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

    Type Alias OceanBoxFromPolygonOptions

    type OceanBoxFromPolygonOptions = {
        bedSegments?: number | Vec2;
        depthVariation?: number;
        seed?: number;
        surfaceSegments?: number | Vec2;
        waterDepth?: number;
    }
    Index

    Properties

    bedSegments?: number | Vec2

    Target sea-bed tessellation (a single number for both axes, or [X, Z]). The default lays a regular grid at this density clipped to and stitched to the exact polygon outline, displaced to the procedural depth. It shares the exact outline rim with the surface and walls (so the box stays watertight) while resolving the bathymetry more finely than the flat surface. A value of 0 triangulates the footprint straight from its outline instead. Default 48.

    depthVariation?: number

    Sea-bed depth variation in meters (±) around waterDepth. Default 50.

    seed?: number

    Seed for the procedural sea-bed variation. Default 0.

    surfaceSegments?: number | Vec2

    Target water-surface tessellation (a single number for both axes, or [X, Z]). The default 0 triangulates the footprint straight from its outline (the fewest triangles that fill the shape — the waves are shaded per-pixel). A positive value instead lays down a regular grid at that density clipped to the outline, with a thin triangle band stitching the grid to the exact outline — so the interior stays a uniform grid (only deviating at the rim) for clean vertex displacement. Default 0.

    waterDepth?: number

    Mean water depth in meters (bed sits at y = -waterDepth on average). Default 150.