@equinor/videx-3d
    Preparing search index...

    Type Alias TrajectoryProps

    TrajectoryProps: CommonComponentProps & CustomMaterialProps & {
        color?: string;
        colorIntervals?: TrajectoryColorInterval[];
        depthInterval?: number;
        depthMarkerColor?: string;
        depthMarkerColorMode?: ContourColorMode;
        depthMarkerColorModeFactor?: number;
        depthMarkerOffset?: number;
        depthMarkers?: boolean;
        depthMarkerWidth?: number;
        highlightBlending?: Blending;
        highlightColor?: string;
        highlightOpacity?: number;
        lodDistance?: number;
        lowRadialSegments?: number;
        map?: Texture;
        mapUvUnits?: "normalized" | "world";
        minPixelRadius?: number;
        opacity?: number;
        priority?: number;
        radialSegments?: number;
        radius?: number;
        shadingColor?: string;
        shadingFalloff?: number;
        shadingStrength?: number;
    }

    Trajectory props

    Type Declaration

    • Optionalcolor?: string
    • OptionalcolorIntervals?: TrajectoryColorInterval[]

      Data-driven interval colouring: an array of measured-depth (MSL) intervals, each { from, to, color }, that recolour the tube where a point falls inside an interval (outside every interval the base color is used). Intended for colouring a trajectory by data instead of a single diffuse colour. Colours are de-duplicated internally, so many intervals may share a colour cheaply. Memoize the array — a new reference rebuilds the interval textures.

    • OptionaldepthInterval?: number

      Spacing between depth markers in metres. Default 100.

    • OptionaldepthMarkerColor?: string

      Depth-marker colour used by the mixed colour mode. Default black.

    • OptionaldepthMarkerColorMode?: ContourColorMode

      How depth markers modulate the tube colour (mirrors the Surface contour modes): darken / lighten / mixed. Default ContourColorMode.darken.

    • OptionaldepthMarkerColorModeFactor?: number

      Depth-marker modulation strength (0..1). Default 0.5.

    • OptionaldepthMarkerOffset?: number

      Metre offset applied to the MSL datum used by the depth markers (e.g. set to the RT elevation or a kickoff depth to align the marker grid to that reference). Default 0.

    • OptionaldepthMarkers?: boolean

      Draw depth-marker lines along the tube (measured depth, MSL).

    • OptionaldepthMarkerWidth?: number

      Depth-marker band thickness in metres, centred on each interval. Default 1.

    • OptionalhighlightBlending?: Blending

      Blend mode for the highlight ghost. AdditiveBlending (the default) glows on dark scenes but washes out on light ones; use NormalBlending (with highlightOpacity < 1) for a solid overlay that reads on any background.

    • OptionalhighlightColor?: string

      Highlight (ghost) colour used by the Highlighter on hover/selection.

    • OptionalhighlightOpacity?: number

      Highlight (ghost) opacity (0..1). Together with highlightBlending this tunes how strongly the hover/selection effect reads against a given background. Default 1.

    • OptionallodDistance?: number

      Camera distance (from DistanceContext) below which the high LOD is used.

    • OptionallowRadialSegments?: number

      Radial resolution of the low (field-scale) LOD.

    • Optionalmap?: Texture

      Optional albedo texture applied to the tube (combined with color: the tube centre reads as color x texel). The trajectory is unlit, so only a colour map is supported.

    • OptionalmapUvUnits?: "normalized" | "world"

      UV units for map: 'normalized' (azimuth 0..1 around x curve position 0..1 along, so the texture fits the whole well) or 'world' (circumference metres x measured-depth metres, so map.repeat sets a world-consistent texel density). Default 'normalized'.

    • OptionalminPixelRadius?: number

      Screen-space floor so the tube never thins below this many pixels.

    • Optionalopacity?: number

      Opacity (1 = opaque, the default). Values < 1 render semi-transparent.

    • Optionalpriority?: number
    • OptionalradialSegments?: number

      Radial resolution of the high LOD.

    • Optionalradius?: number

      Real-world tube radius in metres. Applied as a shader uniform (no rebuild).

    • OptionalshadingColor?: string

      Colour the silhouette darkens toward (default black = a darker same-hue diffuse).

    • OptionalshadingFalloff?: number

      Rim shading exponent. The tube centre is always EXACTLY the diffuse colour; this shapes how the darkening rises toward the silhouette: higher = darkening hugs the edge (broad exact-colour front), lower = spreads inward. Default 2.

    • OptionalshadingStrength?: number

      Silhouette darkening amount (0 = flat, 1 = full). Default 0.6.