Taos API Reference
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    Interface OceanWaterSpline

    One authored water spline: a center-line of [x, surfaceY, z] points (surfaceY = ABSOLUTE world height of the water surface there — what a level designer reads off the terrain), plus the strip shape.

    interface OceanWaterSpline {
        points: readonly (readonly [number, number, number])[];
        width: number;
        feather?: number;
        step?: number;
        flow?: boolean | OceanWaterSplineFlow;
    }
    Index

    Properties

    points: readonly (readonly [number, number, number])[]

    Center-line points as [x, surfaceY, z], ordered source → mouth (the flow direction is point i → point i+1).

    width: number

    Full strip width (m). Rivers want the WET channel width, not the gorge width.

    feather?: number

    Edge feather (m). Keep it well inside the banks — a narrow river's wet channel is only a few meters wide, so a wide fade sinks the water exactly where it should show. Default 30% of the half width.

    step?: number

    Target subdivided link length (m). Default 6.

    flow?: boolean | OceanWaterSplineFlow

    Derive flow segments along the spline (surface-detail advection). true for defaults, or an options object.