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Introduce GPU-accelerated hydro flow particle simulation with stream-order- aware rendering, trail visualization, and accumulation-scaled particle sizing. New HydroState subsystem follows the composed viewer pattern. Trinidad example now launches with hydro=True.
…on rasterization - Burn Overture waterway LineStrings and Polygons into DEM before D8 computation so flow routes through known channels (quickstart) - Add distance-to-ocean gradient and channel burning pass for better coastal drainage and stream connectivity - Toggle hydro (Shift+Y) now switches to stream_link overlay with water reflection shader, restoring previous layer on OFF - Rasterize waterway Polygons (lakes/reservoirs) via scanline fill in both engine and quickstart, not just LineStrings - Burn waterway features into stream_link and stream_order grids so they render with the unified water shader - Update stream order palette to blue gradient (8 levels) and remove HDR emissive boost for natural water appearance - Reduce default hydro particle count to 12k and min render depth to 1m
Add _trace_tributaries_flow_path() using xrspatial flow_path to trace waterway-seeded channels and headwater tributaries into the stream network. Add coast_distance parameter using xrspatial surface_distance for terrain-aware 3D Dijkstra distance from coastline.
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Summary
HydroStatesubsystem (rtxpy/viewer/hydro.py) following the composed viewer patternhydro_dataparameter throughaccessor.explore(),quickstart(), andengine.pyhydro=TrueTest plan
python examples/trinidad.pyand verify hydro flow particles render on terrain