hex-world
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    Interface OverlaySetOptions

    interface OverlaySetOptions {
        style?: OverlayStyle;
        color?: ColorRepresentation;
        cellColor?: (
            cell: { col: number; row: number },
            index: number,
        ) => ColorRepresentation | null | undefined;
        opacity?: number;
        lineWidth?: number;
        walls?: boolean;
        depthTest?: boolean;
        yOffset?: number;
        renderOrder?: number;
    }
    Index

    Properties

    style?: OverlayStyle

    'fill' draws translucent hex fans; 'outline' draws line segments along the set's boundary edges. Default 'fill'.

    color?: ColorRepresentation

    Default white.

    cellColor?: (
        cell: { col: number; row: number },
        index: number,
    ) => ColorRepresentation | null | undefined

    Per-cell color for 'fill' overlays, as a callback over the same cells you passed in. Returning a color for any cell switches the overlay to vertex colors, so one draw call can carry many tints — a whole multi-faction territory map, or a heat map of movement costs. Cells the callback returns null/undefined for fall back to color.

    Ignored for 'outline' and path overlays, which are single-colored.

    opacity?: number

    Default 0.4 for fills, 1 for outlines.

    lineWidth?: number

    World-unit width for 'outline' overlays. GL lines are stuck at one pixel on most platforms, so any value > 0 switches the outline from line segments to flat ribbon quads centered on the boundary edges. Butt-capped: at a bend the centerline stays covered and the sliver missing from the outer corner is sub-pixel at sane widths, while capped ends would double-blend into bright dots on a translucent line. Ignored for fills and paths.

    walls?: boolean

    'fill' only: also drape vertical faces down each edge where the neighboring cell's surface sits lower, so the tint covers cliff walls instead of leaving a bare band between two caps at different heights. Walls take their cell's cellColor tint. Map-edge cliffs get no wall — that face belongs to the terrain skirt. Default false.

    depthTest?: boolean

    Depth-test the overlay against the scene. Default false, and beware turning it on over standard terrain: chunk geometry perturbs its vertices (see CHUNK_GEOMETRY_DEFAULTS — ±0.8 XZ, ±0.2 Y, plus terraced blend bands), so these ideal-hexagon overlays sit inside the drawn surface in places and get clipped to shreds by a depth test. Only useful when the geometry the overlay must respect is unperturbed or the overlay is lifted clear above it.

    yOffset?: number

    Lift above the cell surface. Default 0.02 for fills, 0.03 for outlines.

    renderOrder?: number

    three.js render order. Default 5 for fills, 6 for outlines.