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# OpenSpec Change: enterprise-gaming-r3f-water
- **Change ID**: enterprise-gaming-r3f-water
- **Package**: `@suaveplan/r3f-water`
- **Category**: gaming/scene
- **Target path**: `gaming/scene/r3f-water`
- **Status**: PROPOSED
- **Date**: 2026-04-24
- **Reference spec**: `/mnt/s/web/suaveplan/enterprise/r3f-water.md`
---
## Summary
Deliver `@suaveplan/r3f-water` on the genesis branch from scratch at enterprise quality. The package provides water rendering and ocean simulation for React Three Fiber. A tiled plane mesh samples a Gerstner wave sum for animated surface displacement; a custom shader handles Fresnel reflections, refractive depth coloring, foam near shorelines (depth texture comparison), and specular highlights. An `Ocean` component wraps a configurable wave parameter set; a `WaterPlane` component handles simpler inland water. Genesis adds Zod wave config schemas, structured errors, and 100% coverage.
---
## Available workspace deps
`@suaveplan/error`, `@suaveplan/types`, react, `@react-three/fiber`, `@react-three/drei`, three.
---
## Public API surface
```ts
function Ocean(props: OceanProps): JSX.Element
// waves: GerstnerWave[], tileSize, color, foamColor, windDirection
function WaterPlane(props: WaterPlaneProps): JSX.Element
// width, height, color, opacity, reflectionMap
interface GerstnerWave {
direction: [number, number]
amplitude: number
steepness: number
wavelength: number
}
function useWaterHeight(x: number, z: number, time: number): number
```
---
## File layout
```text
gaming/scene/r3f-water/
package.json / tsconfig.json / vitest.config.ts
src/
index.ts / error-codes.ts / constants/index.ts
types/common.ts + md
shaders/
ocean.vert.ts + ocean.frag.ts
utils/
gerstner.ts + md + test
components/
Ocean/ (tsx + md + test + stories + index)
WaterPlane/ (tsx + md + test + stories + index)
hooks/use-water-height.ts + md + test
tests/integration.test.ts
```

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# Tasks: enterprise-gaming-r3f-water
## 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-water/` (`@suaveplan/r3f-water`, `0.1.0`, `sideEffects: false`)
## Phase 2 — Types + Gerstner math
- [ ] `src/utils/gerstner.ts` — wave height sum at (x, z, t)
- [ ] Tests + docs
## Phase 3 — Shaders
- [ ] Ocean vertex/fragment shaders (Fresnel, foam, depth color)
## Phase 4 — Components + stories
- [ ] `WaterPlane` — simple flat reflective water
- [ ] `Ocean` — Gerstner-animated mesh + custom shader material
## Phase 5 — `useWaterHeight` hook
- [ ] Tests + docs
## Phase 6 — Pre-publish gate
- [ ] `bunx turbo lint typecheck test --filter=@suaveplan/r3f-water` green
- [ ] 100% coverage
- [ ] Publish: `bun scripts/publish.ts --package @suaveplan/r3f-water`