Taos API Reference
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    Interface OceanDynamicSimOptions

    interface OceanDynamicSimOptions {
        center?: { x: number; z: number };
        simSize?: number;
        texelResolution?: number;
        waveSpeed?: number;
        waveDecay?: number;
        foamDecay?: number;
        foamThreshold?: number;
        foamSpawn?: number;
        followCamera?: boolean;
    }
    Index

    Properties

    center?: { x: number; z: number }

    Initial center of the simulation square in world XZ. Ignored when followCamera is set — the center tracks the camera in that mode.

    simSize?: number

    Side length of the sim region in meters.

    texelResolution?: number

    Texture resolution along one axis.

    waveSpeed?: number

    Wave propagation speed (m/s); drives the Verlet coupling.

    waveDecay?: number

    Per-step height field decay (1.0 = no decay).

    foamDecay?: number

    Per-step foam decay (1.0 = no decay).

    foamThreshold?: number

    Height above which a texel starts to spawn foam.

    foamSpawn?: number

    Foam spawn rate per (h − threshold) per second.

    followCamera?: boolean

    When true, the sim center snaps to the active camera's XZ on a per-texel grid. The compute shader shifts the previous texture by the texel delta so wake data stays anchored in world space as the sim window pans with the camera. Default: false (sim is anchored to center).