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@ovium/core

v0.1.0

Published

Shared runtime types and helpers for Ovium models

Readme

@ovium/core

Shared runtime pieces used by every model in the Ovium ecosystem. You probably don't need to install this directly — it comes in automatically as a dependency of @ovium/models — but here's what's in it in case you're building your own model on top of it, or just want to know what's happening under the hood.

Install

npm install @ovium/core three

Same deal as @ovium/models: three is a peer dependency, bring your own version >=0.150.0.

What's actually in here

The OviumModel shape

Every model in @ovium/models (the car, and whatever comes after it) returns an object matching this shape:

interface OviumModel {
  object3D: THREE.Group;      // add this to your scene
  parts: Record<string, Object3D>;  // named sub-parts of the model
  set(patch): void;           // live-patch options after creation
  animate: Record<string, Function>; // named animations/behaviors
  update?(delta: number): void; // call every frame, if the model needs it
  dispose(): void;            // frees geometry/material/texture memory
}

This is exported as a TypeScript type (OviumModel) so if you're scaffolding your own model with the CLI, your model's return value can be typed against it directly.

disposeObject3D(root)

Walks a THREE.Object3D tree and calls .dispose() on every geometry, material, and texture it finds. Every model's own dispose() method calls this internally — you don't need to call it yourself unless you're building something outside the standard model pattern.

import { disposeObject3D } from "@ovium/core";

disposeObject3D(someGroup);

createTerrainFollower(options)

The suspension/terrain-following system used by the car's enableTerrainFollow(). Casts a ray down from each wheel position, finds the ground height, and runs a spring-damper so the body doesn't clip through hills or float above dips.

import { createTerrainFollower } from "@ovium/core";

const follower = createTerrainFollower({
  terrain: terrainMesh,
  wheels: [
    { object: wheelMesh1, restLength: 0.05, stiffness: 40, damping: 6 },
    // ...one entry per contact point
  ],
});

// each frame:
const offsets = follower.update(delta); // array of Y offsets, one per wheel

One assumption baked in here: it expects ground built as a PlaneGeometry rotated -90° on the X axis (the standard way to lay flat terrain in Three.js). If your terrain is built differently, the raycasting math may not line up.

Status

Early days — 0.0.x, small surface area, will grow as more models need shared behavior (things like door-hinge animation or wheel-spin logic might graduate here if enough models end up needing the same pattern).

License

Copyrighted, all rights reserved — see the main Ovium project for details.