/** * Render-scoped terrain types. * * Lives outside `body.types.ts` so the headless `sim` surface stays free of * any `three` type dependency. Palette entries reference `THREE.Color` * directly because they are built and consumed exclusively by the render * layer (`core.ts` entry point). */ import type * as THREE from 'three'; /** * Single band of a terrain palette — threshold + world-height + material * appearance. A palette is an ordered array of {@link TerrainLevel}; the * band for a tile is resolved by `elevation < threshold`. */ export interface TerrainLevel { threshold: number; height: number; color: THREE.Color; emissive?: THREE.Color; emissiveIntensity?: number; metalness?: number; roughness?: number; } //# sourceMappingURL=terrain.types.d.ts.map