OptionalcellCell size, metres.
OptionalcenterCentre [x, z] of the simulated square, frame coordinates.
OptionalconsumptionShare of fuel a dry fire consumes (wetter fuel burns less completely).
OptionalfallbackConditions without a weather: wind [x, z] in m/s and fuel moisture.
OptionalfirebreaksWhat stops fire.
OptionalfuelFuel derived from biomes.
OptionalignitionsScheduled ignitions (also added by FireSim.ignite).
Optionaljitter0…1: per-cell randomness of ignition thresholds (ragged fronts).
OptionallandscapeCustom terrain and fuel instead of a world.
OptionallightningLightning ignitions from the weather's thunderstorms.
OptionallookLook to change.
OptionalmaxCap 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.
OptionalmidflameShare of the weather's (10 m) wind that blows at flame height (≈ 0.3 under forest, 0.5 in the open).
OptionalminCells with less fuel than this (kg/m²) don't carry fire.
OptionalmoistureFuel moisture (fraction of dry weight) at which fire stops spreading (Rothermel's Mx).
OptionalrefReceives the WildfireImpl instance (call ignite on it).
OptionalregrowthSuccession after a fire: days for each class to return to full fuel. Grass first, then shrubs, then trees.
OptionalresidenceBurn time per kg/m² of fuel, seconds (a cell burns residence × (0.5 + load)).
OptionalseedSeed for the ragged fire front and ignition rolls.
OptionalsizeEdge length of the simulated square, metres.
OptionalslopeSlope effect: spread × exp(slopeCoefficient × rise/run); uphill runs, downhill crawls.
OptionalspreadBase rate of spread on dry, flat, calm ground, m/s, per fuel class.
OptionalstartTime of tick 0, seconds.
OptionaltickSimulation step, seconds. The sim always advances in whole ticks, so results never depend on frame rate.
OptionalvariationSeeded, spatially correlated variation, so fronts finger and edges are ragged.
OptionalweatherSeconds between weather refreshes (wind, fuel moisture).
OptionalwindWind effect on the head fire: head spread × exp(windCoefficient × wind speed in m/s).
OptionalworldWorld for terrain and fuel. Default: the weather's world.
Props of
<Wildfire>: every WildfireInput setting plus the ones below.