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three-mesh-bvh

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three-mesh-bvh - npm Package Compare versions

Comparing version 0.5.3 to 0.5.4

2

package.json
{
"name": "three-mesh-bvh",
"version": "0.5.3",
"version": "0.5.4",
"description": "A BVH implementation to speed up raycasting against three.js meshes.",

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

@@ -18,4 +18,2 @@ # three-mesh-bvh

[Clipped edges](https://gkjohnson.github.io/three-mesh-bvh/example/bundle/clippedEdges.html)
[Point cloud interesection](https://gkjohnson.github.io/three-mesh-bvh/example/bundle/pointCloudIntersection.html)

@@ -39,2 +37,4 @@

[Clipped edges](https://gkjohnson.github.io/three-mesh-bvh/example/bundle/clippedEdges.html)
**Games**

@@ -41,0 +41,0 @@

@@ -5,3 +5,3 @@ import {

UnsignedIntType,
RGBFormat,
RGBAFormat,
RGIntegerFormat,

@@ -43,3 +43,3 @@ NearestFilter,

const boundsDimension = 2 * Math.ceil( Math.sqrt( nodeCount / 2 ) );
const boundsArray = new Float32Array( 3 * boundsDimension * boundsDimension );
const boundsArray = new Float32Array( 4 * boundsDimension * boundsDimension );

@@ -54,5 +54,6 @@ const contentsDimension = Math.ceil( Math.sqrt( nodeCount ) );

const boundsIndex = BOUNDING_DATA_INDEX( nodeIndex32 );
for ( let b = 0; b < 6; b ++ ) {
for ( let b = 0; b < 3; b ++ ) {
boundsArray[ 6 * i + b ] = float32Array[ boundsIndex + b ];
boundsArray[ 8 * i + 0 + b ] = float32Array[ boundsIndex + 0 + b ];
boundsArray[ 8 * i + 4 + b ] = float32Array[ boundsIndex + 3 + b ];

@@ -85,5 +86,5 @@ }

boundsTexture.image.height = boundsDimension;
boundsTexture.format = RGBFormat;
boundsTexture.format = RGBAFormat;
boundsTexture.type = FloatType;
boundsTexture.internalFormat = 'RGB32F';
boundsTexture.internalFormat = 'RGBA32F';
boundsTexture.minFilter = NearestFilter;

@@ -90,0 +91,0 @@ boundsTexture.magFilter = NearestFilter;

@@ -13,3 +13,2 @@ import {

RGFormat,
RGBFormat,
RGBAFormat,

@@ -19,3 +18,2 @@

RGIntegerFormat,
RGBIntegerFormat,
RGBAIntegerFormat,

@@ -32,3 +30,3 @@

case 2: return 'RG';
case 3: return 'RGB';
case 3: return 'RGBA';
case 4: return 'RGBA';

@@ -48,3 +46,3 @@

case 2: return RGFormat;
case 3: return RGBFormat;
case 3: return RGBAFormat;
case 4: return RGBAFormat;

@@ -62,3 +60,3 @@

case 2: return RGIntegerFormat;
case 3: return RGBIntegerFormat;
case 3: return RGBAIntegerFormat;
case 4: return RGBAIntegerFormat;

@@ -107,2 +105,3 @@

let targetType = this._forcedType;
let finalStride = itemSize;

@@ -219,9 +218,17 @@ // derive the type of texture this should be in the shader

// there will be a mismatch between format length and final length because
// RGBFormat and RGBIntegerFormat was removed
if ( finalStride === 3 && ( format === RGBAFormat || format === RGBAIntegerFormat ) ) {
finalStride = 4;
}
// copy the data over to the new texture array
const dimension = Math.ceil( Math.sqrt( count ) );
const length = itemSize * dimension * dimension;
const length = finalStride * dimension * dimension;
const dataArray = new targetBufferCons( length );
for ( let i = 0; i < count; i ++ ) {
const ii = itemSize * i;
const ii = finalStride * i;
dataArray[ ii ] = attr.getX( i ) / normalizeValue;

@@ -239,2 +246,8 @@

if ( finalStride === 4 ) {
dataArray[ ii + 3 ] = 1.0;
}
}

@@ -241,0 +254,0 @@

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