threejs-worldgen
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    Interface PropsProps

    Props of <Props>: every PropsInput setting plus live inputs (changing those recreates the materials).

    interface PropsProps {
        cables?: Partial<CableOptions>;
        castShadow?: boolean;
        heat?: number;
        lampIntensity?: number;
        lean?: number;
        look?: StateLook;
        night?: number;
        nightNode?: Node;
        placements?: PropPlacement[];
        receiveShadow?: boolean;
        ref?: Ref<Props | null>;
        states?: Partial<MaterialStates>;
        time?: Node;
        trafficCycle?: number;
    }

    Hierarchy (View Summary)

    Index
    cables?: Partial<CableOptions>
    castShadow?: boolean

    Cast shadows.

    heat?: number

    Ember glow on burnt surfaces, 0…1.

    lampIntensity?: number

    Lamp brightness (emissive multiplier).

    lean?: number

    Lean at full damage, radians (scaled per kind: poles lean fully, pylons barely, bins not at all).

    look?: StateLook

    Weathering look.

    night?: number

    0 day … 1 night: street lamps glow. Ignored when a night node was given at creation.

    nightNode?: Node

    Night as a TSL node, e.g. threejs-sky's sky.uniforms.night.

    placements?: PropPlacement[]

    Every prop instance (see decorateRoads, planPowerLine, or write your own).

    receiveShadow?: boolean

    Receive shadows.

    ref?: Ref<Props | null>

    Receives the underlying Props (for states, positions, …).

    states?: Partial<MaterialStates>
    time?: Node

    Seconds as a TSL node.

    trafficCycle?: number

    Seconds per traffic light cycle.