eulerjs API / @eulerjs/marine / WaterMeshOptions
WaterMeshOptions
Defined in: packages/marine/src/three/WaterMesh.ts:18
Properties
| Property | Type | Description | Defined 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? | number | Waves 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? | number | How strongly the slope of faded-out waves turns into roughness; 0 disables it. Defaults to 1. | packages/marine/src/three/WaterMesh.ts:42 |
chunkCount? | number | Chunks along each side of the grid (even). Defaults to 8. | packages/marine/src/three/WaterMesh.ts:31 |
chunkDropOff? | number | How much coarser each ring of chunks is than the ring inside it. Defaults to 1.25. | packages/marine/src/three/WaterMesh.ts:33 |
chunkSize? | number | Edge 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? | MeshPhysicalMaterialParameters | Overrides 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? | World | The 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 |
