hex-world
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    Function buildWaterfallSprayGeometry

    • Builds the mist cloud for a set of falls as a single THREE.Points geometry. Every particle is a seed plus its fall's parameters; the whole animation (spawn point, ballistic arc, growth, fade) runs in the spray material's vertex shader from one time uniform, so there is no per-frame CPU cost and no CPU-side particle state to keep in sync with chunk streaming.

      Attributes: position (the impact point), aSeed, aSite (flow direction xz, channel half-width, drop height), and cellIndex for fog-of-war. The bounding sphere is inflated to cover the shader's displacement so frustum culling stays honest.

      Parameters

      Returns BufferGeometry<NormalBufferAttributes, BufferGeometryEventMap> | null