incanto 0.27.0 → 0.29.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (58) hide show
  1. package/README.md +44 -0
  2. package/bin/incanto-editor.mjs +118 -1
  3. package/dist/2d.d.ts +38 -5
  4. package/dist/2d.js +3 -3
  5. package/dist/3d.d.ts +496 -150
  6. package/dist/3d.js +5 -5
  7. package/dist/{behavior-CPibUfnH.d.ts → behavior-BAc0erXF.d.ts} +21 -0
  8. package/dist/{create-game-DUAtTqID.js → create-game-CNKXGfpr.js} +270 -47
  9. package/dist/{create-game-C0bPoURs.js → create-game-CbuLWorm.js} +53 -14
  10. package/dist/debug.d.ts +51 -6
  11. package/dist/debug.js +242 -19
  12. package/dist/editor-switch-B0wB_DSr.d.ts +59 -0
  13. package/dist/editor-switch-CAKlJMIY.js +161 -0
  14. package/dist/editor.d.ts +49 -0
  15. package/dist/editor.js +8439 -0
  16. package/dist/{gameplay-Ddk13pQ6.js → gameplay-L05WgWd1.js} +220 -37
  17. package/dist/gameplay.d.ts +1 -1
  18. package/dist/gameplay.js +1 -1
  19. package/dist/index.d.ts +22 -3
  20. package/dist/index.js +2 -2
  21. package/dist/{loader-DILt9PGC.d.ts → loader-B242FF6N.d.ts} +1 -1
  22. package/dist/net.d.ts +1 -1
  23. package/dist/net.js +2 -2
  24. package/dist/{pathfinding-RWYkNKx9.d.ts → pathfinding-BwD974Ss.d.ts} +1 -1
  25. package/dist/{physics-2d-DiVFFlH3.js → physics-2d-CCVTrKOd.js} +62 -2
  26. package/dist/{physics-3d-4mGzOZ2J.js → physics-3d-BZZLtwJu.js} +439 -8
  27. package/dist/react.d.ts +1 -1
  28. package/dist/react.js +1 -1
  29. package/dist/{register-nObreUQR.js → register-BTg0EM7s.js} +35 -3
  30. package/dist/{register-DcHXS1MA.js → register-C44aSduO.js} +5694 -5108
  31. package/dist/{register-CvpSUU3O.js → register-DWcWq4QG.js} +22 -2
  32. package/dist/{register-BFFE1Mh1.js → register-MelqEdza.js} +1 -1
  33. package/dist/test.d.ts +35 -3
  34. package/dist/test.js +104 -10
  35. package/dist/vite.d.ts +53 -1
  36. package/dist/vite.js +94 -2
  37. package/editor/assets/{agent8-DElIPozC.js → agent8-DEVkEa3d.js} +1 -1
  38. package/editor/assets/debug-zGAtpDF0.js +2 -0
  39. package/editor/assets/index-Bx4UtWYY.js +10586 -0
  40. package/editor/index.html +3 -157
  41. package/package.json +3 -2
  42. package/schemas/scene.schema.json +110 -4
  43. package/skills/incanto-3d-models.md +38 -0
  44. package/skills/incanto-assets.md +13 -0
  45. package/skills/incanto-building-3d-games.md +83 -6
  46. package/skills/incanto-editor.md +151 -0
  47. package/skills/incanto-environment.md +88 -1
  48. package/skills/incanto-node-reference.md +35 -1
  49. package/skills/incanto-physics-and-input.md +45 -6
  50. package/skills/incanto-verifying-your-game.md +51 -2
  51. package/templates-app/beacon-isle-3d/docs/project-3d-rules.md +5 -0
  52. package/templates-app/beacon-isle-3d/package.json +1 -1
  53. package/templates-app/tps-3d/docs/project-3d-rules.md +5 -0
  54. package/templates-app/tps-3d/package.json +1 -1
  55. package/templates-app/village-quest-3d/docs/project-3d-rules.md +5 -0
  56. package/templates-app/village-quest-3d/package.json +1 -1
  57. package/editor/assets/index-BrneVqN0.js +0 -8330
  58. package/editor/assets/index-D8QvwvOm.css +0 -1
package/dist/3d.d.ts CHANGED
@@ -1,9 +1,10 @@
1
- import { s as JsonObject } from "./schema-CcoWb32N.js";
2
- import { $ as Node, C as RendererStats, S as GameStats, b as Scheduler, l as PropSchema, n as BehaviorCtor, v as Engine, w as Scene$1 } from "./behavior-CPibUfnH.js";
3
- import { t as LoadSceneOptions } from "./loader-DILt9PGC.js";
1
+ import { i as SceneJson, s as JsonObject } from "./schema-CcoWb32N.js";
2
+ import { $ as Node, C as RendererStats, S as GameStats, b as Scheduler, l as PropSchema, n as BehaviorCtor, v as Engine, w as Scene$1 } from "./behavior-BAc0erXF.js";
3
+ import { t as EditorSwitchOptions } from "./editor-switch-B0wB_DSr.js";
4
+ import { t as LoadSceneOptions } from "./loader-B242FF6N.js";
4
5
  import { t as ParticleSim } from "./particle-sim-CwJ5rI_P.js";
5
- import { n as PathGrid, s as SpatialPose } from "./pathfinding-RWYkNKx9.js";
6
- import { AnimationClip, BufferGeometry, Color, DirectionalLight, InstancedMesh, Mesh, MeshPhysicalMaterial, Object3D, PerspectiveCamera, Scene, ShaderMaterial, Vector3, WebGLRenderer } from "three";
6
+ import { n as PathGrid, s as SpatialPose } from "./pathfinding-BwD974Ss.js";
7
+ import { AnimationClip, AnimationMixer, BufferGeometry, Color, DirectionalLight, Group, InstancedMesh, Mesh, MeshPhysicalMaterial, Object3D, PerspectiveCamera, Scene, ShaderMaterial, Vector3, WebGLRenderer } from "three";
7
8
  import { VRM } from "@pixiv/three-vrm";
8
9
  import { Sky } from "three/examples/jsm/objects/Sky.js";
9
10
  import * as RapierNs from "@dimforge/rapier3d-compat";
@@ -124,13 +125,6 @@ interface SunConsumer3D {
124
125
  /** @internal Called by syncTree when `environment.sky` declares a sun. */
125
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  _applySunDirection(dir: readonly [number, number, number]): void;
126
127
  }
127
- /**
128
- * Base of every 3D node: a JSON-prop transform backed by a `THREE.Object3D`.
129
- *
130
- * Props stay plain JSON (registry/serializer compatible); the renderer layer
131
- * pushes them onto the backing object once per frame (`_syncObject3D`).
132
- * Rotation is in DEGREES in JSON — friendlier for agents and humans.
