API reference
Modules
| Module | Description |
|---|---|
| @eulerjs/bvh | Any triangle mesh as a static or kinematic collider, on three-mesh-bvh. |
| @eulerjs/core | The engine: worlds, bodies, colliders, joints, scene queries and the JavaScript backend. |
| @eulerjs/core/extend | @eulerjs/core/extend: for plugins that teach the JavaScript backend new collider shapes, such as @eulerjs/bvh's triangle meshes. A new shape is a Collider subclass with its own shape name, plus either collision tests against the shapes it meets, or, for a shape made of triangles, a description of which triangles lie where, from which the engine derives its collisions with every convex shape, ray casts, shape casts and overlap tests. |
| @eulerjs/marine | Waves, buoyancy and foils: the spectral and sum-of-sines seas, Ocean and Wind, Buoyancy, sails, keels and rudders as Foils, and WaterMesh for WebGLRenderer. |
| @eulerjs/marine/webgpu | The spectral sea drawn with three's WebGPURenderer (on WebGPU, or on its WebGL 2 fallback), apart from the main entry so that importing @eulerjs/marine doesn't pull in three/webgpu. |
| @eulerjs/scene | Physics for a three.js scene, read from it: ScenePhysics makes the bodies its objects' userData.physics asks for, and EulerPhysics() is a drop-in for three.js's RapierPhysics, JoltPhysics and AmmoPhysics addons. |
| @eulerjs/vehicle | Ray-cast vehicles: a body on wheels that are rays, with springs, dampers and tyres that grip up to a limit. |
