@equinor/videx-3d
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    Type Alias OceanProps

    OceanProps: CommonComponentProps & CustomMaterialProps & {
        amplitude?: number;
        bedGeometry?: BufferGeometry;
        bedVisible?: boolean;
        bodyFogDensity?: number;
        bodyGeometry?: BufferGeometry;
        bodyMaxOpacity?: number;
        bodyShimmer?: number;
        bodyVisible?: boolean;
        children?: ReactNode;
        deepColor?: string;
        detailOctaves?: number;
        detailScale?: number;
        detailStrength?: number;
        directionalSpread?: number;
        displacement?: boolean;
        foamAmount?: number;
        foamColor?: string;
        fresnelPower?: number;
        geometry: BufferGeometry;
        horizonColor?: string;
        opacity?: number;
        reflectionIntensity?: number;
        seaBedColor?: string;
        seaBedDuneDirection?: Vec2;
        seaBedDuneSharpness?: number;
        seaBedDuneStrength?: number;
        seaBedDuneWavelength?: number;
        seaBedOpacity?: number;
        seaBedWaterTint?: number;
        shallowColor?: string;
        skyColor?: string;
        steepness?: number;
        sunColor?: string;
        sunDirection?: Vec3;
        sunShininess?: number;
        surfaceVisible?: boolean;
        tonalColor?: string;
        tonalScale?: number;
        tonalSharpness?: number;
        tonalVariation?: number;
        waterOpacity?: number;
        waveCount?: number;
        windDirection?: Vec2;
        windSpeed?: number;
        wireframe?: boolean;
    }

    Ocean props

    Type Declaration

    • Optionalamplitude?: number

      Wave height multiplier on top of the spectrum's physical Hs.

    • OptionalbedGeometry?: BufferGeometry

      Optional sea-bed geometry, e.g. createOceanBox(...).bed. When provided, it is rendered as a separate sun-shaded mesh below the surface.

    • OptionalbedVisible?: boolean

      Toggles visibility of the sea-bed mesh. Only has an effect when bedGeometry is provided. Default true.

    • OptionalbodyFogDensity?: number

      Per-meter tint build-up of the water body. Only used when bodyGeometry is provided.

    • OptionalbodyGeometry?: BufferGeometry

      Optional water-body (side walls) geometry, e.g. createOceanBox(...).body. When provided, it is rendered as a separate, double-sided, transparent-blue volume mesh so the water reads as a body.

    • OptionalbodyMaxOpacity?: number

      Densest water-body tint reached far through the water (0..1).

    • OptionalbodyShimmer?: number

      Animated shimmer amount of the water body, 0 = off.

    • OptionalbodyVisible?: boolean

      Toggles visibility of the water-body (side walls) mesh. Only has an effect when bodyGeometry is provided. Default true.

    • Optionalchildren?: ReactNode

      Children rendered inside the ocean's group, in its local frame. They receive an OceanSampler via context (see useOceanSampler / useBuoyancy) so floating objects (e.g. a vessel) can follow the waves.

    • OptionaldeepColor?: string

      Deep water colour (seen looking straight down).

    • OptionaldetailOctaves?: number

      Number of FBM micro-ripple octaves (compile-time).

    • OptionaldetailScale?: number

      Micro-ripple frequency (waves per world unit) for close-up detail.

    • OptionaldetailStrength?: number

      Micro-ripple normal strength.

    • OptionaldirectionalSpread?: number

      Angular spread (radians) of the wave directions around the wind.

    • Optionaldisplacement?: boolean

      Enables vertex displacement (false = off / flat, per-pixel normals only). Off by default; at oilfield scale real displacement is imperceptible except very close to the surface, where only the longest swells displace. Mainly useful to let floating objects follow the surface height.

    • OptionalfoamAmount?: number

      Foam amount, 0 = none.

    • OptionalfoamColor?: string

      Foam colour.

