three-mesh-bvh
A Bounding Volume Hierarchy (BVH) implementation to speed up raycasting and enable spatial queries against three.js meshes. See the associated Wikipedia article for more information on bounding volume hierarchies and how they work.
Casting 500 rays against an 80,000 polygon model at 60fps!
Examples
Raycasting
Skinned geometry
Point cloud interesection
Shape intersection
Geometry edge intersection
SDF generation
WebWorker generation
BVH options inspector
BatchedMesh Raycasting
Tools
Sculpting
Distance comparison
Triangle painting
Lasso selection
Clipped edges
Geometry voxelization
Games
Sphere physics collision
Player movement
Path Tracing
Simple GPU Path Tracing
Lambert GPU Path Tracing
CPU Path Tracing
Gem Refraction Path Tracing
External Projects
three-gpu-pathtracer
three-bvh-csg
three-edge-projection
Use
Using pre-made functions
import * as THREE from 'three';
import {
computeBoundsTree, disposeBoundsTree,
computeBatchedBoundsTree, disposeBatchedBoundsTree, acceleratedRaycast,
} from 'three-mesh-bvh';
THREE.BufferGeometry.prototype.computeBoundsTree = computeBoundsTree;
THREE.BufferGeometry.prototype.disposeBoundsTree = disposeBoundsTree;
THREE.Mesh.prototype.raycast = acceleratedRaycast;
THREE.BatchedMesh.prototype.computeBoundsTree = computeBatchedBoundsTree;
THREE.BatchedMesh.prototype.disposeBoundsTree = disposeBatchedBoundsTree;
THREE.BatchedMesh.prototype.raycast = acceleratedRaycast;
const geom = new THREE.TorusKnotGeometry( 10, 3, 400, 100 );
const mesh = new THREE.Mesh( geom, material );
geom.computeBoundsTree();
const batchedMesh = new THREE.BatchedMesh( ... );
const geomId = batchedMesh.addGeometry( geom );
const instId = batchedMesh.addGeometry( geom );
batchedMesh.computeBoundsTree( geomId );
Or manually building the BVH
import * as THREE from 'three';
import { MeshBVH, acceleratedRaycast } from 'three-mesh-bvh';
THREE.Mesh.prototype.raycast = acceleratedRaycast;
geom.boundsTree = new MeshBVH( geom );
And then raycasting
const raycaster = new THREE.Raycaster();
raycaster.firstHitOnly = true;
raycaster.intersectObjects( [ mesh ] );
Querying the BVH Directly
import * as THREE from 'three';
import { MeshBVH, acceleratedRaycast } from 'three-mesh-bvh';
let mesh, geometry;
const invMat = new THREE.Matrix4();
const bvh = new MeshBVH( geometry );
invMat.copy( mesh.matrixWorld ).invert();
raycaster.ray.applyMatrix4( invMat );
const hit = bvh.raycastFirst( raycaster.ray );
hit.point.applyMatrixWorld( mesh.matrixWorld );
sphere.applyMatrix4( invMat );
const intersects = bvh.intersectsSphere( sphere );
With Skinned and Morph Target Meshes
import { StaticGeometryGenerator } from 'three-mesh-bvh';
const generator = new StaticGeometryGenerator( [ ...skinnedMeshes ] );
const geometry = generator.generate();
geometry.computeBoundsTree();
generator.generate( geometry );
geometry.boundsTree.refit();
Serialization and Deserialization
const geometry = new KnotGeometry( 1, 0.5, 40, 10 );
const bvh = new MeshBVH( geometry );
const serialized = MeshBVH.serialize( bvh );
const deserializedBVH = MeshBVH.deserialize( serialized, geometry );
geometry.boundsTree = deserializedBVH;
Asynchronous Generation
NOTE WebWorker syntax is inconsistently supported across bundlers and sometimes not supported at all so the GenerateMeshBVHWorker class is not exported from the package root. If needed the code from src/worker
can be copied and modified to accommodate a particular build process.
