- * A smooth radial depression carved into the terrain — a lake/pond bowl. x/z
1785
- * are terrain-LOCAL centered meters (the same space `heightAt`/`slopeAt` use);
1786
- * `radius`/`depth` are meters. The carve is a smoothstep bowl (0 slope at the
1787
- * rim), so banks blend into the surrounding ground with no cliff.
1788
- */
1789
- interface BasinSpec {
1790
- x: number;
1791
- z: number;
1792
- radius: number;
1793
- /** > 0 carves a bowl; < 0 RAISES a smooth dome mound of that height. */
1794
- depth: number;
1795
- }
1796
- /**
1797
- * A river/road trench carved along a polyline: the line version of a basin.
1798
- * `width` is the flat bed, `taper` the bank blend beyond it (default: the bed
1799
- * width again, which is what makes a walkable V instead of a slot).
1800
- */
1801
- interface ChannelSpec {
1802
- path: readonly (readonly number[])[];
1803
- width: number;
1804
- depth: number;
1805
- taper?: number;
1806
- }
1807
- interface HeightmapOptions {
1808
- /** Terrain extent in meters along x. */
1809
- width: number;
1810
- /** Terrain extent in meters along z. */
1811
- depth: number;
1812
- /** Grid segments along x (vertices = segsX+1). */
1813
- segsX: number;
1814
- /** Grid segments along z (vertices = segsZ+1). */
1815
- segsZ: number;
1816
- /** Height scale — realized heights land at roughly 3.5–8× this value. */
1817
- maxHeight: number;
1818
- /** Integer seed — same seed, same terrain, every machine. */
1819
- seed: number;
1820
- /** Detail persistence (amplitude falloff per detail octave). */
1821
- roughness?: number;
1822
- /** Detail octave count. */
1823
- detail?: number;
1824
- /** Snap-flatten heights within ±0.6 m of maxHeight·flatThreshold. */
1825
- flatThreshold?: number;
1826
- /** Curl the border down a quarter circle and floor it at edgeBottom. */
1827
- islandEdge?: boolean;
1828
- /** Quarter-circle radius in meters (clamped to [0, 45]). */
1829
- edgeWrapRadius?: number;
1830
- /** Floor y at the outermost ring once the wrap completes. */
1831
- edgeBottom?: number;
1832
- /** 0..1 — 1 rounds island corners fully, 0 keeps them square-ish. */
1833
- edgeCornerSmoothness?: number;
1834
- /** Smooth radial lake/pond bowls carved into the surface (interior basins). */
1835
- basins?: BasinSpec[];
1836
- /** River/road trenches carved along polylines (see {@link ChannelSpec}). */
1837
- channels?: ChannelSpec[];
1838
- }
1839
- interface Heightmap {
1840
- readonly width: number;
1841
- readonly depth: number;
1842
- readonly segsX: number;
1843
- readonly segsZ: number;
1844
- /**
1845
- * Vertex heights INCLUDING edge wrap, `(segsX+1)·(segsZ+1)` long, indexed
1846
- * `iz·(segsX+1)+ix` with x = -width/2 + ix·cell and z = -depth/2 + iz·cell —
1847
- * exactly a rotateX(-π/2) PlaneGeometry's vertex order.
