Skip to content

TexturedHexMeshOptions

Defined in: packages/declarative-hex-worlds/src/three/textured-hex.ts:39

Options for building a textured hex mesh.

cell: CellRect

Defined in: packages/declarative-hex-worlds/src/three/textured-hex.ts:41


optional doubleSide?: 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


optional opacity?: 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.


optional orientation?: "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.


optional shape?: "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 spanning hex.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


optional tint?: 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