threejs-worldgen
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    Interface WildfireProps

    Props of <Wildfire>: every WildfireInput setting plus the ones below.

    interface WildfireProps {
        cellSize?: number;
        center?: [number, number];
        consumption?: number;
        fallback?: DeepPartial<{ moisture: number; wind: [number, number] }>;
        firebreaks?: DeepPartial<
            {
                bareGround: number;
                lines: Firebreak[];
                roads: boolean;
                rockSlope: number;
                water: boolean;
            },
        >;
        fuel?: DeepPartial<
            {
                grassLoad: number;
                grassPresets: Record<string, number>;
                species: Record<string, FuelModel>;
                unknownBiomass: number;
            },
        >;
        ignitions?: Ignition[];
        jitter?: number;
        landscape?: FireLandscape
        | null;
        lightning?: DeepPartial<{ chance: number; enabled: boolean }>;
        look?: DeepPartial<WildfireLook>;
        maxLengthToBreadth?: number;
        midflame?: number;
        minFuel?: number;
        moistureOfExtinction?: number;
        ref?: Ref<Wildfire | null>;
        regrowth?: DeepPartial<
            { grassDays: number; shrubDays: number; treeDays: number },
        >;
        residence?: number;
        seed?: string | number;
        size?: number;
        slopeCoefficient?: number;
        spread?: DeepPartial<{ grass: number; shrub: number; tree: number }>;
        startTime?: number;
        tick?: number;
        variation?: DeepPartial<{ fuel: number; moisture: number; scale: number }>;
        weatherInterval?: number;
        windCoefficient?: number;
        world?: World | null;
    }

    Hierarchy (View Summary)

    Index
    cellSize?: number

    Cell size, metres.

    center?: [number, number]

    Centre [x, z] of the simulated square, frame coordinates.

    consumption?: number

    Share of fuel a dry fire consumes (wetter fuel burns less completely).

    fallback?: DeepPartial<{ moisture: number; wind: [number, number] }>

    Conditions without a weather: wind [x, z] in m/s and fuel moisture.

    firebreaks?: DeepPartial<
        {
            bareGround: number;
            lines: Firebreak[];
            roads: boolean;
            rockSlope: number;
            water: boolean;
        },
    >

    What stops fire.

    fuel?: DeepPartial<
        {
            grassLoad: number;
            grassPresets: Record<string, number>;
            species: Record<string, FuelModel>;
            unknownBiomass: number;
        },
    >

    Fuel derived from biomes.

    ignitions?: Ignition[]

    Scheduled ignitions (also added by FireSim.ignite).

    jitter?: number

    0…1: per-cell randomness of ignition thresholds (ragged fronts).

    landscape?: FireLandscape | null

    Custom terrain and fuel instead of a world.

    lightning?: DeepPartial<{ chance: number; enabled: boolean }>

    Lightning ignitions from the weather's thunderstorms.

    Look to change.

    maxLengthToBreadth?: number

    Cap on the fire's length-to-breadth ratio. Spread is elliptical: Anderson (1983) LB = 0.936·e^(0.2566·U) + 0.461·e^(−0.1548·U) − 0.397 (U = midflame wind, mph), with the ignition at the rear focus, so the head runs, the flanks are slow and the backing fire crawls.

    midflame?: number

    Share of the weather's (10 m) wind that blows at flame height (≈ 0.3 under forest, 0.5 in the open).

    minFuel?: number

    Cells with less fuel than this (kg/m²) don't carry fire.

    moistureOfExtinction?: number

    Fuel moisture (fraction of dry weight) at which fire stops spreading (Rothermel's Mx).

    ref?: Ref<Wildfire | null>

    Receives the WildfireImpl instance (call ignite on it).

    regrowth?: DeepPartial<
        { grassDays: number; shrubDays: number; treeDays: number },
    >

    Succession after a fire: days for each class to return to full fuel. Grass first, then shrubs, then trees.

    residence?: number

    Burn time per kg/m² of fuel, seconds (a cell burns residence × (0.5 + load)).

    seed?: string | number

    Seed for the ragged fire front and ignition rolls.

    size?: number

    Edge length of the simulated square, metres.

    slopeCoefficient?: number

    Slope effect: spread × exp(slopeCoefficient × rise/run); uphill runs, downhill crawls.

    spread?: DeepPartial<{ grass: number; shrub: number; tree: number }>

    Base rate of spread on dry, flat, calm ground, m/s, per fuel class.

    startTime?: number

    Time of tick 0, seconds.

    tick?: number

    Simulation step, seconds. The sim always advances in whole ticks, so results never depend on frame rate.

    variation?: DeepPartial<{ fuel: number; moisture: number; scale: number }>

    Seeded, spatially correlated variation, so fronts finger and edges are ragged.

    weatherInterval?: number

    Seconds between weather refreshes (wind, fuel moisture).

    windCoefficient?: number

    Wind effect on the head fire: head spread × exp(windCoefficient × wind speed in m/s).

    world?: World | null

    World for terrain and fuel. Default: the weather's world.