133
- */
134
128
  declare class Node3D extends Node {
135
129
  static override readonly typeName: string;
136
130
  static readonly props: PropSchema;
@@ -154,6 +148,23 @@ declare class Node3D extends Node {
154
148
  renderOrder: number;
155
149
  /** Named draw-order band; `renderOrder` is the fine offset inside it. */
156
150
  orderGroup: string;
151
+ /**
152
+ * PUT THIS ON THE GROUND. `true` sets the node's Y from the terrain under it
153
+ * at load; a number does the same and lifts it by that many metres (a post
154
+ * whose origin sits at its middle wants half its height).
155
+ *
156
+ * Computing a Y by hand is the single most repeated mistake in scene
157
+ * authoring, and it is not a careless one: the number is right when it is
158
+ * written and wrong the moment anything reshapes the ground — a river carving
159
+ * its bed, a basin, a different seed, a generator that mirrors the carve
160
+ * slightly differently. Every "floating boulder", "buried player" and
161
+ * "bridge posts in mid-air" in this engine's history is that drift.
162
+ *
163
+ * With this the ground is asked at load, in the same frame the terrain is
164
+ * built, and there is nothing to drift from. `null` (default) leaves `y`
165
+ * exactly as authored — for anything that genuinely hangs in the air.
166
+ */
167
+ snapToGround: number | boolean | null;
157
168
  /** What three actually sorts by: band base + renderOrder. */
158
169
  get effectiveRenderOrder(): number;
159
170
  private _object3D;
@@ -165,6 +176,15 @@ declare class Node3D extends Node {
165
176
  */
166
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  _interpPrev: number[] | null;
167
178
  _interpCurr: number[] | null;
179
+ override onReady(): void;
180
+ /**
181
+ * Resolve {@link snapToGround} against the terrain under this node.
182
+ *
183
+ * Ancestor transforms are translation-only here, the same contract heightAt
184
+ * and the physics heightfield already follow, so the world height converts
185
+ * back to a local Y by subtracting the parents' offset.
186
+ */
187
+ applyGroundSnap(): void;
168
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  /** @internal The backing three object (lazily created). */
169
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  _ensureObject3D(): Object3D;
170
190
  /** @internal Override point for subclasses (mesh, camera, light…). */
@@ -262,6 +282,8 @@ declare class Physics3D {
262
282
  private readonly engine;
263
283
  /** Render collider outlines in the GAME view (renderers pick this up). */
264
284
  debugDraw: boolean;
285
+ /** Narrow those outlines to one node's subtree (see DebugLineSource). */
286
+ debugScope: object | null;
265
287
  readonly dimension = "3d";
266
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  private readonly unregisterDebug;
267
289
  private readonly warnedNoCollider;
@@ -281,13 +303,36 @@ declare class Physics3D {
281
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  moveAndSlide(node: CharacterBody3D): void;
282
304
  /** Rapier debug segments (meters). Null while debugDraw is off. */
283
305
  debugLines(): Float32Array | null;
306
+ /**
307
+ * The Rapier bodies a selected node stands for: its own, its descendants',
308
+ * and — when it owns none — the nearest body ABOVE it, so clicking the visual
309
+ * mesh child of a StaticBody3D shows that body's collider rather than nothing.
310
+ */
311
+ private scopedBodies;
284
312
  dispose(): void;
285
313
  private lastStructure;
286
314
  private lastRoot;
287
315
  private readonly jointSet;
288
316
  private readonly joints;
317
+ /** One fixed body per solid scatter field, carrying a collider per row. */
318
+ private readonly scatterBodies;
289
319
  private readonly bodySet;
320
+ /**
321
+ * Give every row of a scatter field its own static collider.
322
+ *
323
+ * A stone field is one node with fifty transforms in it, and a player walking
324
+ * through all fifty is what gives a world away as scenery. All of them hang
325
+ * off ONE fixed body — they never move, so there is nothing to step — and the
326
+ * whole set is rebuilt only when the tree's shape changes.
327
+ */
328
+ private syncScatters;
290
329
  private syncBodies;
330
+ /**
331
+ * Null while a `{"shape":"auto"}` body is waiting on its model — the shape
332
+ * lives in the model's triangles, and there is nothing honest to guess in the
333
+ * meantime. syncBodies runs every step, so the body appears the moment the
334
+ * download lands.
335
+ */
291
336
  private ensureEntry;
292
337
  /** Apply a world-space impulse to a dynamic body (character controllers). */
293
338
  applyImpulse(node: PhysicsBody3D, impulse: [number, number, number]): void;
@@ -374,6 +419,20 @@ interface CreateGame3DOptions {
374
419
  _debugDoc?: {
375
420
  createElement(tag: string): HTMLElement;
376
421
  };
422
+ /**
423
+ * LIVE EDITING: the ☰ debug menu gains "edit this scene", which turns this
424
+ * page into the scene editor — same window, no reload — and the editor's play
425
+ * button turns it back into the game. The scene and the camera survive both
426
+ * crossings.
427
+ *
428
+ * DEFAULTS TO `debug`: a build with the debug overlay is a build someone is
429
+ * working on, and "the scene I am looking at, open in the editor" is what
430
+ * working on it means. It costs nothing until clicked — the editor is a lazy
431
+ * chunk. `false` opts out; `{ open }` loads it yourself (apps that alias
432
+ * incanto to source); `{ save }` makes the editor's save button write your
433
+ * file. Never reachable without `debug` — the ☰ menu is its only entrance.
434
+ */
435
+ editor?: boolean | EditorSwitchOptions;
377
436
  seed?: number;
378
437
  fixedHz?: number;
379
438
  pixelRatio?: number;
@@ -381,6 +440,19 @@ interface CreateGame3DOptions {
381
440
  * (default ON). `false` pins the resolution — screenshots, capture, tests. */
382
441
  adaptiveResolution?: boolean;
383
442
  resolveScene?: LoadSceneOptions["resolveScene"];
443
+ /**
444
+ * Boot progress, for the loading screen an app already has.
445
+ *
446
+ * Assets are only the FIRST half of a boot: building a dressed scene and
447
+ * compiling its GPU programs takes as long again, and a bar that hits 100%
448
+ * on the last downloaded byte then sits there while the world is built is
449
+ * worse than no bar — the player reads "done" and waits anyway.
450
+ *
451
+ * `fraction` runs 0 → 1 across everything this call does, and `label` names
452
+ * the phase ('scene', 'physics', 'renderer', 'shaders', 'ready'). Feed the
453
+ * asset preload into the first half and this into the second.
