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# OpenSpec Change: enterprise-gaming-r3f-vegetation
- **Change ID**: enterprise-gaming-r3f-vegetation
- **Package**: `@suaveplan/r3f-vegetation`
- **Category**: gaming/scene
- **Target path**: `gaming/scene/r3f-vegetation`
- **Status**: PROPOSED
- **Date**: 2026-04-24
- **Reference spec**: `/mnt/s/web/suaveplan/enterprise/r3f-vegetation.md`
---
## Summary
Deliver `@suaveplan/r3f-vegetation` on the genesis branch from scratch at enterprise quality. The package provides R3F procedural vegetation with biome rules, LOD, and instanced placement. An `InstancedMesh`-backed placement engine scatters trees, grass, and rocks according to configurable biome rules (height/slope thresholds → vegetation type); LOD reduces instance count at distance; a wind animation vertex shader applies sinusoidal sway. Genesis adds Zod biome config schemas, structured errors, OTel instance-count gauge, and 100% coverage.
---
## Available workspace deps
`@suaveplan/error`, `@suaveplan/types`, `@suaveplan/r3f-terrain`, react, `@react-three/fiber`, `@react-three/drei`, three.
---
## Public API surface
```ts
function Vegetation(props: VegetationProps): JSX.Element
// biomeRules, density, maxDistance, windStrength
function VegetationLayer(props: VegetationLayerProps): JSX.Element
// type, mesh, count, scatterRadius
function useVegetation(): VegetationCon```text
---
## File layout
```text
gaming/scene/r3f-vegetation/
package.json / tsconfig.json / vitest.config.ts
src/
index.ts / error-codes.ts / constants/index.ts
types/common.ts + md
core/
biome-rules/ (ts + md + test + index)
instance-placer/ (ts + md + types + test + index)
shaders/
wind.glsl + wind.ts (glsl string export)
components/
Vegetation/ (tsx + md + test + stories + index)
VegetationLayer/ (tsx + md + test + stories + index)
hooks/use-vegetation.ts + md + test
tests/integration.test.ts
```

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# Tasks: enterprise-gaming-r3f-vegetation
## 0. Pre-flight (non-negotiable)
- [ ] 0.1 Confirm clean working tree (`git status` reports nothing) and no in-flight worktrees with uncommitted work (`git worktree list` then `git status` in each)
- [ ] 0.2 If any worktrees exist under `.claude/worktrees/`, account for each one: still-active agent, work-pending-merge, or stale-and-prune. Stale worktrees MUST be removed (`git worktree remove`) before opening a new one — code that has been lost twice on main is the failure mode this guards against.
- [ ] 0.3 Confirm the package set in `MANIFEST.md` matches `find packages -maxdepth 3 -name package.json` count. Drift here means a prior change archived without regenerating the manifest.
## Phase 1 — Scaffold
- [ ] Create `gaming/scene/r3f-vegetation/` (`@suaveplan/r3f-vegetation`, `0.1.0`, `sideEffects: false`)
## Phase 2 — Types + error codes + biome rules
- [ ] `src/types/common.ts` + biome rule schema + types
## Phase 3 — Instance placer
- [ ] Poisson-disk / random scatter with height/slope filtering from terrain height-sample
- [ ] Tests + docs
## Phase 4 — Wind shader
- [ ] GLSL wind sway vertex shader as TS string constant
## Phase 5 — Components + stories
- [ ] `VegetationLayer` — single vegetation type instanced
- [ ] `Vegetation` — all biome layers composed
## Phase 6 — Pre-publish gate
- [ ] `bunx turbo lint typecheck test --filter=@suaveplan/r3f-vegetation` green
- [ ] 100% coverage
- [ ] Publish: `bun scripts/publish.ts --package @suaveplan/r3f-vegetation`