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eulerjs API / @eulerjs/marine / WaterMeshOptions

WaterMeshOptions ​

Defined in: packages/marine/src/three/WaterMesh.ts:18

Properties ​

PropertyTypeDescriptionDefined in
antialiasFullSamplesPerPeriod?number...and waves are fully shaded from this many pixels per period. Defaults to 4.packages/marine/src/three/WaterMesh.ts:40
antialiasMinSamplesPerPeriod?numberWaves covering fewer than this many pixels per period are dropped from the shading normal and their slope is turned into roughness instead. Defaults to 2...packages/marine/src/three/WaterMesh.ts:38
antialiasRoughness?numberHow strongly the slope of faded-out waves turns into roughness; 0 disables it. Defaults to 1.packages/marine/src/three/WaterMesh.ts:42
chunkCount?numberChunks along each side of the grid (even). Defaults to 8.packages/marine/src/three/WaterMesh.ts:31
chunkDropOff?numberHow much coarser each ring of chunks is than the ring inside it. Defaults to 1.25.packages/marine/src/three/WaterMesh.ts:33
chunkSize?numberEdge length of one chunk, in metres. Defaults to 150.packages/marine/src/three/WaterMesh.ts:29
follow?Object3D<Object3DEventMap>The mesh stays centred under this object, moving in steps of lod.snapStep.packages/marine/src/three/WaterMesh.ts:20
material?MeshPhysicalMaterialParametersOverrides for the water's MeshPhysicalMaterial.packages/marine/src/three/WaterMesh.ts:44
normalMap?Texture<unknown, TextureEventMap>Tiling texture for fine ripples, used as a bump map that drifts with time.packages/marine/src/three/WaterMesh.ts:27
world?WorldThe world the water belongs to. With it, the mesh animates itself every render at world.renderTime, in step with the bodies, and you never call update.packages/marine/src/three/WaterMesh.ts:25

Released under the MIT License.