454
+ */
455
+ onProgress?: (fraction: number, label: string) => void;
384
456
  /** @internal Test seam — replaces the Renderer3D construction. */
385
457
  _rendererFactory?: (engine: Engine, canvas: HTMLCanvasElement) => GameRenderer;
386
458
  /** @internal Test seam — replaces the rAF scheduler. */
@@ -394,10 +466,32 @@ interface GameRenderer {
394
466
  interface Game3D {
395
467
  engine: Engine;
396
468
  scene: Scene$1;
469
+ /**
470
+ * The AUTHORED scene this game booted from — the JSON, not the live tree.
471
+ *
472
+ * A running tree has moved: physics has stepped it, behaviors have spawned
473
+ * into it, the player is somewhere else. Handing that to an editor would
474
+ * make "edit the scene" mean "edit wherever the simulation happens to be",
475
+ * so the source is kept beside the game and handed over unchanged.
476
+ */
477
+ sourceJson: SceneJson;
397
478
  renderer: GameRenderer;
398
479
  physics: Physics3D | null;
399
480
  /** Engine + renderer perf counters in one read (fps/nodes/triangles/…). */
400
481
  stats(): GameStats;
482
+ /**
483
+ * Turn this page into the scene editor, right where the player is standing —
484
+ * what the ☰ debug menu's "edit this scene" calls. Bind it to your own key or
485
+ * button if you want the switch without the overlay.
486
+ *
487
+ * Resolves once the editor has taken the page. The game is disposed on the
488
+ * way out and rebooted when the editor hands it back, so the `Game3D` this
489
+ * was called on is DEAD afterwards — take the new one from the editor's
490
+ * `play` path if you need a handle.
491
+ *
492
+ * `null` when the game was booted with `editor: false` — nothing to open.
493
+ */
494
+ openEditor: (() => Promise<void>) | null;
401
495
  dispose(): void;
402
496
  }
403
497
  /**
@@ -909,6 +1003,12 @@ declare class Flowers3D extends Node3D {
909
1003
  * draping entirely.
910
1004
  */
911
1005
  drape: boolean | null;
1006
+ /**
1007
+ * Keep plants out of standing and running water (default true) — a meadow a
1008
+ * stream runs through has a bank of flowers, not flowers in the current.
1009
+ * Set false for water lilies and marsh planting.
1010
+ */
1011
+ avoidWater: boolean;
912
1012
  /** Drape target: a node path to the Terrain3D. Empty = auto-find the first
913
1013
  * Terrain3D in the tree (the zero-config default when `drape` is on). */
914
1014
  terrain: string;
@@ -1051,6 +1151,14 @@ declare class Foliage3D extends Node3D implements SunConsumer3D {
1051
1151
  * a terrain appears), false disables draping entirely.
1052
1152
  */
1053
1153
  drape: boolean | null;
1154
+ /**
1155
+ * Keep blades out of standing and running water (default true). Grass does
1156
+ * not grow in a stream: any instance whose ground sits under a `Water3D` or
1157
+ * `River3D` surface is dropped, which is what stops a creek that cut its bed
1158
+ * through a meadow from filling with waving blades. Set false for reeds and
1159
+ * paddy fields, where the plant IS in the water.
1160
+ */
1161
+ avoidWater: boolean;
1054
1162
  /** Drape target: a node path to the Terrain3D. Empty = auto-find the first
1055
1163
  * Terrain3D in the tree (the zero-config default when `drape` is on). */
1056
1164
  terrain: string;
@@ -1119,6 +1227,14 @@ declare class Foliage3D extends Node3D implements SunConsumer3D {
1119
1227
  * fraction of instances into a SECOND InstancedMesh of 5-vertex flower
1120
1228
  * heads (white/yellow/violet per instance).
1121
1229
  */
1230
+ /**
1231
+ * Drop the instances standing in water. The ground each blade drapes onto is
1232
+ * already known here, so the test is one question per candidate — and only
1233
+ * the ones a water surface actually covers pay for it.
1234
+ */
1235
+ private dryOnly;
1236
+ /** This field's own world height (the bed sampler works in local Y). */
1237
+ private worldY;
1122
1238
  private buildMeshField;
1123
1239
  /**
1124
1240
  * The meadow's flower sprinkle: ONE extra InstancedMesh of 5-vertex flower
@@ -1247,6 +1363,23 @@ declare class InstancedMesh3D extends Node3D {
1247
1363
  material: MeshMaterialProps;
1248
1364
  castShadow: boolean;
1249
1365
  receiveShadow: boolean;
1366
+ /**
1367
+ * Make the scatter SOLID: `{}` gives every row a collider shaped like the
1368
+ * mesh itself — a faceted `gem` stone collides as that stone's own hull, not
1369
+ * as a ball tucked inside it — sized from `size` × the row's scale.
1370
+ *
1371
+ * A field of fifty boulders a player walks straight through is the tell that
1372
+ * a world is a picture. One fixed body carries all the colliders, so the cost
1373
+ * is a handful of shapes and no per-frame work — these never move.
1374
+ *
1375
+ * `{ shape: 'sphere' | 'box' }` (with `radius`/`size`) opts out into a
1376
+ * cheaper approximation when a rough blocker is genuinely all you want.
1377
+ */
1378
+ collider: {
1379
+ shape?: string;
1380
+ radius?: number;
1381
+ size?: number[];
1382
+ } | null;
1250
1383
  private _transforms;
1251
1384
  private transformsDirty;
1252
1385
  get transforms(): number[][];
@@ -1401,6 +1534,23 @@ declare class ModelInstance3D extends Node3D {
1401
1534
  /** false = play the clip once, then emit `animationFinished`. */
1402
1535
  animationLoop: boolean;
1403
1536
  /**
1537
+ * Playback rate of BOTH animation layers. 1 is the speed the clip was
1538
+ * authored at; 0.5 halves it, 2 doubles it, 0 freezes on the current pose.
1539
+ * Negative plays backwards (a closing door is an opening one reversed).
1540
+ *
1541
+ * Live: changing it retimes the clip already playing, no restart.
1542
+ */
1543
+ animationSpeed: number;
1544
+ /**
1545
+ * Seconds into the clip to start at.
1546
+ *
1547
+ * A row of identical torches all starting at 0 flickers in lockstep and the
1548
+ * eye reads it instantly as "copies". Give each a different offset and the
1549
+ * same clip becomes a crowd. Applied when a clip STARTS (a restart re-seeks),
1550
+ * wrapped into the clip's duration, so any number is legal.
1551
+ */
1552
+ animationOffset: number;
1553
+ /**
1404
1554
  * Two-layer animation: play this clip on the UPPER BODY ONLY (the
1405
1555
  * `upperBodyRoot` bone subtree) while `animation` keeps driving the rest —
1406
1556
  * attack while running, wave while walking. One-shot by default
@@ -1425,7 +1575,21 @@ declare class ModelInstance3D extends Node3D {
1425
1575
  private mountedRef;
1426
1576
  private fittedHeight;
1427
1577
  private fitGroup;
1578
+ /**
1579
+ * @internal The mounted model, or null while the asset is still loading.
