threejs-worldgen
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    Interface OceanProps

    Props of <Ocean>: every OceanInput setting plus the ones below.

    interface OceanProps {
        altitudeFactor?: number;
        camera?: Camera;
        deepColor?: string;
        detail?: number;
        detailScale?: number;
        detailSpeed?: number;
        environment?: Texture<unknown, TextureEventMap> | null;
        environmentIntensity?: number;
        foam?: number;
        foamColor?: string;
        foamWidth?: number;
        horizonColor?: string;
        innerRadius?: number;
        origin?: [x: number, y: number, z: number];
        radius?: number;
        range?: number;
        reanchorDistance?: number;
        ref?: Ref<Ocean | null>;
        reflectivity?: number;
        refraction?: number;
        roughness?: number;
        seaLevel?: number;
        segments?: number;
        shallowColor?: string;
        skyColor?: string;
        specular?: number;
        sun?: DirectionalLight | null;
        visibility?: number;
        waves?: Partial<WaveOptions>;
        whitecaps?: number;
        world?: World | null;
    }

    Hierarchy (View Summary)

    Index
    altitudeFactor?: number

    Inner ring radius as a fraction of the camera's height above the sea (rounded down to a power of two).

    camera?: Camera

    Camera the rings follow. Defaults to the R3F default camera.

    deepColor?: string

    Colour of deep water: what you see where the bottom is out of sight.

    detail?: number

    Strength of the procedural ripple normals added on top of the waves.

    detailScale?: number

    Ripple wavelength, metres.

    detailSpeed?: number

    Ripple drift speed, m/s.

    environment?: Texture<unknown, TextureEventMap> | null

    Environment reflected (an equirect or cube texture, prefiltered for you). null = the sky colours. Object input.

    environmentIntensity?: number

    Multiplier on environment reflections.

    foam?: number

    0 … 1 overall foam amount (shoreline, whitecaps and rapids).

    foamColor?: string

    Foam colour.

    foamWidth?: number

    Water depth (metres) below which shoreline foam appears.

    horizonColor?: string

    Sky colour reflected near the horizon when there is no environment.

    innerRadius?: number

    Smallest inner ring radius, metres (the finest vertex spacing, right under the camera).

    origin?: [x: number, y: number, z: number]

    World position (planet-centred, metres) that is (0, 0, 0) in render space. Keep it near the camera for float32 precision.

    radius?: number

    Planet radius, metres, when no world is given; 0 = flat world.

    range?: number

    Outer radius ÷ inner radius of the ring grid. Sets the ring count (≈ 330 at 1e7 and 128 segments).

    reanchorDistance?: number

    Planets: distance (metres) the camera travels before the wave frame is re-anchored. Phases stay continuous.

    ref?: Ref<Ocean | null>

    Receives the underlying Ocean (for waterAt, stats, …).

    reflectivity?: number

    Reflectance looking straight down (Fresnel F0); water is 0.02.

    refraction?: number

    Screen-space refraction strength (0 = none).

    roughness?: number

    Surface roughness 0 … 1 (blurs reflections and widens the sun glint). Grows by itself with distance.

    seaLevel?: number

    Sea level, metres, when no world is given (a world's seaLevel wins).

    segments?: number

    Vertices around each ring. Vertex spacing ≈ distance × 2π / segments, so the grid looks the same at every scale.

    shallowColor?: string

    Tint of light that crossed shallow water (#rrggbb).

    skyColor?: string

    Sky colour reflected near the zenith when there is no environment.

    specular?: number

    Multiplier on the sun's glint.

    sun?: DirectionalLight | null

    Light for the sun glint and daylight. null = the first DirectionalLight found in the scene. Object input.

    visibility?: number

    Metres of water after which ~63% of the view through it is replaced by deepColor.

    waves?: Partial<WaveOptions>

    Wave settings to change.

    whitecaps?: number

    0 … 1 foam on the sharpest crests.

    world?: World | null

    World whose sea level and planet radius to use. Omit to use the seaLevel/radius props.