docsby gkjohnson
Casting rays at a thousand objects every frame
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Methods

new ObjectBVH(
	// Root object or array of objects.
	root: Object3D | Array<Object3D>,

	// Accepts all standard BVH options plus:
	options?: {
		// Use vertex-level bounds instead of cached bounding boxes.
		precise: boolean = false,

		// Treat each instance of InstancedMesh/BatchedMesh as a separate primitive.
		includeInstances: boolean = true
	}
)
getObjectFromId( compositeId: number ): Object3D
getInstanceFromId( compositeId: number ): number
shapecast(
	callbacks: {
		intersectsBounds: ( box: Box3, isLeaf: boolean, score: number | undefined, depth: number, nodeIndex: number ) => number,
		intersectsObject?: ( object: Object3D, instanceId: number, contained: boolean, depth: number ) => boolean,
		intersectsRange?: ( offset: number, count: number, contained: boolean, depth: number, nodeIndex: number, box: Box3 ) => boolean,
		boundsTraverseOrder?: ( box: Box3 ) => number
	}
): boolean

Inherited