1580
+ * Physics reads this to shape a `{"shape":"auto"}` collider on the real
1581
+ * triangles — nothing else may reach into the loaded three graph.
1582
+ */
1583
+ _mountedObject3D(): Group | null;
1428
1584
  private mixer;
1585
+ /** The offset the playing clip was seeked to — re-seek when the prop moves. */
1586
+ private appliedOffset;
1587
+ /** @internal Test seam — the mixer driving this model's clips. */
1588
+ get _mixer(): AnimationMixer | null;
1589
+ /** @internal Test seam — which `animation` key is actually playing. */
1590
+ get _playingClip(): string;
1591
+ /** @internal Test seam — where the base clip currently is, in seconds. */
1592
+ get _currentActionTime(): number;
1429
1593
  private playing;
1430
1594
  private currentAction;
1431
1595
  private playingUpper;
@@ -1555,29 +1719,152 @@ declare class Particles3D extends Node3D {
1555
1719
  private syncParticles;
1556
1720
  }
1557
1721
  //#endregion
1558
- //#region src/3d/water/river.d.ts
1722
+ //#region src/3d/terrain/heightmap.d.ts
1559
1723
  /**
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.
1565
- *
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 —
1569
- *
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
1573
- * vertex carries its own water column (`surfaceY − bed`), the shader fades to
1574
- * 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),
1577
- * which is what makes rapids sit where a channel pinches or tips.
1724
+ * A smooth radial depression carved into the terrain a lake/pond bowl. x/z
1725
+ * are terrain-LOCAL centered meters (the same space `heightAt`/`slopeAt` use);
1726
+ * `radius`/`depth` are meters. The carve is a smoothstep bowl (0 slope at the
1727
+ * rim), so banks blend into the surrounding ground with no cliff.
1578
1728
  */
1729
+ interface BasinSpec {
1730
+ x: number;
1731
+ z: number;
1732
+ radius: number;
1733
+ /** > 0 carves a bowl; < 0 RAISES a smooth dome mound of that height. */
1734
+ depth: number;
1735
+ }
1736
+ /**
1737
+ * A river/road trench carved along a polyline: the line version of a basin.
1738
+ * `width` is the flat bed, `taper` the bank blend beyond it (default: the bed
1739
+ * width again, which is what makes a walkable V instead of a slot).
1740
+ */
1741
+ interface ChannelSpec {
1742
+ path: readonly (readonly number[])[];
1743
+ width: number;
1744
+ depth: number;
1745
+ taper?: number;
1746
+ }
1747
+ interface HeightmapOptions {
1748
+ /** Terrain extent in meters along x. */
1749
+ width: number;
1750
+ /** Terrain extent in meters along z. */
1751
+ depth: number;
1752
+ /** Grid segments along x (vertices = segsX+1). */
1753
+ segsX: number;
1754
+ /** Grid segments along z (vertices = segsZ+1). */
1755
+ segsZ: number;
1756
+ /** Height scale — realized heights land at roughly 3.5–8× this value. */
1757
+ maxHeight: number;
1758
+ /** Integer seed — same seed, same terrain, every machine. */
1759
+ seed: number;
1760
+ /** Detail persistence (amplitude falloff per detail octave). */
1761
+ roughness?: number;
1762
+ /** Detail octave count. */
1763
+ detail?: number;
1764
+ /** Snap-flatten heights within ±0.6 m of maxHeight·flatThreshold. */
1765
+ flatThreshold?: number;
1766
+ /** Curl the border down a quarter circle and floor it at edgeBottom. */
1767
+ islandEdge?: boolean;
1768
+ /** Quarter-circle radius in meters (clamped to [0, 45]). */
1769
+ edgeWrapRadius?: number;
1770
+ /** Floor y at the outermost ring once the wrap completes. */
1771
+ edgeBottom?: number;
1772
+ /** 0..1 — 1 rounds island corners fully, 0 keeps them square-ish. */
1773
+ edgeCornerSmoothness?: number;
1774
+ /** Smooth radial lake/pond bowls carved into the surface (interior basins). */
1775
+ basins?: BasinSpec[];
1776
+ /** River/road trenches carved along polylines (see {@link ChannelSpec}). */
1777
+ channels?: ChannelSpec[];
1778
+ }
1779
+ interface Heightmap {
1780
+ readonly width: number;
1781
+ readonly depth: number;
1782
+ readonly segsX: number;
1783
+ readonly segsZ: number;
1784
+ /**
1785
+ * Vertex heights INCLUDING edge wrap, `(segsX+1)·(segsZ+1)` long, indexed
1786
+ * `iz·(segsX+1)+ix` with x = -width/2 + ix·cell and z = -depth/2 + iz·cell —
1787
+ * exactly a rotateX(-π/2) PlaneGeometry's vertex order.
1788
+ */
1789
+ readonly heights: Float32Array;
1790
+ /** Realized height range EXCLUDING edge wrap — normalizes splat heights. */
1791
+ readonly minHeight: number;
1792
+ readonly maxHeight: number;
1793
+ /** Bilinear height lookup in terrain-local centered meters (clamps outside). */
1794
+ heightAt(x: number, z: number): number;
1795
+ /** Analytic pipeline height WITHOUT edge wrap (splat domain), same coords. */
1796
+ baseHeight(x: number, z: number): number;
1797
+ /** Splat slope at a point: atan(|∇ baseHeight|) via central differences. */
1798
+ slopeAt(x: number, z: number): number;
1799
+ }
1800
+ /** One splat layer: a texture plus the trapezoid ranges that place it. */
1801
+ interface TerrainLayer {
1802
+ /** Base color texture URL. */
1803
+ texture: string;
1804
+ /** Optional tangent-space normal map URL. */
1805
+ normalMap?: string;
1806
+ /** World-UV tiling factor (UV = worldXZ · repeat · 0.1). Default 2. */
1807
+ repeat?: number;
1808
+ /** Normalized [min, max] over the realized height span. Default [0, 1]. */
1809
+ heightRange?: [number, number];
1810
+ /** [min, max] slope in radians (atan of gradient). Default [0, π/2]. */
1811
+ slopeRange?: [number, number];
1812
+ /** Linear falloff width OUTSIDE heightRange (fraction of span). Default 0.1. */
1813
+ heightBlendRange?: number;
1814
+ /** Linear falloff width outside slopeRange (radians). Default 0.1. */
1815
+ slopeBlendRange?: number;
1816
+ /** PBR roughness scalar for this layer. Default 1. */
1817
+ roughness?: number;
1818
+ /** PBR metalness scalar for this layer. Default 0. */
1819
+ metalness?: number;
1820
+ /** Anti-tiling UV jitter strength. Default 0.15. */
1821
+ uvNoiseIntensity?: number;
1822
+ }
1823
+ /**
1824
+ * Build the deterministic heightfield. Heavy (one noise eval per vertex) —
1825
+ * call once and keep the result.
