TexturedHexMeshOptions
Defined in: packages/declarative-hex-worlds/src/three/textured-hex.ts:39
Options for building a textured hex mesh.
Properties
Section titled “Properties”cell:
CellRect
Defined in: packages/declarative-hex-worlds/src/three/textured-hex.ts:41
doubleSide?
Section titled “doubleSide?”
optionaldoubleSide?:boolean
Defined in: packages/declarative-hex-worlds/src/three/textured-hex.ts:59
Whether the mesh is double-sided (default: true, so top-down cameras see it).
hex:
HexDims
Defined in: packages/declarative-hex-worlds/src/three/textured-hex.ts:42
opacity?
Section titled “opacity?”
optionalopacity?:number
Defined in: packages/declarative-hex-worlds/src/three/textured-hex.ts:73
Optional opacity in [0, 1]. < 1 switches the material to the TRANSPARENT
queue (a translucent shroud) while KEEPING alphaTest so the hex corners still
cut out. Omitted or >= 1 leaves the default OPAQUE-queue cutout path
(transparent: false) byte-for-byte unchanged, preserving seamless tessellation.
orientation?
Section titled “orientation?”
optionalorientation?:"pointy"|"flat"
Defined in: packages/declarative-hex-worlds/src/three/textured-hex.ts:57
Hex orientation (only meaningful for shape: 'hex'). 'pointy' (default) has
a vertex at the top; 'flat' has a flat edge at the top.
shape?
Section titled “shape?”
optionalshape?:"hex"|"quad"
Defined in: packages/declarative-hex-worlds/src/three/textured-hex.ts:52
Draw shape (see AssetRenderRequest['shape']):
'quad'(default): the full cell rect is a rectangle spanninghex.width × hex.height. Painterly hex atlases paint each cell as a flattened hex with TRANSPARENT corners; a full quad lets neighbours’ opaque bodies fill each other’s transparent corners, tessellating SEAMLESSLY. This matches the canvas-2D binding, which always blits the whole cell.'hex': clip to a hexagon silhouette. Only for opaque edge-to-edge cells.
sheet:
SheetTexture
Defined in: packages/declarative-hex-worlds/src/three/textured-hex.ts:40
optionaltint?:object
Defined in: packages/declarative-hex-worlds/src/three/textured-hex.ts:66
Optional multiplicative RGB tint (channels [0, 1], white ⇒ identity), applied
to the material color so a game can shade a shared atlas per placement
(fog-of-war / season / team). Omitted ⇒ the material keeps its default white
colour (no tint).
b:
number
g:
number
r:
number