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@woosh/meep-engine

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Pure JavaScript game engine. Fully featured and production ready.

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export class BufferedGeometryBVH { /** * * @param {AABB3|number[]} out */ getBounds(out: AABB3 | number[]): void; /** * * @type {THREE.BufferGeometry|null} * @private */ private __geometry; /** * * @type {number[]|null} * @private */ private __geometry_index; /** * * @type {number[]|null} * @private */ private __geometry_positions; /** * * @type {number} * @private */ private __triangle_count; /** * * @param {THREE.BufferGeometry} geo */ build(geo: THREE.BufferGeometry): void; /** * Tests ray for occlusion * Returns true if ray hits anything at all * @param {Ray3} ray * @returns {boolean} */ occluded(ray: Ray3): boolean; /** * * @param {SurfacePoint3} result * @param {number} x * @param {number} y * @param {number} z * @returns {boolean} true if result is found, only false when geometry is empty */ nearestSurfacePoint(result: SurfacePoint3, x: number, y: number, z: number): boolean; /** * Code is largely inlined, to avoid extra checks * NOTE: raycast is performed in local coordinate space * @param {number[]} output * @param {number[]|Ray3} ray * @returns {number} distance along the ray, negative if no hit */ raycast2(output: number[], ray: number[] | Ray3): number; /** * NOTE: raycast is performed in local coordinate space * @param {number[]} output * @param {number[]|Ray3} ray * @returns {number} distance along the ray, negative if no hit */ raycast(output: number[], ray: number[] | Ray3): number; #private; } import { AABB3 } from "../../../../core/geom/3d/aabb/AABB3.js"; import { SurfacePoint3 } from "../../../../core/geom/3d/SurfacePoint3.js"; //# sourceMappingURL=BufferedGeometryBVH.d.ts.map