1848
- */
1849
- readonly heights: Float32Array;
1850
- /** Realized height range EXCLUDING edge wrap — normalizes splat heights. */
1851
- readonly minHeight: number;
1852
- readonly maxHeight: number;
1853
- /** Bilinear height lookup in terrain-local centered meters (clamps outside). */
1854
- heightAt(x: number, z: number): number;
1855
- /** Analytic pipeline height WITHOUT edge wrap (splat domain), same coords. */
1856
- baseHeight(x: number, z: number): number;
1857
- /** Splat slope at a point: atan(|∇ baseHeight|) via central differences. */
1858
- slopeAt(x: number, z: number): number;
1859
- }
1860
- /** One splat layer: a texture plus the trapezoid ranges that place it. */
1861
- interface TerrainLayer {
1862
- /** Base color texture URL. */
1863
- texture: string;
1864
- /** Optional tangent-space normal map URL. */
1865
- normalMap?: string;
1866
- /** World-UV tiling factor (UV = worldXZ · repeat · 0.1). Default 2. */
1867
- repeat?: number;
1868
- /** Normalized [min, max] over the realized height span. Default [0, 1]. */
1869
- heightRange?: [number, number];
1870
- /** [min, max] slope in radians (atan of gradient). Default [0, π/2]. */
1871
- slopeRange?: [number, number];
1872
- /** Linear falloff width OUTSIDE heightRange (fraction of span). Default 0.1. */
1873
- heightBlendRange?: number;
1874
- /** Linear falloff width outside slopeRange (radians). Default 0.1. */
1875
- slopeBlendRange?: number;
1876
- /** PBR roughness scalar for this layer. Default 1. */
1877
- roughness?: number;
1878
- /** PBR metalness scalar for this layer. Default 0. */
1879
- metalness?: number;
1880
- /** Anti-tiling UV jitter strength. Default 0.15. */
1881
- uvNoiseIntensity?: number;
1882
- }
1883
- /**
1884
- * Build the deterministic heightfield. Heavy (one noise eval per vertex) —
1885
- * call once and keep the result.
1886
- */
1887
- declare function buildHeightmap(opts: HeightmapOptions): Heightmap;
1888
- /**
1889
- * Per-vertex splat weights for up to 4 layers. `height01` is the vertex
1890
- * height normalized over the heightmap's realized (no-wrap) span, `slopeRad`
1891
- * is `atan(|∇h|)`. Weight = heightTrapezoid · slopeTrapezoid, sharpened by
1892
- * `pow(w, 1/blendingStrength)`, then normalized to sum 1 — when nothing
1893
- * matches, layer 0 takes everything. Always returns exactly 4 entries
1894
- * (missing layers weigh 0).
1895
- */
1896
- declare function splatWeights(height01: number, slopeRad: number, layers: readonly TerrainLayer[], blendingStrength?: number): [number, number, number, number];
1897
- //#endregion
1898
1988
  //#region src/3d/terrain/themes.d.ts
1899
1989
  /** Valid `Terrain3D.theme` values — drives the prop options AND validateJson. */
1900
1990
  declare const TERRAIN_THEMES: readonly ["island", "alpine", "plains", "desert", "grassland", "forest", "savanna", "snow", "wetland", "volcanic", "custom"];
@@ -1965,6 +2055,14 @@ declare class Terrain3D extends Node3D {
1965
2055
  * bed to sit in, and the collider/heightAt/drape all see it. */
1966
2056
  channels: ChannelSpec[];
1967
2057
  /**
2058
+ * Trenches other NODES cut in this terrain — a `River3D` carving its own bed.
2059
+ * Keyed by the node that owns each, so a moving or re-pathed river replaces
2060
+ * its cut instead of stacking a new one. Runtime state, never serialized:
2061
+ * the scene file says "there is a river here", not "here is the ditch it
2062
+ * dug", and re-loading the scene digs it again.
2063
+ */
2064
+ private readonly externalChannels;
2065
+ /**
1968
2066
  * WET SAND band: `{ y, band? }` darkens + glosses the splat in a noisy,
1969
2067
  * breathing band just above height `y` (a waterline) — the trace of the
1970
2068
  * last swash runup. `band` is the max height above `y` that reads wet
@@ -1989,6 +2087,14 @@ declare class Terrain3D extends Node3D {
1989
2087
  * physics bodies follow).
1990
2088
  */
1991
2089
  heightAt(x: number, z: number): number;
2090
+ /**
2091
+ * @internal Cut (spec) or release (null) a trench another node owns. A
2092
+ * `River3D` calls this to dig its own bed; the heightmap, the collider,
2093
+ * `heightAt`, the drape and the mesh all pick it up on their next rebuild.
