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@woosh/meep-engine

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Pure JavaScript game engine. Fully featured and production ready.

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/** * * @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