threejs-worldgen
    Preparing search index...

    Interface FishSchoolsProps

    Props of <FishSchools>: every FishSchoolsInput setting plus the ones below.

    interface FishSchoolsProps {
        boids?: DeepPartial<BoidWeights>;
        buildBudget?: number;
        camera?: Camera;
        castShadow?: boolean;
        density?: number;
        detail?: DeepPartial<FishDetail>;
        gridResolution?: number;
        margin?: number;
        maxDistance?: number;
        minWavelength?: number;
        origin?: [number, number, number];
        predators?: Predator[];
        receiveShadow?: boolean;
        ref?: Ref<FishSchools | null>;
        reframeDistance?: number;
        seed?: string | number;
        simDistance?: number;
        species?: DeepPartial<Record<string, FishSpecies>>;
        states?: DeepPartial<MaterialStates>;
        stepRate?: number;
        tileSize?: number;
        water?: DeepPartial<WaterRules>;
        world: World;
    }

    Hierarchy (View Summary)

    Index

    Boid weights.

    buildBudget?: number

    Milliseconds per frame spent spawning groups, nearest first.

    camera?: Camera

    Camera the schools stream around. Defaults to the R3F default camera.

    castShadow?: boolean

    Whether animals cast shadows.

    density?: number

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

    Mesh resolution.

    gridResolution?: number

    Samples per side of each group's environment grid.

    margin?: number

    Extra clearance (metres) from the bed and the surface, on top of each fish's own size.

    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 fish flee from (e.g. the camera, a diver, a shark).

    receiveShadow?: boolean

    Whether animals receive shadows.

    ref?: Ref<FishSchools | null>

    Receives the underlying FishSchools (for stats, groups(), …).

    reframeDistance?: number

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

    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, FishSpecies>>

    Species that can spawn, by id (defaults to FISH_SPECIES). Set a species' habitat.weight to 0 to turn it off.

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

    stepRate?: number

    Fixed simulation steps per second.

    tileSize?: number

    Edge length of a streaming tile, metres.

    How river water is told from sea water.

    world: World

    The world whose water the fish live in. A different world respawns everything.