2094
+ */
2095
+ _setExternalChannel(owner: Node, specs: ChannelSpec[] | null): void;
2096
+ /** Authored trenches plus the ones other nodes cut. */
2097
+ private allChannels;
1992
2098
  /** @internal The pure heightfield (lazily built — physics pulls this). */
1993
2099
  _heightmap(): Heightmap;
1994
2100
  /** The splat layers in effect — theme preset, or `layers` for 'custom'. */
@@ -2463,6 +2569,13 @@ declare class Water3D extends Node3D implements RenderHook3D, SunConsumer3D {
2463
2569
  * the still-water level, which is what a caller comparing heights wants.
2464
2570
  */
2465
2571
  heightAt(x: number, z: number): number;
2572
+ /**
2573
+ * @internal Water surface height over a world point, or null outside this
2574
+ * surface's footprint — what scattered vegetation asks before it plants a
2575
+ * blade (see {@link WetSurface}). The STILL level, not the wave: grass does
2576
+ * not come and go with the swash.
2577
+ */
2578
+ _waterYAt(x: number, z: number): number | null;
2466
2579
  /** Base wave height at world (x, z) — the CPU twin of the active shader.
2467
2580
  * Ripples are excluded on purpose: a splash must not re-trigger itself. */
2468
2581
  private waveOffsetAt;
@@ -2828,4 +2941,4 @@ declare function createNavDebugNode(nav: TerrainNav, opts?: {
2828
2941
  name?: string;
2829
2942
  }): InstancedMesh3D;
2830
2943
  //#endregion
2831
- export { Area3D, AssetStore3D, type BedSampler, Billboard3D, type BillboardGroupMode, BoneAttachment3D, BoneLookAt3D, Camera3D, CharacterBody3D, CharacterController3D, type CreateGame3DOptions, DEFAULT_TERRAIN_TEXTURE_BASE, DirectionalLight3D, type DownhillTraceOptions, Environment3D, type Environment3DConfig, DENSITY_PRESETS as FLOWER_DENSITY_PRESETS, FLOWER_VARIETIES, type FlowerVariety, Flowers3D, type FogEnvironment, Foliage3D, type FoliageKind, type FoliageStyle, type Game3D, type HeightSampler, type Heightmap, type HeightmapOptions, InstancedMesh3D, Joint3D, type JointType3D, LoftMesh3D, type LoftSection, MeshInstance3D, type MeshKind, type MeshMaterialProps, type ModelEntry, ModelInstance3D, Node3D, OmniLight3D, Particles3D, Physics3D, type Physics3DOptions, PhysicsBody3D, QUARTER_PITCH, type RenderContext3D, type RenderHook3D, Renderer3D, type Renderer3DOptions, type RigView, RigidBody3D, type Ripple, River3D, type RiverHit, type RiverRing, type ShadowsEnvironment, type SkyEnvironment, StaticBody3D, type SunConsumer3D, type SyncOptions, type SyncResult, TERRAIN_THEMES, Terrain3D, type TerrainLayer, type TerrainNav, type TerrainNavOptions, type TerrainTheme, Trail3D, Tree3D, type TreeTier, type TreeType, VOXEL_PALETTE, type VoxelBlock, VoxelGrid3D, WATER_CUTOUT_MAX, WATER_MAX_RIPPLES, Water3D, WaterCutout3D, buildHeightmap, buildTerrainNav, cameraRelative, createGame3D, createNavDebugNode, enablePhysics3D, horizonColorFromSky, keyboardIntensity, movementState, parseEnvironment3D, registerNodes3D, resolveFlowerDensity, rigPose, setEnvironment3D, splatWeights, sunDirectionFromElevationAzimuth, sunDirectionFromSky, syncTree, terrainThemeLayers, traceDownhillPath };
2944
