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@woosh/meep-engine

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Pure JavaScript game engine. Fully featured and production ready.

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/** * Given a set of leaves, build intermediate node hierarchy on top, all the way up to the root * Assumes nodes are spatially sorted, if not - no guarantees can be made about quality * NOTE: {@link unprocessed_nodes} will be modified during execution to save memory * @param {BVH} bvh * @param {number[]|Uint32Array} unprocessed_nodes contains nodes that need to be built into a hierarchy, these must not be present in the BVH hierarchy * @param {number} input_node_count * @param {number[]|Uint32Array} node_pool Contains node indices that can be used to build ancestry hierarchy, need to be pre-allocated before calling this method * @param {number} node_pool_offset * @param {number} [sah_optimization_level] * @param {number} [sah_optimization_bias] Adds an extra optimization run every X depth levels. Nodes closer to root are generally traversed more, so quality is significantly more important there. Plus, these levels have 1/2 of the nodes progressively, so it's much cheaper to optimize * @returns {number} new root */ export function ebvh_build_hierarchy(bvh: BVH, unprocessed_nodes: number[] | Uint32Array, input_node_count: number, node_pool: number[] | Uint32Array, node_pool_offset: number, sah_optimization_level?: number, sah_optimization_bias?: number): number; //# sourceMappingURL=ebvh_build_hierarchy.d.ts.map