Builds every model and places every vehicle at time 0.
ReadonlyanchorAnchor per vehicle (x, y, z, heading): the launch pad for rockets, the pose position otherwise.
ReadonlycountNumber of vehicles.
ReadonlyflightRocket flight time per vehicle (NaN for everything else); negative = countdown.
ReadonlygroupGroup index per vehicle.
Readonlyheat"On fire" heat per vehicle, 0…1.
Ground height for road nodes without y.
ReadonlymodelModel index per vehicle.
ReadonlymodelsGenerated models (shared between vehicles with the same type, parameters and variant).
ReadonlyoffsetDistance behind the unit leader, metres (wagons).
ReadonlyposePose per vehicle, 8 floats: x, y, z, yaw (rotation about y), pitch (rotation about x), roll (about z), steering angle, throttle 0…1. Rotation order YXZ; +z is forward.
Road network for roads routes.
Settings it was built with.
ReadonlyspeedSpeed per vehicle, m/s.
ReadonlystatesMaterial states per vehicle (wetness, snow, burn, damage).
Simulation time, seconds.
ReadonlytintLinear RGB tint per vehicle.
ReadonlytravelDistance travelled per vehicle (drives wheel spin).
ReadonlyunitUnit (vehicle, or whole train) per vehicle.
ReadonlyunitCruise speed of each unit.
ReadonlyunitLeader vehicle of each unit.
ReadonlyunitDistance along the route of each unit.
ReadonlyunitCurrent speed of each unit.
Index of the lowest stage still attached to rocket v (stages fire in order).
World matrix data of a separated rocket stage of vehicle v (position and Euler YXZ), or null
while the stage is still attached (or after it has fallen for fallTime seconds — then hidden).
Advances the simulation by dt seconds and reacts to env (weather, fire, ground states).
Spawn positions of a group's vehicles (indices into the per-vehicle arrays).
The pure core of a fleet (no GPU): generates the models, expands groups into units and vehicles, and moves them every step — paths, road networks, launch pads, carrier decks — with steering, banking, wave bobbing, damage and weather exposure, all in typed arrays.