+ export { Area3D, AssetStore3D, type BedSampler, Billboard3D, type BillboardGroupMode, BoneAttachment3D, BoneLookAt3D, Camera3D, CharacterBody3D, CharacterController3D, type CreateGame3DOptions, DEFAULT_TERRAIN_TEXTURE_BASE, DirectionalLight3D, type DownhillTraceOptions, Environment3D, type Environment3DConfig, DENSITY_PRESETS as FLOWER_DENSITY_PRESETS, FLOWER_VARIETIES, type FlowerVariety, Flowers3D, type FogEnvironment, Foliage3D, type FoliageKind, type FoliageStyle, type Game3D, type HeightSampler, type Heightmap, type HeightmapOptions, InstancedMesh3D, Joint3D, type JointType3D, LoftMesh3D, type LoftSection, MeshInstance3D, type MeshKind, type MeshMaterialProps, type ModelEntry, ModelInstance3D, Node3D, OmniLight3D, Particles3D, Physics3D, type Physics3DOptions, PhysicsBody3D, QUARTER_PITCH, type RenderContext3D, type RenderHook3D, Renderer3D, type Renderer3DOptions, type RigView, RigidBody3D, type Ripple, River3D, type RiverCarveOptions, type RiverHit, type RiverRing, type ShadowsEnvironment, type SkyEnvironment, StaticBody3D, type SunConsumer3D, type SyncOptions, type SyncResult, TERRAIN_THEMES, Terrain3D, type TerrainLayer, type TerrainNav, type TerrainNavOptions, type TerrainTheme, Trail3D, Tree3D, type TreeTier, type TreeType, VOXEL_PALETTE, type VoxelBlock, VoxelGrid3D, WATER_CUTOUT_MAX, WATER_MAX_RIPPLES, Water3D, WaterCutout3D, buildHeightmap, buildTerrainNav, cameraRelative, createGame3D, createNavDebugNode, enablePhysics3D, horizonColorFromSky, keyboardIntensity, movementState, parseEnvironment3D, registerNodes3D, resolveFlowerDensity, rigPose, riverCarveChannels, setEnvironment3D, splatWeights, sunDirectionFromElevationAzimuth, sunDirectionFromSky, syncTree, terrainThemeLayers, traceDownhillPath };
package/dist/3d.js CHANGED
@@ -1,9 +1,9 @@
1
1
  import { t as IncantoError } from "./errors-BpWbnbb_.js";
2
- import { A as Water3D, F as PhysicsBody3D, I as RigidBody3D, L as StaticBody3D, M as WaterCutout3D, N as Area3D, P as CharacterBody3D, R as Node3D, V as WATER_MAX_RIPPLES, j as WATER_CUTOUT_MAX } from "./gameplay-Ddk13pQ6.js";
3
- import { a as Environment3D, c as sunDirectionFromElevationAzimuth, i as syncTree, l as sunDirectionFromSky, o as horizonColorFromSky, r as Renderer3D, s as parseEnvironment3D, t as createGame3D, u as AssetStore3D } from "./create-game-B_qBR65J.js";
4
- import { A as QUARTER_PITCH, C as BoneAttachment3D, D as TERRAIN_THEMES, E as DEFAULT_TERRAIN_TEXTURE_BASE, M as keyboardIntensity, N as movementState, O as terrainThemeLayers, P as rigPose, S as BoneLookAt3D, T as Terrain3D, _ as Flowers3D, a as Trail3D, b as CharacterController3D, c as Particles3D, d as DirectionalLight3D, f as OmniLight3D, g as DENSITY_PRESETS, h as Foliage3D, i as Tree3D, j as cameraRelative, k as Joint3D, l as ModelInstance3D, m as MeshInstance3D, n as VOXEL_PALETTE, o as River3D, p as InstancedMesh3D, r as VoxelGrid3D, s as traceDownhillPath, t as registerNodes3D, u as LoftMesh3D, v as resolveFlowerDensity, w as Billboard3D, x as Camera3D, y as FLOWER_VARIETIES } from "./register-CeWtdiCw.js";
2
+ import { A as Water3D, F as PhysicsBody3D, I as RigidBody3D, L as StaticBody3D, M as WaterCutout3D, N as Area3D, P as CharacterBody3D, R as Node3D, V as WATER_MAX_RIPPLES, j as WATER_CUTOUT_MAX } from "./gameplay-DEG-TP7D.js";
