@woosh/meep-engine
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Pure JavaScript game engine. Fully featured and production ready.
78 lines • 2.96 kB
TypeScript
export class GeometrySpatialQueryAccelerator {
constructor(cache_size?: number);
/**
* @private
* @type {Cache<THREE.BufferGeometry, BinaryUint32BVH>}
*/
private cache;
/**
*
* @param {number} value in bytes
*/
set cache_size(arg: number);
/**
*
* @return {number} in bytes
*/
get cache_size(): number;
/**
*
* @param {THREE.BufferGeometry} geometry
* @param {Plane[]} planes
* @returns {boolean} true means some overlap exists, false otherwise
*/
queryContainmentViaClippingPlanes(geometry: THREE.BufferGeometry, planes: Plane[]): boolean;
/**
*
* @param {SurfacePoint3} destination
* @param {THREE.BufferGeometry} geometry
* @param {number[]|ArrayLike<number>|Float32Array} ray 6 component vector, [origin_x, origin_y, origin_z, direction_x, direction_y, direction_z]
* @return {boolean}
*/
queryRaycastNearest_array(destination: SurfacePoint3, geometry: THREE.BufferGeometry, ray: number[] | ArrayLike<number> | Float32Array): boolean;
/**
*
* @param {SurfacePoint3} destination
* @param {THREE.BufferGeometry} geometry
* @param {number} ray_origin_x
* @param {number} ray_origin_y
* @param {number} ray_origin_z
* @param {number} ray_direction_x
* @param {number} ray_direction_y
* @param {number} ray_direction_z
* @return {boolean}
*/
queryRaycastNearest_primitive(destination: SurfacePoint3, geometry: THREE.BufferGeometry, ray_origin_x: number, ray_origin_y: number, ray_origin_z: number, ray_direction_x: number, ray_direction_y: number, ray_direction_z: number): boolean;
/**
* Get the nearest ray intersection
* @param {SurfacePoint3} destination
* @param {THREE.BufferGeometry} geometry
* @param {Vector3} ray_origin
* @param {Vector3} ray_direction
* @returns {boolean} true if hit detected, false otherwise
*/
queryRaycastNearest(destination: SurfacePoint3, geometry: THREE.BufferGeometry, ray_origin: Vector3, ray_direction: Vector3): boolean;
/**
* Destroys cache for a given geometry, useful for when geometry changes and cache needs to be invalidated
* @param {THREE.BufferGeometry} geometry
* @returns {boolean}
*/
cache_remove_geometry(geometry: THREE.BufferGeometry): boolean;
/**
* NOTE: do not modify the BVH
* @param {THREE.BufferGeometry} geometry
* @returns {BinaryUint32BVH}
*/
acquire_bvh(geometry: THREE.BufferGeometry): BinaryUint32BVH;
/**
* @private
* @param {THREE.BufferGeometry} geometry
* @returns {BinaryUint32BVH}
*/
private __build_bvh;
}
export namespace GeometrySpatialQueryAccelerator {
let INSTANCE: GeometrySpatialQueryAccelerator;
}
import { BinaryUint32BVH } from "../../../../../core/bvh2/binary/2/BinaryUint32BVH.js";
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