1826
+ */
1827
+ declare function buildHeightmap(opts: HeightmapOptions): Heightmap;
1828
+ /**
1829
+ * Per-vertex splat weights for up to 4 layers. `height01` is the vertex
1830
+ * height normalized over the heightmap's realized (no-wrap) span, `slopeRad`
1831
+ * is `atan(|∇h|)`. Weight = heightTrapezoid · slopeTrapezoid, sharpened by
1832
+ * `pow(w, 1/blendingStrength)`, then normalized to sum 1 — when nothing
1833
+ * matches, layer 0 takes everything. Always returns exactly 4 entries
1834
+ * (missing layers weigh 0).
1835
+ */
1836
+ declare function splatWeights(height01: number, slopeRad: number, layers: readonly TerrainLayer[], blendingStrength?: number): [number, number, number, number];
1837
+ //#endregion
1838
+ //#region src/3d/water/river.d.ts
1579
1839
  /** Terrain height under a LOCAL-frame point, in the same frame's meters. */
1580
1840
  type BedSampler = (x: number, z: number) => number;
1841
+ interface RiverCarveOptions {
1842
+ /** Centreline in the TERRAIN'S local frame (that is where channels live). */
1843
+ path: readonly (readonly number[])[];
1844
+ /** Width profile source→mouth (one entry = constant). */
1845
+ widths: readonly number[];
1846
+ /** Water column at the centreline, meters. */
1847
+ depth: number;
1848
+ /** Terrain cell size in meters — a cut finer than this does not exist. */
1849
+ cell: number;
1850
+ /** Ground height BEFORE this river cut anything. */
1851
+ groundAt: BedSampler;
1852
+ }
1853
+ /**
1854
+ * The trench a river digs for itself, as {@link ChannelSpec}s for Terrain3D.
1855
+ *
1856
+ * Shared on purpose: `River3D` cuts this at load, and anything that has to
1857
+ * PLACE things against the result — a scene generator putting a player, a
1858
+ * bridge and a boulder field on the ground — computes the identical cut
1859
+ * instead of approximating it. A generator that guesses differently spawns the
1860
+ * player inside a hill.
1861
+ *
1862
+ * The floor only ever FALLS. Water does not climb, so a bed that climbs is a
1863
+ * river that stops and buries itself; carrying the running minimum downstream
1864
+ * digs through a rise instead, and the cap keeps that from turning a hill into
1865
+ * a canyon.
1866
+ */
1867
+ declare function riverCarveChannels(opts: RiverCarveOptions): ChannelSpec[];
1581
1868
  /** One arc-length sample of the smoothed centerline. */
1582
1869
  interface PathSample {
1583
1870
  x: number;
@@ -1588,6 +1875,30 @@ interface PathSample {
1588
1875
  /** Meters from the source. */
1589
1876
  along: number;
1590
1877
  }
1878
+ /** One reach where the ribbon could not cover the ground its water stands on. */
1879
+ interface RiverCoverageGap {
1880
+ /** Metres from the source. */
1881
+ along: number;
1882
+ /** What the terrain says is under water at this station. */
1883
+ wettedHalfWidth: number;
1884
+ /** What a ribbon can carry through the bend here. */
1885
+ carriedHalfWidth: number;
1886
+ }
1887
+ /**
1888
+ * Where a river's ribbon falls short of the water it is standing in.
1889
+ *
1890
+ * A swept ribbon has a hard geometric ceiling — it cannot be wider than the
1891
+ * bend it is taking, or its inner edge folds through itself. When the ground
1892
+ * under the surface is wetter than that ceiling allows, the ribbon leaves BARE
1893
+ * CHANNEL FLOOR beside the water, and to a player the creek simply stops in
1894
+ * the middle of its own bed. No amount of shader work fixes it: the surface
1895
+ * really is missing.
1896
+ *
1897
+ * This reports those reaches so a caller can act on them instead of shipping
1898
+ * them. River3D calls it at build time and warns; `incanto/test` exposes it so
1899
+ * a game can gate on it headlessly.
1900
+ */
1901
+ declare function findRiverCoverageGaps(rings: readonly RiverRing[], tolerance?: number): RiverCoverageGap[];
1591
1902
  /** A cross-section station: where the water is, how wide, how fast. */
1592
1903
  interface RiverRing extends PathSample {
1593
1904
  /** The width the author ASKED for (half of it) — nominal, drives current. */
@@ -1595,6 +1906,9 @@ interface RiverRing extends PathSample {
1595
1906
  /** Wetted half-width to the left of the flow: where the ground rises to the
1596
1907
  * surface. This, not {@link halfWidth}, is where the water actually ends. */
1597
1908
  halfLeft: number;
1909
+ /** What the terrain scan asked for before the bend capped it (fit only). */
1910
+ wettedLeft?: number;
1911
+ wettedRight?: number;
1598
1912
  /** Wetted half-width to the right of the flow. */
1599
1913
  halfRight: number;
1600
1914
  /** No bank on that side: the ground never came up to the surface, so the
@@ -1609,6 +1923,26 @@ interface RiverRing extends PathSample {
1609
1923
  /** Surface current in m/s. */
1610
1924
  speed: number;
1611
1925
  }
1926
+ interface RiverRingOptions {
1927
+ path: readonly (readonly number[])[];
1928
+ /** One entry = constant width; several = a profile lerped source→mouth. */
1929
+ widths: readonly number[];
1930
+ /** Water column at the centerline, in meters. */
1931
+ depth: number;
1932
+ /** Reference current in m/s (the mean over the river). */
1933
+ flowSpeed: number;
1934
+ /** Centerline sampling step in meters. */
1935
+ step: number;
1936
+ bedAt: BedSampler;
1937
+ /**
1938
+ * Fit the surface to the ground across the channel — the surface may not
1939
+ * stand above the rim that holds it, and the ribbon ends where the ground
1940
+ * comes up to meet it. Default OFF, because it is meaningful only when
1941
+ * `bedAt` is REAL ground: a river with no terrain under it invents a bed one
1942
+ * `depth` below itself, and there is nothing there to contain or spill it.
1943
+ */
1944
+ fit?: boolean;
1945
+ }
1612
1946
  interface RiverHit {
1613
1947
  /** In the channel: inside the banks AND between source and mouth. */
1614
1948
  inside: boolean;
@@ -1623,11 +1957,57 @@ interface RiverHit {
1623
1957
  speed: number;
1624
1958
  halfWidth: number;
1625
1959
  }
1960
+ /**
1961
+ * Make a traced course fit to carry a river of a given width.
