@woosh/meep-engine
Version:
Pure JavaScript game engine. Fully featured and production ready.
21 lines • 1.33 kB
TypeScript
/**
*
* @param {SurfacePoint3} result
* @param {BinaryUint32BVH} bvh
* @param {number[]|ArrayLike<number>} vertices
* @param {number} vertex_offset Unless you're using an interleaved buffer of some kind, this will be 0
* @param {number} vertex_stride Unless you're using an interleaved buffer, this should be 3
* @param {boolean} vertex_data_normalized do we need to denormalize vertex data?
* @param {number[]|ArrayLike<number>|undefined} indices if this is set to undefined - implicit indexing will be used
* @param {number} origin_x
* @param {number} origin_y
* @param {number} origin_z
* @param {number} direction_x
* @param {number} direction_y
* @param {number} direction_z
* @param {number} max_distance How far can the ray travel from origin? tMax
* @returns {boolean}
*/
export function bvh32_geometry_raycast(result: SurfacePoint3, bvh: BinaryUint32BVH, vertices: number[] | ArrayLike<number>, vertex_offset: number, vertex_stride: number, vertex_data_normalized: boolean, indices: number[] | ArrayLike<number> | undefined, origin_x: number, origin_y: number, origin_z: number, direction_x: number, direction_y: number, direction_z: number, max_distance: number): boolean;
import { SurfacePoint3 } from "../../../../../core/geom/3d/SurfacePoint3.js";
//# sourceMappingURL=bvh32_geometry_raycast.d.ts.map