threejs-worldgen
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    Interface BirdFlocksOptions

    Options for BirdFlocks.create.

    interface BirdFlocksOptions {
        boids?: DeepPartial<BoidWeights>;
        buildBudget?: number;
        camera: Camera;
        castShadow?: boolean;
        density?: number;
        gridResolution?: number;
        maxDistance?: number;
        minWavelength?: number;
        origin?: [number, number, number];
        predators?: Predator[];
        receiveShadow?: boolean;
        reframeDistance?: number;
        renderer?: FaunaRenderer;
        scene?: Object3D<Object3DEventMap>;
        seed?: string | number;
        simDistance?: number;
        species?: DeepPartial<Record<string, BirdSpecies>>;
        states?: DeepPartial<MaterialStates>;
        stepRate?: number;
        tileSize?: number;
        world: World;
    }

    Hierarchy (View Summary)

    Index

    Boid weights.

    buildBudget?: number

    Milliseconds per frame spent spawning groups, nearest first.

    camera: Camera

    Camera groups stream around.

    castShadow?: boolean

    Whether animals cast shadows.

    density?: number

    Group candidates per km²; candidates in unsuitable places are dropped.

    gridResolution?: number

    Samples per side of each group's environment grid.

    maxDistance?: number

    Groups farther than this from the camera are dropped (and nothing spawns while the camera is higher than this).

    minWavelength?: number

    Skip world detail smaller than this (metres) when sampling.

    origin?: [number, number, number]

    World position that is (0, 0, 0) in render space.

    predators?: Predator[]

    Objects birds flee from.

    receiveShadow?: boolean

    Whether animals receive shadows.

    reframeDistance?: number

    Planets: distance (metres) from the frame's centre at which a new frame is centred on the camera.

    renderer?: FaunaRenderer

    A WebGPURenderer; initialised if needed.

    scene?: Object3D<Object3DEventMap>

    If given, the layer is added to it and updates whenever it renders.

    seed?: string | number

    Seed: the same seed, world and settings always spawn the same groups.

    simDistance?: number

    Groups farther than this are drawn but not simulated.

    species?: DeepPartial<Record<string, BirdSpecies>>

    Species that can spawn, by id (defaults to BIRD_SPECIES).

    Material states (wetness, snow, burn, damage).

    stepRate?: number

    Fixed simulation steps per second.

    tileSize?: number

    Edge length of a streaming tile, metres.

    world: World

    World that decides where animals live. Groups respawn when it changes.