The waves that move a water’s surface: its rise and fall against the
shore, a pile or a hull, and its silhouette.
| Property |
Type |
Default value |
Description |
waveDirectionRadians? |
number |
the look's wind's direction, and 0 without one |
Radians the waves run toward, turned from +z toward +x as the look’s wind’s directionRadians reads: 0 runs along +z. |
waveHeight? |
number |
0, and the sea’s 0.25 |
Metres from trough to crest of a typical wave, as a sea’s significant height reads: four times the surface’s spread about its level. The rare highest crest, where all four waves meet, stands about 1.35 times it over its trough, which a dock’s clearance needs. 0 keeps the surface flat. The mesh needs vertices to move: the sea has its own, and a WaterMaterial’s plane takes segments about a metre apart. |
waveLength? |
number |
12 |
Metres crest to crest of the longest wave: the other three run shorter, the shortest at about half of it. |
waveSpeed? |
number |
1 |
How fast the waves run, as a share of deep water’s pace for their length, so a longer wave runs faster, as at sea: 1 is the sea’s own, 0 holds them still. The waves run on the world’s clock, so a float a system moves reads the same waves the page draws: the devtools’ pause holds them and its speed runs them faster. A change of the speed, the length or the direction while the world runs jumps the surface once to where the new values put it. |