1962
+ *
1963
+ * `traceDownhillPath` follows the steepest descent, which on real terrain
1964
+ * zigzags, kinks and sometimes hooks back within a few metres of a reach it
1965
+ * already ran. A ribbon on such a course cannot be well formed at any width
1966
+ * worth looking at: tight corners fold its inner edge, and a hook stacks two
1967
+ * sheets of water on the same ground. Every symptom of that is a rendering
1968
+ * artifact with no rendering fix.
1969
+ *
1970
+ * So the course is conditioned first, in three steps that are all about the
1971
+ * WIDTH the river will be:
1972
+ * 1. Laplacian passes relax the trace toward a curve whose bends a ribbon of
1973
+ * `halfWidth` can take.
1974
+ * 2. Points closer together than the width are dropped — they only encode
1975
+ * noise at that scale.
1976
+ * 3. The course is CUT where it comes back within two widths of itself: a
1977
+ * creek does not flow over its own reach, and ending is a better answer
1978
+ * than two stacked sheets or a strangled trickle.
1979
+ *
1980
+ * Use it on anything `traceDownhillPath` produces before handing it to River3D.
1981
+ */
1982
+ declare function smoothCourse(path: readonly (readonly number[])[], halfWidth: number, passes?: number): number[][];
1983
+ /**
1984
+ * The centerline station spacing River3D itself uses — EXPORTED so a generator
1985
+ * placing things against the water calls the same derivation. A hardcoded step
1986
+ * puts the generator's stations in different places than the node's; on a
1987
+ * smooth reach nobody notices, on a tight tail the two snap to different rings
1988
+ * and rocks grown for one water stand beside the other.
1989
+ */
1990
+ declare function riverStepFor(widths: readonly number[], depth: number): number;
1991
+ declare function buildRiverRings(opts: RiverRingOptions): RiverRing[];
1992
+ declare function projectToRiver(rings: readonly RiverRing[], x: number, z: number): RiverHit | null;
1626
1993
  /** A place where the river stops flowing and starts falling. */
1627
1994
  interface RiverFall {
1628
1995
  /** Where the water LANDS (local frame) — the plunge point. */
1629
1996
  x: number;
1630
1997
  z: number;
1998
+ /** Where it LEAVES: the lip. A falling sheet hangs from here, not from the
1999
+ * plunge — hanging it downstream is how a curtain ends up floating in the
2000
+ * air past the cliff it should be pouring over. */
2001
+ lipX: number;
2002
+ lipZ: number;
2003
+ /** Water half-width AT THE LIP — a fall is as wide as the water going over
2004
+ * the edge, not as wide as the pool it lands in. */
2005
+ lipHalfWidth: number;
2006
+ /** Downstream direction at the lip. */
2007
+ lipDirX: number;
2008
+ lipDirZ: number;
2009
+ /** Current at the lip — what throws the sheet forward. */
2010
+ lipSpeed: number;
1631
2011
  /** Water surface at the lip and at the base. */
1632
2012
  topY: number;
1633
2013
  baseY: number;
@@ -1746,6 +2126,8 @@ declare class River3D extends Node3D implements SunConsumer3D {
1746
2126
  private bedAt;
1747
2127
  /** Whether the last course was fitted to real ground (see buildRiverRings). */
1748
2128
  private fitted;
2129
+ private bounds;
2130
+ private boundsKey;
1749
2131
  /** Everything standing in the current, rescanned on a slow timer. */
1750
2132
  private rocks;
1751
2133
  private rockScanAt;
@@ -1761,6 +2143,15 @@ declare class River3D extends Node3D implements SunConsumer3D {
1761
2143
  /** Rocks are picked per FRAME (nearest to the eye), scanned on a timer. */
1762
2144
  _onRender3D(ctx: RenderContext3D): void;
1763
2145
  /**
2146
+ * @internal Water surface height over a world point, or null where this
2147
+ * river does not run — the question scattered vegetation asks before it
2148
+ * plants a blade (see {@link WetSurface}).
2149
+ */
2150
+ _waterYAt(x: number, z: number): number | null;
2151
+ /** XZ bounds of the wetted channel, padded by its widest reach. Rebuilt with
2152
+ * the course (the key is the same one the course is derived under). */
2153
+ private ringBounds;
2154
+ /**
1764
2155
  * Where a WORLD point sits in the channel — the query gameplay scripts run
1765
2156
  * (steer a raft, drown a torch, decide a ford is too fast to cross). `null`
1766
2157
  * until the river has been built.
@@ -1802,6 +2193,18 @@ declare class River3D extends Node3D implements SunConsumer3D {
1802
2193
  * Pure CPU work — no three objects — so gameplay can call it any time.
1803
2194
  */
1804
2195
  private ensureCourse;
2196
+ /**
2197
+ * Say so when the course cannot carry the water standing in it.
2198
+ *
2199
+ * A swept ribbon may not be wider than the bend it takes (its inner edge
2200
+ * would fold through itself), so where the ground is wetter than that ceiling
2201
+ * the surface leaves BARE CHANNEL FLOOR — the creek visibly stops in the
2202
+ * middle of its own bed. That is a course/width mismatch the author has to
2203
+ * decide about, and it is invisible from the JSON, so it is said out loud
2204
+ * with the three things that fix it.
2205
+ */
2206
+ private warnUncoveredWater;
2207
+ private warnedCoverage;
1805
2208
  private rebuildIfNeeded;
1806
2209
  private buildMaterial;
1807
2210
  /**
@@ -1834,122 +2237,6 @@ declare class River3D extends Node3D implements SunConsumer3D {
1834
2237
  private sweepBodies;
1835
2238
  }
1836
2239
  //#endregion
1837
- //#region src/3d/terrain/heightmap.d.ts
1838
- /**
1839
- * A smooth radial depression carved into the terrain — a lake/pond bowl. x/z
1840
- * are terrain-LOCAL centered meters (the same space `heightAt`/`slopeAt` use);
1841
- * `radius`/`depth` are meters. The carve is a smoothstep bowl (0 slope at the
1842
- * rim), so banks blend into the surrounding ground with no cliff.
1843
- */
1844
- interface BasinSpec {
1845
- x: number;
1846
- z: number;
1847
- radius: number;
1848
- /** > 0 carves a bowl; < 0 RAISES a smooth dome mound of that height. */
1849
- depth: number;
1850
- }
1851
- /**
1852
- * A river/road trench carved along a polyline: the line version of a basin.
1853
- * `width` is the flat bed, `taper` the bank blend beyond it (default: the bed
1854
- * width again, which is what makes a walkable V instead of a slot).