3
+ import { a as Environment3D, c as sunDirectionFromElevationAzimuth, i as syncTree, l as sunDirectionFromSky, o as horizonColorFromSky, r as Renderer3D, s as parseEnvironment3D, t as createGame3D, u as AssetStore3D } from "./create-game-BRgWpNsa.js";
4
+ import { A as Joint3D, C as BoneLookAt3D, D as DEFAULT_TERRAIN_TEXTURE_BASE, E as Terrain3D, F as rigPose, M as cameraRelative, N as keyboardIntensity, O as TERRAIN_THEMES, P as movementState, S as Camera3D, T as Billboard3D, _ as DENSITY_PRESETS, a as Trail3D, b as FLOWER_VARIETIES, c as traceDownhillPath, d as LoftMesh3D, f as DirectionalLight3D, g as Foliage3D, h as MeshInstance3D, i as Tree3D, j as QUARTER_PITCH, k as terrainThemeLayers, l as Particles3D, m as InstancedMesh3D, n as VOXEL_PALETTE, o as River3D, p as OmniLight3D, r as VoxelGrid3D, s as riverCarveChannels, t as registerNodes3D, u as ModelInstance3D, v as Flowers3D, w as BoneAttachment3D, x as CharacterController3D, y as resolveFlowerDensity } from "./register-6R75AC7-.js";
5
5
  import { n as splatWeights, t as buildHeightmap } from "./heightmap-CRK0M4jT.js";
6
- import { n as enablePhysics3D, t as Physics3D } from "./physics-3d-Cd7Jl8w1.js";
6
+ import { n as enablePhysics3D, t as Physics3D } from "./physics-3d--y5clE2j.js";
7
7
  //#region src/3d/environment-runtime.ts
8
8
  /**
9
9
  * Live environment editing — the renderer re-applies `scene.environment`
@@ -142,4 +142,4 @@ function createNavDebugNode(nav, opts) {
142
142
  return node;
143
143
  }
144
144
  //#endregion
145
- export { Area3D, AssetStore3D, Billboard3D, BoneAttachment3D, BoneLookAt3D, Camera3D, CharacterBody3D, CharacterController3D, DEFAULT_TERRAIN_TEXTURE_BASE, DirectionalLight3D, Environment3D, DENSITY_PRESETS as FLOWER_DENSITY_PRESETS, FLOWER_VARIETIES, Flowers3D, Foliage3D, InstancedMesh3D, Joint3D, LoftMesh3D, MeshInstance3D, ModelInstance3D, Node3D, OmniLight3D, Particles3D, Physics3D, PhysicsBody3D, QUARTER_PITCH, Renderer3D, RigidBody3D, River3D, StaticBody3D, TERRAIN_THEMES, Terrain3D, Trail3D, Tree3D, VOXEL_PALETTE, VoxelGrid3D, WATER_CUTOUT_MAX, WATER_MAX_RIPPLES, Water3D, WaterCutout3D, buildHeightmap, buildTerrainNav, cameraRelative, createGame3D, createNavDebugNode, enablePhysics3D, horizonColorFromSky, keyboardIntensity, movementState, parseEnvironment3D, registerNodes3D, resolveFlowerDensity, rigPose, setEnvironment3D, splatWeights, sunDirectionFromElevationAzimuth, sunDirectionFromSky, syncTree, terrainThemeLayers, traceDownhillPath };
145
+ export { Area3D, AssetStore3D, Billboard3D, BoneAttachment3D, BoneLookAt3D, Camera3D, CharacterBody3D, CharacterController3D, DEFAULT_TERRAIN_TEXTURE_BASE, DirectionalLight3D, Environment3D, DENSITY_PRESETS as FLOWER_DENSITY_PRESETS, FLOWER_VARIETIES, Flowers3D, Foliage3D, InstancedMesh3D, Joint3D, LoftMesh3D, MeshInstance3D, ModelInstance3D, Node3D, OmniLight3D, Particles3D, Physics3D, PhysicsBody3D, QUARTER_PITCH, Renderer3D, RigidBody3D, River3D, StaticBody3D, TERRAIN_THEMES, Terrain3D, Trail3D, Tree3D, VOXEL_PALETTE, VoxelGrid3D, WATER_CUTOUT_MAX, WATER_MAX_RIPPLES, Water3D, WaterCutout3D, buildHeightmap, buildTerrainNav, cameraRelative, createGame3D, createNavDebugNode, enablePhysics3D, horizonColorFromSky, keyboardIntensity, movementState, parseEnvironment3D, registerNodes3D, resolveFlowerDensity, rigPose, riverCarveChannels, setEnvironment3D, splatWeights, sunDirectionFromElevationAzimuth, sunDirectionFromSky, syncTree, terrainThemeLayers, traceDownhillPath };
