threejs-worldgen
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    Interface VehicleModel

    A generated vehicle: meshes per part plus what the motion needs to know.

    interface VehicleModel {
        bank: number;
        domain: VehicleDomain;
        exhausts: Exhaust[];
        hitch?: { axle?: number; coupling?: number; kingpin?: number };
        hosts: HostSpot[];
        palette: string[];
        parts: ModelPart[];
        size: Vec3;
        stages: number;
        style: string;
        trim: number;
        type: VehicleType;
        vents: ExhaustVent[];
        wake: number;
        wheelBase: number;
    }
    Index
    bank: number

    How far it banks into turns (1 = coordinated turn like an aircraft or bicycle; negative leans out).

    Where it moves.

    exhausts: Exhaust[]

    Engine exhausts (rocket plumes, afterburners).

    hitch?: { axle?: number; coupling?: number; kingpin?: number }

    Articulation (trucks), vehicle-space z: where this vehicle's kingpin and the axle it pivots on are (trailers), and the coupling the next trailer's kingpin sits on (fifth wheels).

    hosts: HostSpot[]

    Parking spots for other vehicles (carriers).

    palette: string[]

    Tint candidates for painted surfaces (#rrggbb).

    parts: ModelPart[]

    Parts. The first is the static body.

    size: Vec3

    Bounding size (x width, y height, z length), metres.

    stages: number

    Rocket stages (0 for everything else).

    style: string

    Resolved style (sedan, airliner, locomotive, …).

    trim: number

    Bow lift with speed (planing hulls).

    Vehicle type.

    vents: ExhaustVent[]

    Engine smoke outlets (tailpipes, stacks, chimneys); empty for electric vehicles.

    wake: number

    Wake width factor (0 = no wake).

    wheelBase: number

    Distance between front and rear axles (steering), metres.