@three.ez/batched-mesh-extensions
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Utility extension methods for BatchedMesh
91 lines • 3.79 kB
TypeScript
import { BVH, onFrustumIntersectionCallback, onIntersectionCallback, onIntersectionRayCallback } from 'bvh.js';
import { BatchedMesh, Box3, CoordinateSystem, Matrix4, Raycaster } from 'three';
/**
* Class to manage BVH (Bounding Volume Hierarchy) for `BatchedMesh`.
* Provides methods for managing bounding volumes, frustum culling, raycasting, and bounding box computation.
*/
export declare class BatchedMeshBVH {
/**
* The target `BatchedMesh` object that the BVH is managing.
*/
target: BatchedMesh;
/**
* The BVH instance used to organize bounding volumes.
*/
bvh: BVH<{}, number>;
/**
* A map that stores the BVH nodes for each instance.
*/
nodesMap: Map<number, {
box: import("bvh.js").FloatArray;
parent?: /*elided*/ any;
left?: /*elided*/ any;
right?: /*elided*/ any;
object?: number;
}>;
/**
* Enables accurate frustum culling by checking intersections without applying margin to the bounding box.
*/
accurateCulling: boolean;
protected _margin: number;
protected _origin: Float32Array<ArrayBuffer>;
protected _dir: Float32Array<ArrayBuffer>;
protected _cameraPos: Float32Array<ArrayBuffer>;
protected _boxArray: Float32Array<ArrayBuffer>;
/**
* @param target The target `BatchedMesh`.
* @param margin The margin applied for bounding box calculations (default is 0).
* @param accurateCulling Flag to enable accurate frustum culling without considering margin (default is true).
*/
constructor(target: BatchedMesh, coordinateSystem: CoordinateSystem, margin?: number, accurateCulling?: boolean);
/**
* Builds the BVH from the target mesh's instances using a top-down construction method.
* This approach is more efficient and accurate compared to incremental methods, which add one instance at a time.
*/
create(): void;
/**
* Inserts an instance into the BVH.
* @param id The id of the instance to insert.
*/
insert(id: number): void;
/**
* Inserts a range of instances into the BVH.
* @param ids An array of ids to insert.
*/
insertRange(ids: number[]): void;
/**
* Moves an instance within the BVH.
* @param id The id of the instance to move.
*/
move(id: number): void;
/**
* Deletes an instance from the BVH.
* @param id The id of the instance to delete.
*/
delete(id: number): void;
/**
* Clears the BVH.
*/
clear(): void;
/**
* Performs frustum culling to determine which instances are visible based on the provided projection matrix.
* @param projScreenMatrix The projection screen matrix for frustum culling.
* @param onFrustumIntersection Callback function invoked when an instance intersects the frustum.
*/
frustumCulling(projScreenMatrix: Matrix4, onFrustumIntersection: onFrustumIntersectionCallback<{}, number>): void;
/**
* Performs raycasting to check if a ray intersects any instances.
* @param raycaster The raycaster used for raycasting.
* @param onIntersection Callback function invoked when a ray intersects an instance.
*/
raycast(raycaster: Raycaster, onIntersection: onIntersectionRayCallback<number>): void;
/**
* Checks if a given box intersects with any instance bounding box.
* @param target The target bounding box.
* @param onIntersection Callback function invoked when an intersection occurs.
* @returns `True` if there is an intersection, otherwise `false`.
*/
intersectBox(target: Box3, onIntersection: onIntersectionCallback<number>): boolean;
protected getBox(id: number, array: Float32Array): Float32Array;
}
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