Skip to content

eulerjs API / @eulerjs/marine/webgpu / QuadtreeLodOptions

QuadtreeLodOptions ​

Defined in: packages/marine/src/webgpu/QuadtreeLod.ts:13

Extends ​

Properties ​

PropertyTypeDescriptionInherited fromDefined in
capacity?numberRoom for this many nodes. Defaults to 4096.-packages/marine/src/webgpu/QuadtreeLod.ts:34
cellsAcross?numberCells across each node, even. Defaults to 4, which with rangeFactor 4 spaces vertices as RingLod's defaults do.-packages/marine/src/webgpu/QuadtreeLod.ts:17
color?ColorThe colour of the water looked into, lit by the sky. Defaults to a light sea blue: lighter than the open ocean's, which is all but black.SpectralWaterMaterialOptions.colorpackages/marine/src/webgpu/waterMaterial.ts:11
environment?Texture<unknown, TextureEventMap>The sky, as PMREMGenerator makes it, best without the sun's disc in it. Given it, the water is shaded as water looks: a mirror of the sky by Fresnel's law (a fiftieth looking straight down, all of it at grazing angles, so the sea pales toward the horizon), over the deep water's colour, with the sun glinting off it. Without it, it is a MeshPhysicalNodeMaterial lit by the scene's lights and environment.SpectralWaterMaterialOptions.environmentpackages/marine/src/webgpu/waterMaterial.ts:35
finestSpacing?numberMetres between vertices nearest the centre. Defaults to 0.25.-packages/marine/src/webgpu/QuadtreeLod.ts:15
foamAmount?numberHow much of the foam GpuWaveFields keeps is drawn, 0 for none. Defaults to 1.SpectralWaterMaterialOptions.foamAmountpackages/marine/src/webgpu/waterMaterial.ts:17
foamLowest?numberHow far down a wave foam reaches before it is gone, as a height over half the significant wave height: 0, the still water's level; 0.5, halfway up a typical crest. Defaults to -0.15, a little below it, so foam trails a way down the backs of the waves.SpectralWaterMaterialOptions.foamLowestpackages/marine/src/webgpu/waterMaterial.ts:27
foamPeakBoost?numberHow many times more foam there is on a wave's peak than its Jacobian alone makes. Defaults to 2.8.SpectralWaterMaterialOptions.foamPeakBoostpackages/marine/src/webgpu/waterMaterial.ts:21
foamSubtract?readonly number[]Taken off each patch's foam, from the largest, before they are added up: to clear the faint foam a patch leaves all over. Defaults to none.SpectralWaterMaterialOptions.foamSubtractpackages/marine/src/webgpu/waterMaterial.ts:19
levelCount?numberSizes of node, each twice the one before. Defaults to 19: nodes from 1 m to 262 km, the root around the centre's and those around it reaching as far as RingLod's defaults.-packages/marine/src/webgpu/QuadtreeLod.ts:19
rangeFactor?numberA node splits into four when the centre comes within this many times its size. A node can reach this many times its size and its parent's diagonal from the centre, and its coarser neighbour must not have begun to morph there, or the two crack apart: at least √2 / (2 × 0.7 - 1), about 3.54. Defaults to 4.-packages/marine/src/webgpu/QuadtreeLod.ts:26
scatter?numberHow much light the water scatters back, 0 for none. Defaults to 1.SpectralWaterMaterialOptions.scatterpackages/marine/src/webgpu/waterMaterial.ts:15
scatterColor?ColorThe colour of the light the water scatters back, brightest through the crests and looked into toward the sun. Defaults to a turquoise.SpectralWaterMaterialOptions.scatterColorpackages/marine/src/webgpu/waterMaterial.ts:13
sunColor?ColorThe glint's colour and brightness, with environment: the sun is far brighter than the sky. Defaults to a warm white, 150.SpectralWaterMaterialOptions.sunColorpackages/marine/src/webgpu/waterMaterial.ts:39
sunDirection?Vector3Toward the sun, for its glint, with environment. Defaults to straight up.SpectralWaterMaterialOptions.sunDirectionpackages/marine/src/webgpu/waterMaterial.ts:37
sunLight?ColorThe sun's light on the water, which it scatters back and lights the foam with, with environment. Defaults to a warm white, 2.5.SpectralWaterMaterialOptions.sunLightpackages/marine/src/webgpu/waterMaterial.ts:41
waveBound?numberHow far above and below sea level, and to the side, the waves can move the surface, for culling nodes out of view. Defaults to following the sea: its significant wave height times one and its choppiness, and a metre.-packages/marine/src/webgpu/QuadtreeLod.ts:32

Released under the MIT License.