1855
- */
1856
- interface ChannelSpec {
1857
- path: readonly (readonly number[])[];
1858
- width: number;
1859
- depth: number;
1860
- taper?: number;
1861
- }
1862
- interface HeightmapOptions {
1863
- /** Terrain extent in meters along x. */
1864
- width: number;
1865
- /** Terrain extent in meters along z. */
1866
- depth: number;
1867
- /** Grid segments along x (vertices = segsX+1). */
1868
- segsX: number;
1869
- /** Grid segments along z (vertices = segsZ+1). */
1870
- segsZ: number;
1871
- /** Height scale — realized heights land at roughly 3.5–8× this value. */
1872
- maxHeight: number;
1873
- /** Integer seed — same seed, same terrain, every machine. */
1874
- seed: number;
1875
- /** Detail persistence (amplitude falloff per detail octave). */
1876
- roughness?: number;
1877
- /** Detail octave count. */
1878
- detail?: number;
1879
- /** Snap-flatten heights within ±0.6 m of maxHeight·flatThreshold. */
1880
- flatThreshold?: number;
1881
- /** Curl the border down a quarter circle and floor it at edgeBottom. */
1882
- islandEdge?: boolean;
1883
- /** Quarter-circle radius in meters (clamped to [0, 45]). */
1884
- edgeWrapRadius?: number;
1885
- /** Floor y at the outermost ring once the wrap completes. */
1886
- edgeBottom?: number;
1887
- /** 0..1 — 1 rounds island corners fully, 0 keeps them square-ish. */
1888
- edgeCornerSmoothness?: number;
1889
- /** Smooth radial lake/pond bowls carved into the surface (interior basins). */
1890
- basins?: BasinSpec[];
1891
- /** River/road trenches carved along polylines (see {@link ChannelSpec}). */
1892
- channels?: ChannelSpec[];
1893
- }
1894
- interface Heightmap {
1895
- readonly width: number;
1896
- readonly depth: number;
1897
- readonly segsX: number;
1898
- readonly segsZ: number;
1899
- /**
1900
- * Vertex heights INCLUDING edge wrap, `(segsX+1)·(segsZ+1)` long, indexed
1901
- * `iz·(segsX+1)+ix` with x = -width/2 + ix·cell and z = -depth/2 + iz·cell —
1902
- * exactly a rotateX(-π/2) PlaneGeometry's vertex order.
1903
- */
1904
- readonly heights: Float32Array;
1905
- /** Realized height range EXCLUDING edge wrap — normalizes splat heights. */
1906
- readonly minHeight: number;
1907
- readonly maxHeight: number;
1908
- /** Bilinear height lookup in terrain-local centered meters (clamps outside). */
1909
- heightAt(x: number, z: number): number;
1910
- /** Analytic pipeline height WITHOUT edge wrap (splat domain), same coords. */
1911
- baseHeight(x: number, z: number): number;
1912
- /** Splat slope at a point: atan(|∇ baseHeight|) via central differences. */
1913
- slopeAt(x: number, z: number): number;
1914
- }
1915
- /** One splat layer: a texture plus the trapezoid ranges that place it. */
1916
- interface TerrainLayer {
1917
- /** Base color texture URL. */
1918
- texture: string;
1919
- /** Optional tangent-space normal map URL. */
1920
- normalMap?: string;
1921
- /** World-UV tiling factor (UV = worldXZ · repeat · 0.1). Default 2. */
1922
- repeat?: number;
1923
- /** Normalized [min, max] over the realized height span. Default [0, 1]. */
1924
- heightRange?: [number, number];
1925
- /** [min, max] slope in radians (atan of gradient). Default [0, π/2]. */
1926
- slopeRange?: [number, number];
1927
- /** Linear falloff width OUTSIDE heightRange (fraction of span). Default 0.1. */
1928
- heightBlendRange?: number;
1929
- /** Linear falloff width outside slopeRange (radians). Default 0.1. */
1930
- slopeBlendRange?: number;
1931
- /** PBR roughness scalar for this layer. Default 1. */
1932
- roughness?: number;
1933
- /** PBR metalness scalar for this layer. Default 0. */
1934
- metalness?: number;
1935
- /** Anti-tiling UV jitter strength. Default 0.15. */
1936
- uvNoiseIntensity?: number;
1937
- }
1938
- /**
1939
- * Build the deterministic heightfield. Heavy (one noise eval per vertex) —
1940
- * call once and keep the result.
1941
- */
1942
- declare function buildHeightmap(opts: HeightmapOptions): Heightmap;
1943
- /**
1944
- * Per-vertex splat weights for up to 4 layers. `height01` is the vertex
1945
- * height normalized over the heightmap's realized (no-wrap) span, `slopeRad`
1946
- * is `atan(|∇h|)`. Weight = heightTrapezoid · slopeTrapezoid, sharpened by
1947
- * `pow(w, 1/blendingStrength)`, then normalized to sum 1 — when nothing
1948
- * matches, layer 0 takes everything. Always returns exactly 4 entries
1949
- * (missing layers weigh 0).
1950
- */
1951
- declare function splatWeights(height01: number, slopeRad: number, layers: readonly TerrainLayer[], blendingStrength?: number): [number, number, number, number];
1952
- //#endregion
1953
2240
  //#region src/3d/terrain/themes.d.ts
1954
2241
  /** Valid `Terrain3D.theme` values — drives the prop options AND validateJson. */
1955
2242
  declare const TERRAIN_THEMES: readonly ["island", "alpine", "plains", "desert", "grassland", "forest", "savanna", "snow", "wetland", "volcanic", "custom"];
@@ -2027,6 +2314,10 @@ declare class Terrain3D extends Node3D {
2027
2314
  * dug", and re-loading the scene digs it again.
2028
2315
  */
2029
2316
  private readonly externalChannels;
2317
+ /** Bumped whenever an external channel is cut or released. */
2318
+ private externalRev;
2319
+ /** What the cached heightmap was built from (see shapeUnchanged). */
2320
+ private shapeStamp;
2030
2321
  /**
2031
2322
  * WET SAND band: `{ y, band? }` darkens + glosses the splat in a noisy,
2032
2323
  * breathing band just above height `y` (a waterline) — the trace of the
@@ -2062,6 +2353,9 @@ declare class Terrain3D extends Node3D {
2062
2353
  private allChannels;
2063
2354
  /** @internal The pure heightfield (lazily built — physics pulls this). */
2064
2355
  _heightmap(): Heightmap;
2356
+ /** Cheap guard for the heightmap cache: scalars by value, arrays by identity. */
2357
+ private shapeUnchanged;
2358
+ private rememberShape;
2065
2359
  /** The splat layers in effect — theme preset, or `layers` for 'custom'. */
2066
2360
  resolvedLayers(): TerrainLayer[];
2067
2361
  override _syncObject3D(): void;
@@ -2369,6 +2663,16 @@ declare class Water3D extends Node3D implements RenderHook3D, SunConsumer3D {
2369
2663
  reflectionInterval: number;
2370
2664
  /** Depth-texture shoreline foam — rides the always-on fancy scene pass. */
2371
2665
  foam: boolean;
2666
+ /**
2667
+ * How much sky the surface throws back at grazing angles, 0..1 — `null`
2668
+ * keeps the preset's own ceiling.
