Taos API Reference
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    Interface WaterBodyDoc

    A finite water body (lake + rivers) on a terrain (see taos/terrain). The owning GameObject's position is the water: its Y is the base surface level, its XZ the center of the depth cache and clip disc.

    interface WaterBodyDoc {
        type: "WaterBody";
        cacheSize?: number;
        cacheResolution?: number;
        clipRadius?: number;
        clipFeather?: number;
        windSpeed?: number;
        windDirectionDeg?: number;
        rippleStrength?: number;
        waveChop?: number;
        scatterBase?: [number, number, number];
        scatterGrazing?: [number, number, number];
        scatterShallow?: [number, number, number];
        shallowDepthMax?: number;
        depthFogDensity?: [number, number, number];
        skyIntensity?: number;
        shorelineBlendDepth?: number;
        shorelineClipDepth?: number;
        foamStrength?: number;
        splines?: WaterSplineDoc[];
    }
    Index

    Properties

    type: "WaterBody"
    cacheSize?: number

    Side length (m) of the seabed depth-cache rect.

    cacheResolution?: number

    Depth-cache texture resolution.

    clipRadius?: number

    Keep-clip disc radius (m) bounding the body; 0 = unbounded.

    clipFeather?: number

    Clip-disc edge feather (m).

    windSpeed?: number

    Wind speed (m/s) driving the ripple spectrum.

    windDirectionDeg?: number

    Wind direction in degrees (0 = +X, counter-clockwise).

    rippleStrength?: number

    Ripple displacement strength.

    waveChop?: number

    Horizontal wave chop.

    scatterBase?: [number, number, number]

    Scatter colour at normal incidence.

    scatterGrazing?: [number, number, number]

    Scatter colour at grazing angles.

    scatterShallow?: [number, number, number]

    Scatter colour over shallow beds.

    shallowDepthMax?: number

    Water depth (m) at which the shallow colour fades out.

    depthFogDensity?: [number, number, number]

    Through-water fog density per channel.

    skyIntensity?: number

    Sky-reflection intensity.

    shorelineBlendDepth?: number

    Surface alpha ramps 0→1 over this water column (m); 0 disables.

    shorelineClipDepth?: number

    Hard shoreline cut below this water column (m); 0 disables.

    foamStrength?: number

    Wave-foam sim strength; 0 = foam off (calm inland water).

    splines?: WaterSplineDoc[]

    Authored river/stream splines.