OptionalcastCast shadows.
OptionalcrumpleHow much damage crumples bodies (metres of dent at full damage).
OptionalenvWeather, fire and ground states the vehicles react to.
OptionalexhaustDraw rocket plumes and afterburners.
OptionalexposureWeather exposure.
OptionalflamesDraw flames on burning vehicles.
OptionalgroupsVehicle groups. Changing them rebuilds the fleet.
OptionalheightGround height for road nodes without y.
OptionalleftDrive on the left on road networks.
OptionallightsHeadlights and lit windows, 0…1 (drive it from the sky's night).
OptionallookShared weathering look.
OptionalreceiveReceive shadows.
OptionalrefReceives the underlying Fleet.
OptionalroadsRoad network for roads routes (threejs-city's city.graph).
OptionalrocketRocket flight profile.
OptionalseedSeed: same seed and groups, same fleet.
OptionalstatesApplied to every vehicle whenever set (wetness, snow, burn, damage, and heat = on fire).
OptionaltiltBody roll and sink from damage, 0…1.
OptionaltimeSimulation speed multiplier.
OptionalwakesDraw wakes behind boats.
OptionalwavesWaves boats bob on (match your threejs-water Ocean's waves), or null for flat water.
Props of
<Fleet>: every FleetInput setting plus the ones below.