@@ -3,7 +3,7 @@ import { _ as registerBehavior, n as loadScene, o as computeViewport, s as resol
3
3
  import { l as AudioPlayer, u as Engine } from "./register-nObreUQR.js";
4
4
  import { t as IncantoError } from "./errors-BpWbnbb_.js";
5
5
  import { i as resolveRendering, n as attachTouchControls } from "./touch-031PxtCR.js";
6
- import { n as registerGameplayBehaviors } from "./gameplay-Ddk13pQ6.js";
6
+ import { n as registerGameplayBehaviors } from "./gameplay-DEG-TP7D.js";
7
7
  import { g as PhysicsBody2D, n as UILayer, t as registerNodes2D, u as Camera2D, y as Node2D } from "./register-CvpSUU3O.js";
8
8
  import { t as debugSources } from "./debug-draw-CZmOYjL2.js";
9
9
  import { n as enablePhysics2D } from "./physics-2d-DiVFFlH3.js";
@@ -3,10 +3,10 @@ import { _ as registerBehavior, n as loadScene } from "./loader-BZqOKfI2.js";
3
3
  import { l as AudioPlayer, u as Engine } from "./register-nObreUQR.js";
4
4
  import { t as IncantoError } from "./errors-BpWbnbb_.js";
5
5
  import { i as resolveRendering, n as attachTouchControls } from "./touch-031PxtCR.js";
6
- import { B as createCausticsQuad, F as PhysicsBody3D, R as Node3D, n as registerGameplayBehaviors } from "./gameplay-Ddk13pQ6.js";
6
+ import { B as createCausticsQuad, F as PhysicsBody3D, R as Node3D, n as registerGameplayBehaviors } from "./gameplay-DEG-TP7D.js";
7
7
  import { t as debugSources } from "./debug-draw-CZmOYjL2.js";
8
- import { d as DirectionalLight3D, l as ModelInstance3D, t as registerNodes3D, x as Camera3D } from "./register-CeWtdiCw.js";
9
- import { n as enablePhysics3D } from "./physics-3d-Cd7Jl8w1.js";
8
+ import { S as Camera3D, f as DirectionalLight3D, t as registerNodes3D, u as ModelInstance3D } from "./register-6R75AC7-.js";
9
+ import { n as enablePhysics3D } from "./physics-3d--y5clE2j.js";
10
10
  import { ACESFilmicToneMapping, AmbientLight, Box3, BufferAttribute, BufferGeometry, Color, DepthTexture, EquirectangularReflectionMapping, FloatType, Fog, HalfFloatType, LineBasicMaterial, LineSegments, Matrix4, Mesh, PCFShadowMap, PMREMGenerator, PerspectiveCamera, PlaneGeometry, Quaternion, Raycaster, Scene, ShaderMaterial, Vector2, Vector3, WebGLRenderTarget, WebGLRenderer } from "three";
11
11
  import { VRMLoaderPlugin, VRMUtils } from "@pixiv/three-vrm";
12
12
  import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js";
package/dist/env.d.ts CHANGED
@@ -376,6 +376,12 @@ interface TerrainOptions {
376
376
  * theme ALWAYS ships its sea — without it the edge-wrap skirt is bare cliff.
377
377
  */
378
378
  water?: boolean;
379
+ /**
380
+ * Grid segments per side (default 128). Raise it when the map carries
381
+ * features finer than a cell — a 2 m creek on a 260 m terrain has to be cut
382
+ * into ~1 m cells (256) or the trench smooths away to nothing.
