three-mesh-bvh
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A BVH implementation to speed up raycasting and enable spatial queries against three.js meshes.
**Is your feature request related to a problem? Please describe.** When using raycasting on a per frame basis, sometimes it would be helpful to have a raycast method that is...
Hello, https://github.com/gkjohnson/three-mesh-bvh/blob/5b2b27f30dfd3a55ce5b05a7fcb63fac806eac3e/src/utils/StaticGeometryGenerator.js#L316-L328 I see in your code that when you create a StaticGeometryGenerator with a SkinnedMesh, for example, you traverse the object to gather children meshes. Shouldn't this behavior be...
- Add tests - Update all functions to look for internal index if available
- Create a common ray that all common lines will lie on so we can only compute the minimum number of edges. Possibly can be used to improve performance? -...
**Vartiste** **Polygonjs** **SiteScapeAI** **Matterport** **Utsubo** **Threekit** **Flux** **IFC js** **Aton** https://github.com/phoenixbf/aton **VRLand.io** **Captic** [captic.io](http://captic.io/)
Instead of reordering the geometry index array we can create a new index buffer _into_ the existing geometry indices (or directly into the vertex attributes) which would remove the need...
Fix #294 Also fixed web worker not transferring root buffers. **TODO** - [x] Index no longer has to be ensured (`buildTree` function) - [x] Instead of bookkeeping an index array...
Write into 3d textures? Ray marching / volumetric / marching cubes demo?
- Require that a BVH have at most 1 triangle per bound which removes an internal for loop - Fix build logic so the BVH is arbitrarily split into individual...