threejs-worldgen
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    Interface FleetProps

    Props of <Fleet>: every FleetInput setting plus the ones below.

    interface FleetProps {
        castShadow?: boolean;
        crumple?: number;
        env?: FleetEnvironment;
        exhaust?: boolean;
        exposure?: DeepPartial<ExposureSettings>;
        flames?: boolean;
        groups?: FleetGroup[];
        height?: (x: number, z: number) => number;
        leftHand?: boolean;
        lights?: number;
        look?: StateLook;
        receiveShadow?: boolean;
        ref?: Ref<Fleet | null>;
        roads?: RoadNetwork | null;
        rocket?: DeepPartial<RocketFlight>;
        seed?: string | number;
        states?: DeepPartial<MaterialStates & { heat: number }>;
        tilt?: number;
        timeScale?: number;
        wakes?: boolean;
        waves?: DeepPartial<WaveOptions | null>;
    }

    Hierarchy (View Summary)

    Index
    castShadow?: boolean

    Cast shadows.

    crumple?: number

    How much damage crumples bodies (metres of dent at full damage).

    Weather, fire and ground states the vehicles react to.

    exhaust?: boolean

    Draw rocket plumes and afterburners.

    Weather exposure.

    flames?: boolean

    Draw flames on burning vehicles.

    groups?: FleetGroup[]

    Vehicle groups. Changing them rebuilds the fleet.

    height?: (x: number, z: number) => number

    Ground height for road nodes without y.

    leftHand?: boolean

    Drive on the left on road networks.

    lights?: number

    Headlights and lit windows, 0…1 (drive it from the sky's night).

    look?: StateLook

    Shared weathering look.

    receiveShadow?: boolean

    Receive shadows.

    ref?: Ref<Fleet | null>

    Receives the underlying Fleet.

    roads?: RoadNetwork | null

    Road network for roads routes (threejs-city's city.graph).

    Rocket flight profile.

    seed?: string | number

    Seed: same seed and groups, same fleet.

    states?: DeepPartial<MaterialStates & { heat: number }>

    Applied to every vehicle whenever set (wetness, snow, burn, damage, and heat = on fire).

    tilt?: number

    Body roll and sink from damage, 0…1.

    timeScale?: number

    Simulation speed multiplier.

    wakes?: boolean

    Draw wakes behind boats.

    waves?: DeepPartial<WaveOptions | null>

    Waves boats bob on (match your threejs-water Ocean's waves), or null for flat water.