383
+ */
384
+ resolution?: number;
379
385
  }
380
386
  /**
381
387
  * The environment header that matches a generator theme — sky, horizon fog
package/dist/env.js CHANGED
@@ -1419,7 +1419,7 @@ const TERRAIN_GENERATOR_THEMES = [
1419
1419
  "volcanic"
1420
1420
  ];
1421
1421
  /** Terrain3D's default grid segments — the probe MUST match the runtime grid. */
1422
- const TERRAIN_RESOLUTION = 128;
1422
+ const DEFAULT_TERRAIN_RESOLUTION = 128;
1423
1423
  /** Terrain3D edge wrap: the rim drops this many meters before the −50 m skirt. */
1424
1424
  const EDGE_WRAP_DROP = 20;
1425
1425
  /** Sea margin above the highest rim cliff (> the ~0.52 m wave-trough dip). */
@@ -1676,6 +1676,7 @@ function generateTerrain(opts) {
1676
1676
  prop: "theme",
1677
1677
  validOptions: [...TERRAIN_GENERATOR_THEMES]
1678
1678
  });
1679
+ const TERRAIN_RESOLUTION = Math.max(2, Math.round(opts.resolution ?? DEFAULT_TERRAIN_RESOLUTION));
1679
1680
  let maxHeight = opts.maxHeight || spec.maxHeight;
1680
1681
  const rng = new Rng(seed);
1681
1682
  const isIsland = theme === "island";
@@ -1714,7 +1715,8 @@ function generateTerrain(opts) {
1714
1715
  seed,
1715
1716
  theme: spec.splat,
1716
1717
  ...spec.roughness !== void 0 ? { roughness: spec.roughness } : {},
1717
- ...spec.detail !== void 0 ? { detail: spec.detail } : {}
1718
+ ...spec.detail !== void 0 ? { detail: spec.detail } : {},
1719
+ ...TERRAIN_RESOLUTION !== DEFAULT_TERRAIN_RESOLUTION ? { resolution: TERRAIN_RESOLUTION } : {}
1718
1720
  }
1719
1721
  }]
1720
1722
  }];
@@ -1799,9 +1801,10 @@ function borderMaxHeight(hm) {
1799
1801
  let borderMax = Number.NEGATIVE_INFINITY;
1800
1802
  const hw = hm.width / 2;
1801
1803
  const hd = hm.depth / 2;
1802
- for (let i = 0; i <= TERRAIN_RESOLUTION; i++) {
1803
- const x = -hw + i / TERRAIN_RESOLUTION * hm.width;
1804
- const z = -hd + i / TERRAIN_RESOLUTION * hm.depth;
1804
+ const steps = hm.segsX;
1805
+ for (let i = 0; i <= steps; i++) {
1806
+ const x = -hw + i / steps * hm.width;
1807
+ const z = -hd + i / steps * hm.depth;
1805
1808
  borderMax = Math.max(borderMax, hm.baseHeight(x, -hd), hm.baseHeight(x, hd), hm.baseHeight(-hw, z), hm.baseHeight(hw, z));
1806
1809
  }
1807
1810
  return borderMax;
@@ -3565,6 +3565,19 @@ var Water3D = class Water3D extends Node3D {
3565
3565
  const center = worldTranslationOf(this, this._scratchA);
3566
3566
  return center.y + this.waveOffsetAt(x, z, center);
3567
3567
  }
3568
+ /**
3569
+ * @internal Water surface height over a world point, or null outside this
3570
+ * surface's footprint — what scattered vegetation asks before it plants a
3571
+ * blade (see {@link WetSurface}). The STILL level, not the wave: grass does
3572
+ * not come and go with the swash.
3573
+ */
3574
+ _waterYAt(x, z) {
3575
+ const center = worldTranslationOf(this, this._scratchA);
3576
+ const halfX = (this.size[0] ?? 0) / 2;
3577
+ const halfZ = (this.size[1] ?? 0) / 2;
3578
+ if (Math.abs(x - center.x) > halfX || Math.abs(z - center.z) > halfZ) return null;
3579
+ return center.y;
3580
+ }
3568
3581
  /** Base wave height at world (x, z) — the CPU twin of the active shader.