2669
+ *
2670
+ * Turn it DOWN when the sky is blown out: a bright overcast reflected at 0.78
2671
+ * is a sheet of white, and a pool doing that next to a River3D (which paints
2672
+ * an AUTHORED sky palette and so never blows out) reads as two unrelated
2673
+ * materials meeting at a line. Turn it up for a mirror-calm lake.
2674
+ */
2675
+ reflectivity: number | null;
2372
2676
  /** Bodies crossing the surface emit signals and raise ripples. */
2373
2677
  interaction: boolean;
2374
2678
  /** Splash WHITEWATER: the shaders paint expanding surface foam where bodies
@@ -2475,6 +2779,9 @@ declare class Water3D extends Node3D implements RenderHook3D, SunConsumer3D {
2475
2779
  private readonly mirrorCamera;
2476
2780
  private readonly mirrorMatrix;
2477
2781
  private lastMirrorAt;
2782
+ /** Camera pose the current mirror image was rendered from (see redraw). */
2783
+ private readonly lastMirrorEye;
2784
+ private readonly lastMirrorQuat;
2478
2785
  protected override _createObject3D(): Object3D;
2479
2786
  override update(dt: number): void;
2480
2787
  override _syncObject3D(): void;
@@ -2534,6 +2841,13 @@ declare class Water3D extends Node3D implements RenderHook3D, SunConsumer3D {
2534
2841
  * the still-water level, which is what a caller comparing heights wants.
2535
2842
  */
2536
2843
  heightAt(x: number, z: number): number;
2844
+ /**
2845
+ * @internal Water surface height over a world point, or null outside this
2846
+ * surface's footprint — what scattered vegetation asks before it plants a
2847
+ * blade (see {@link WetSurface}). The STILL level, not the wave: grass does
2848
+ * not come and go with the swash.
2849
+ */
2850
+ _waterYAt(x: number, z: number): number | null;
2537
2851
  /** Base wave height at world (x, z) — the CPU twin of the active shader.
2538
2852
  * Ripples are excluded on purpose: a splash must not re-trigger itself. */
2539
2853
  private waveOffsetAt;
@@ -2649,6 +2963,11 @@ declare class Renderer3D {
2649
2963
  private readonly loadedAssetScenes;
2650
2964
  /** The scene whose GPU programs have been pre-compiled (warm-up, see render). */
2651
2965
  private compiledScene;
2966
+ /** The camera the last frame drew with — what warmUp compiles against. */
2967
+ private warmCamera;
2968
+ /** Set while a caller intends to run {@link warmUp} instead: the first frame
2969
+ * then compiles only what it actually draws, and the rest goes async. */
2970
+ private deferCompile;
2652
2971
  /** Reused per-frame walk scratch (instance-scoped — never a module global). */
2653
2972
  private readonly syncScratch;
2654
2973
  /** Editors set this: keep syncing `static: true` subtrees every frame. */
@@ -2698,6 +3017,20 @@ declare class Renderer3D {
2698
3017
  * grab, the mirror and the bloom chain follow automatically.
2699
3018
  */
2700
3019
  private governResolution;
3020
+ /**
3021
+ * Compile the scene's GPU programs off the critical path.
3022
+ *
3023
+ * The compile itself is unavoidable — a dressed outdoor scene is 40+ programs
3024
+ * and a driver takes hundreds of milliseconds each (measured: SEVEN SECONDS
3025
+ * for this engine's creek template on macOS/Metal). What is avoidable is
3026
+ * doing it in ONE synchronous block, which freezes the tab and leaves a
3027
+ * loading bar with nothing to say.
3028
+ *
3029
+ * Called by `createGame3D` behind the app's loading screen.
3030
+ */
3031
+ /** @internal Tell the next frame to leave the bulk compile to {@link warmUp}. */
3032
+ deferFirstCompile(): void;
3033
+ warmUp(onProgress?: (fraction: number) => void): Promise<void>;
2701
3034
  private render;
2702
3035
  /**
2703
3036
  * Bloom post pass (only when `environment.bloom` is declared). LDR and safe:
@@ -2743,10 +3076,23 @@ declare class Renderer3D {
2743
3076
  */
2744
3077
  pick(sx: number, sy: number): Node | null;
2745
3078
  /**
2746
- * GPU counters for the LAST rendered frame, straight from three's
2747
- * per-frame-maintained `renderer.info` (render pass + GPU memory).
3079
+ * GPU counters for the last rendered frame — EVERY pass of it, summed (see
3080
+ * the `info.reset()` in `render`), plus GPU memory.
2748
3081
  */
2749
3082
  stats(): RendererStats;
3083
+ /**
3084
+ * Where the last rendered frame was seen FROM.
3085
+ *
3086
+ * Paired with {@link cameraBasis} this is the view on screen — a third-person
3087
+ * rig, a cutscene camera and the editor's free-fly all answer here, which is
3088
+ * what a mode switch needs to carry across so the cut does not read as a
3089
+ * page load.
3090
+ */
3091
+ lastCameraPosition(): {
3092
+ x: number;
3093
+ y: number;
3094
+ z: number;
3095
+ } | null;
2750
3096
  /** The last rendered camera's world-space basis (for screen-plane dragging). */
2751
3097
  cameraBasis(): {
2752
3098
  right: Vector3;
@@ -2899,4 +3245,4 @@ declare function createNavDebugNode(nav: TerrainNav, opts?: {
2899
3245
  name?: string;
2900
3246
  }): InstancedMesh3D;
2901
3247
  //#endregion
2902
- 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 };
3248
+ 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 RiverCoverageGap, type RiverHit, type RiverRing, type RiverRingOptions, 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, buildRiverRings, buildTerrainNav, cameraRelative, createGame3D, createNavDebugNode, enablePhysics3D, findRiverCoverageGaps, horizonColorFromSky, keyboardIntensity, movementState, parseEnvironment3D, projectToRiver, registerNodes3D, resolveFlowerDensity, rigPose, riverCarveChannels, riverStepFor, setEnvironment3D, smoothCourse, splatWeights, sunDirectionFromElevationAzimuth, sunDirectionFromSky, syncTree, terrainThemeLayers, traceDownhillPath };