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API reference ​

Modules ​

ModuleDescription
@eulerjs/bvhAny triangle mesh as a static or kinematic collider, on three-mesh-bvh.
@eulerjs/coreThe 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/marineWaves, 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/webgpuThe 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/scenePhysics 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/vehicleRay-cast vehicles: a body on wheels that are rays, with springs, dampers and tyres that grip up to a limit.

Released under the MIT License.