/** * Fluid Trait * * Fluid dynamics simulation using MLS-MPM (GPU) or SPH (CPU fallback). * Supports splash effects, viscosity, and screen-space fluid rendering (SSFR). * * GPU backend: MLS-MPM via WebGPU compute shaders (100K+ particles) * CPU fallback: SPH via FluidSim.ts (~500 particles) * * Reads wind from @weather blackboard when present. * * @version 3.0.0 */ import type { TraitHandler } from '@holoscript/core'; type SimulationMethod = 'mls_mpm' | 'sph' | 'flip' | 'pic' | 'pbf'; type RenderMode = 'ssfr' | 'particles' | 'mesh' | 'marching_cubes' | 'splatting'; interface FluidConfig { method: SimulationMethod; particle_count: number; viscosity: number; surface_tension: number; density: number; gravity: [number, number, number]; render_mode: RenderMode; kernel_radius: number; time_step: number; collision_damping: number; rest_density: number; /** MLS-MPM grid resolution (default: 128) */ grid_resolution: number; /** SSFR render resolution scale (default: 0.5 = half-res) */ resolution_scale: number; /** MLS-MPM bulk modulus / compressibility (default: 50) */ bulk_modulus: number; /** Domain size in world units (default: 10) */ domain_size: number; /** How much @weather wind affects fluid surface (default: 1.0) */ wind_sensitivity: number; /** SSFR absorption color [R, G, B] */ absorption_color: [number, number, number]; /** SSFR absorption strength */ absorption_strength: number; } export declare const fluidHandler: TraitHandler; export default fluidHandler; //# sourceMappingURL=FluidTrait.d.ts.map