    • OptionalfresnelPower?: number

      Fresnel exponent (higher = reflections concentrated near the horizon).

    • geometry: BufferGeometry

      Geometry to render as the ocean surface. Typically a large plane lying in the world X/Z plane at sea level (e.g. createOceanBox(...).surface). All wave/foam animation is evaluated in world coordinates, so tiled/patched geometry aligns seamlessly.

    • OptionalhorizonColor?: string

      Horizon sky colour used for the procedural reflection.

    • Optionalopacity?: number

      Master opacity multiplier (also drives OIT routing).

    • OptionalreflectionIntensity?: number

      Reflection intensity multiplier.

    • OptionalseaBedColor?: string

      Sea-bed base (sandy/yellowish) colour. Only used when bedGeometry is provided. Default #b8a06a.

    • OptionalseaBedDuneDirection?: Vec2

      Sand-dune ridge direction in world X/Z. Only used when bedGeometry is provided. Default [1, 0.6].

    • OptionalseaBedDuneSharpness?: number

      Extra sand-dune crest/trough albedo banding (0 = off). Only used when bedGeometry is provided. Lightens the dune crests and darkens the troughs on top of the relief shading for a stronger depth cue; fades out far away like the rest of the dune detail. Default 0.

    • OptionalseaBedDuneStrength?: number

      Sea-bed sand-dune relief strength (0 = off). Only used when bedGeometry is provided. Perturbs the bed's shading normal by a procedural, footprint-anti-aliased dune height field, adding a subtle sense of depth and scale that resolves up close and fades to flat far out. Default 0.15.

    • OptionalseaBedDuneWavelength?: number

      Base sand-dune crest spacing in meters. Only used when bedGeometry is provided. Default 180.

    • OptionalseaBedOpacity?: number

      Sea-bed opacity (0..1). Only used when bedGeometry is provided. The sea bed is OIT-routed, so values below 1 let the subsurface geometry below it show through; 1 (default) makes it a solid occluder.

    • OptionalseaBedWaterTint?: number

      Strength of the water-colour tint applied to the water-facing (top) side of the sea bed (0..1). Only used when bedGeometry is provided.

    • OptionalshallowColor?: string

      Shallow/scatter water colour (seen at grazing angles).

    • OptionalskyColor?: string

      Zenith sky colour used for the procedural reflection.

    • Optionalsteepness?: number

      Apparent surface choppiness (normal exaggeration / Gerstner sharpness).

    • OptionalsunColor?: string

      Sun colour.

    • OptionalsunDirection?: Vec3

      Sun direction in world space (specular highlight + reflected glow).

    • OptionalsunShininess?: number

      Sun specular shininess exponent.

    • OptionalsurfaceVisible?: boolean

      Toggles visibility of the water-surface mesh. Default true.

    • OptionaltonalColor?: string

      Colour the water drifts toward in the tonal variation (current / algae / pollution tint).

    • OptionaltonalScale?: number

      Approximate size of the tonal variation patches, in kilometers.

    • OptionaltonalSharpness?: number

      Crispness of the tonal variation patch edges (0 = soft, 1 = hard).

    • OptionaltonalVariation?: number

      Strength of the large-scale tonal variation (currents / slicks), 0 = off.

    • OptionalwaterOpacity?: number

      Base body opacity looking straight down (0 = clear, 1 = opaque).

    • OptionalwaveCount?: number

      Number of summed spectral wave components (compile-time).

    • OptionalwindDirection?: Vec2

      Wind direction in world X/Z (drives wave + foam direction).

    • OptionalwindSpeed?: number

      Wind speed in m/s (U10). Primary driver of the sea state: wave height, wavelength and foam all follow North-Sea JONSWAP/Pierson-Moskowitz relations (e.g. ~10 m/s ⇒ Hs ~ 2.1 m, peak wavelength ~ 88 m).

    • Optionalwireframe?: boolean

      Debug: render all ocean materials (surface, body, sea bed) as wireframe.