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three-mesh-bvh

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three-mesh-bvh - npm Package Compare versions

Comparing version 0.5.12 to 0.5.13

2

package.json
{
"name": "three-mesh-bvh",
"version": "0.5.12",
"version": "0.5.13",
"description": "A BVH implementation to speed up raycasting against three.js meshes.",

@@ -5,0 +5,0 @@ "module": "src/index.js",

@@ -66,2 +66,3 @@ # three-mesh-bvh

[three-bvh-csg](https://github.com/gkjohnson/three-bvh-csg)

@@ -68,0 +69,0 @@ # Use

@@ -0,0 +0,0 @@ import { BufferAttribute } from 'three';

@@ -0,0 +0,0 @@ /**

@@ -0,0 +0,0 @@ import { Box3, Vector3, Matrix4 } from 'three';

@@ -0,0 +0,0 @@ // Split strategy constants

@@ -0,0 +0,0 @@ import { Vector3, BufferAttribute, Box3, FrontSide, Matrix4 } from 'three';

@@ -0,0 +0,0 @@ export class MeshBVHNode {

@@ -0,0 +0,0 @@ export function IS_LEAF( n16, uint16Array ) {

@@ -0,0 +0,0 @@ import { Box3, Vector3 } from 'three';

@@ -0,0 +0,0 @@ import {

@@ -0,0 +0,0 @@ export const shaderStructs = /* glsl */`

@@ -0,0 +0,0 @@ import {

@@ -0,0 +0,0 @@ import { BufferGeometry, Vector3, Side, Material, Ray, Sphere, Matrix4, Color,

@@ -0,0 +0,0 @@ export { MeshBVH } from './core/MeshBVH.js';

@@ -254,4 +254,8 @@ import { Triangle, Vector3, Line3, Sphere, Plane } from 'three';

} else if ( plane2.intersectLine( edge, targetPoint ) && ! isNearZero( targetPoint.distanceTo( pNext ) ) ) {
}
// check if the start point is near the plane because "intersectLine" is not robust to that case
const doesIntersect = plane2.intersectLine( edge, targetPoint ) || isNearZero( targetPoint.distanceTo( p ) );
if ( doesIntersect && ! isNearZero( targetPoint.distanceTo( pNext ) ) ) {
count1 ++;

@@ -308,4 +312,8 @@ if ( found1 ) {

} else if ( plane1.intersectLine( edge, targetPoint ) && ! isNearZero( targetPoint.distanceTo( pNext ) ) ) {
}
// check if the start point is near the plane because "intersectLine" is not robust to that case
const doesIntersect = plane1.intersectLine( edge, targetPoint ) || isNearZero( targetPoint.distanceTo( p ) );
if ( doesIntersect && ! isNearZero( targetPoint.distanceTo( pNext ) ) ) {
count2 ++;

@@ -312,0 +320,0 @@ if ( found2 ) {

@@ -0,0 +0,0 @@ import { Vector3, Vector2, Plane, Line3 } from 'three';

@@ -0,0 +0,0 @@ import { Box3, Vector3, Matrix4, Line3 } from 'three';

@@ -0,0 +0,0 @@ import { Vector3 } from 'three';

@@ -0,0 +0,0 @@ import { LineBasicMaterial, BufferAttribute, Box3, Group, MeshBasicMaterial, Object3D, BufferGeometry } from 'three';

@@ -0,0 +0,0 @@ export function arrayToBox( nodeIndex32, array, target ) {

@@ -0,0 +0,0 @@ import { Ray, Matrix4, Mesh } from 'three';

@@ -0,0 +0,0 @@ export class PrimitivePool {

@@ -0,0 +0,0 @@ import { BufferAttribute, BufferGeometry, Vector3, Vector4, Matrix4, Matrix3 } from 'three';

@@ -0,0 +0,0 @@ import { Vector3, Vector2, Triangle, DoubleSide, BackSide } from 'three';

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