3569
3582
  * Ripples are excluded on purpose: a splash must not re-trigger itself. */
3570
3583
  waveOffsetAt(x, z, center) {
package/dist/gameplay.js CHANGED
@@ -1,2 +1,2 @@
1
- import { C as FollowCamera, D as Health, E as DamageOnContact, O as Collector, S as restartScene, T as phaseOf, _ as hitStop, a as Wander, b as GameFlow, c as Projectile, d as PathFollow, f as Oscillate, g as Cooldown, h as CameraShake, i as WaveSpawner, k as Chase, l as Pickup, m as Lifetime, n as registerGameplayBehaviors, o as Spawner, p as MoveTo, r as ZombieAI, s as ScoreKeeper, t as GAMEPLAY_BEHAVIORS, u as Patrol, v as screenFlash, w as DayNight, x as goToScene, y as Interactable } from "./gameplay-Ddk13pQ6.js";
1
+ import { C as FollowCamera, D as Health, E as DamageOnContact, O as Collector, S as restartScene, T as phaseOf, _ as hitStop, a as Wander, b as GameFlow, c as Projectile, d as PathFollow, f as Oscillate, g as Cooldown, h as CameraShake, i as WaveSpawner, k as Chase, l as Pickup, m as Lifetime, n as registerGameplayBehaviors, o as Spawner, p as MoveTo, r as ZombieAI, s as ScoreKeeper, t as GAMEPLAY_BEHAVIORS, u as Patrol, v as screenFlash, w as DayNight, x as goToScene, y as Interactable } from "./gameplay-DEG-TP7D.js";
2
2
  export { CameraShake, Chase, Collector, Cooldown, DamageOnContact, DayNight, FollowCamera, GAMEPLAY_BEHAVIORS, GameFlow, Health, Interactable, Lifetime, MoveTo, Oscillate, PathFollow, Patrol, Pickup, Projectile, ScoreKeeper, Spawner, Wander, WaveSpawner, ZombieAI, goToScene, hitStop, phaseOf, registerGameplayBehaviors, restartScene, screenFlash };
package/dist/index.js CHANGED
@@ -295,6 +295,6 @@ function newUid() {
295
295
  //#endregion
296
296
  //#region src/index.ts
297
297
  /** Engine version. Kept in sync with package.json by the release pipeline. */
298
- const VERSION = "0.26.0";
298
+ const VERSION = "0.28.0";
299
299
  //#endregion
300
300
  export { AudioBuses, AudioPlayer, Behavior, CONST_REF_KEY, Engine, HudLayer, IncantoError, InputMap, LogManager, MusicManager, Node, ORDER_GROUP_BASE, PARTICLE_PRESETS, PARTICLE_PRESET_NAMES, ParticleSim, ROLLOFF_MODELS, Rng, SCENE_FORMAT, SFX_PRESETS, SFX_PRESET_NAMES, Scene, SceneTree, SfxEngine, Signal, Timer, TouchControls, UiBanner, UiBar, UiButton, UiDialogue, UiText, VERSION, WebAudioMusicBackend, applyParticlePreset, assetUrls, attachTouchControls, auditScene, clearBehaviors, clearRegistry, computeViewport, createNode, createNoise2D, createSaveStore, crossfadeGains, duplicateNode, effectiveOrder, fadeGain, findPath, getBehavior, getNodeSchema, getNodeSignals, getNodeType, gridFromRows, isAudioContextAvailable, isConstRef, joystickVector, jsonClone, jsonEquals, jsonKind, loadScene, mergeStaticSignals, newUid, parseNodePath, preloadUrls, registerBehavior, registerCoreNodes, registerNode, registeredBehaviors, registeredTypes, replay, resolveConstants, resolveRendering, resolveViewport, serializeNode, spatialGain, spatialPan, startRecording, synthSfx };