hex-world
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    Interface WaterfallSite

    One rendered waterfall: the cliff edge a river channel pours over, resolved to the world-space anchor its spray and plunge pool are built around.

    Produced by findWaterfalls, which mirrors the waterfall branch of buildRiverGeometry exactly — including the terrain-matched vertex perturbation — so the base point really is where the falling sheet lands.

    interface WaterfallSite {
        col: number;
        row: number;
        edge: number;
        cellIndex: number;
        baseCellIndex: number;
        baseX: number;
        baseY: number;
        baseZ: number;
        topY: number;
        width: number;
        drop: number;
        dirX: number;
        dirZ: number;
        flow: number;
    }
    Index

    Properties

    col: number

    Cell the water falls FROM (the lip).

    row: number
    edge: number

    Edge index (0–5) the river leaves through — the cliff edge.

    cellIndex: number

    row * map.width + col of the lip cell — the fog-of-war cell index.

    baseCellIndex: number

    Cell index of the cell the water lands in (the lip's downstream neighbor).

    baseX: number

    World-space point where the sheet lands, centered across the channel.

    baseY: number
    baseZ: number
    topY: number

    World Y of the cliff lip — the channel surface the sheet leaves from.

    width: number

    Sheet width at the base, world units.

    drop: number

    Vertical drop, world units (topY - baseY); always ≥ cliffThreshold × elevationScale.

    dirX: number

    Unit XZ flow direction, lip → base.

    dirZ: number
    flow: number

    Accumulated flow at the lip cell (≥ 1); 1 when no flow map was supplied.