import { GenerateMeshBVHWorker } from 'three-mesh-bvh/src/workers/GenerateMeshBVHWorker.js';
const geometry = new KnotGeometry( 1, 0.5, 40, 10 );
const worker = new GenerateMeshBVHWorker();
worker.generate( geometry ).then( bvh => {
geometry.boundsTree = bvh;
} );
Parallel BVH generation is also supported using "ParallelMeshBVHWorker", which requires support for SharedArrayBuffer. If SharedArrayBuffer is not available it falls back to "GenerateMeshBVHWorker". It is recommended that geometry passed to this function have position
and index
with SharedArrayBuffer arrays, otherwise buffer copies must be made.
import { ParallelMeshBVHWorker } from 'three-mesh-bvh/src/workers/ParallelMeshBVHWorker.js';
const geometry = new KnotGeometry( 1, 0.5, 40, 10 );
const worker = new ParallelMeshBVHWorker();
worker.generate( geometry ).then( bvh => {
geometry.boundsTree = bvh;
} );
BVH Queries in a Shader
See the shader implementation in the simple GPU Path Tracing example for an example on how to perform BVH ray queries in a shader. Or the GPU SDF Generation example for how to perform distance and closest point to point queries in a shader.
Exports
Split Strategy Constants
CENTER
Option for splitting each BVH node down the center of the longest axis of the bounds.
This is the fastest construction option and will yield a good, performant bounds.
AVERAGE
Option for splitting each BVH node at the average point along the longest axis for all triangle centroids in the bounds.
This strategy may be better than CENTER
with some geometry.
SAH
Option to use a Surface Area Heuristic to split the bounds more optimally. This SAH implementation tests 32 discrete splits in each node along each axis to determine which split is the lowest cost.
This is the slowest construction option but will yield the best bounds of the three options and use the least memory.
Shapecast Intersection Constants
NOT_INTERSECTED
Indicates the shape did not intersect the given bounding box.
INTERSECTED
Indicates the shape did intersect the given bounding box.
CONTAINED
Indicate the shape entirely contains the given bounding box.
MeshBVH
The MeshBVH generation process modifies the geometry's index bufferAttribute in place to save memory. The BVH construction will use the geometry's boundingBox if it exists or set it if it does not. The BVH will no longer work correctly if the index buffer is modified.
Note that all query functions expect arguments in local space of the BVH and return results in local space, as well. If world space results are needed they must be transformed into world space using object.matrixWorld
.
static .serialize
static serialize( bvh : MeshBVH, options : Object = null ) : SerializedBVH
Generates a representation of the complete bounds tree and the geometry index buffer which can be used to recreate a bounds tree using the deserialize function. The serialize
and deserialize
functions can be used to generate a MeshBVH asynchronously in a background web worker to prevent the main thread from stuttering. The BVH roots buffer stored in the serialized representation are the same as the ones used by the original BVH so they should not be modified. If SharedArrayBuffers
are used then the same BVH memory can be used for multiple BVH in multiple WebWorkers.
bvh
is the MeshBVH to be serialized. The options
object can have the following fields:
{
cloneBuffers: true
}
static .deserialize
static deserialize( data : SerializedBVH, geometry : BufferGeometry, options : Object = null ) : MeshBVH
Returns a new MeshBVH instance from the serialized data. geometry
is the geometry used to generate the original BVH data
was derived from. The root buffers stored in data
are set directly on the new BVH so the memory is shared.
The options
object can have the following fields:
{
setIndex: true,
}
NOTE: In order for the bounds tree to be used for casts the geometry index attribute must be replaced by the data in the SeralizedMeshBVH object.
.constructor
constructor( geometry : BufferGeometry, options : Object )
Constructs the bounds tree for the given geometry and produces a new index attribute buffer. A reference to the passed geometry is retained. The available options are
{
strategy: CENTER,
maxDepth: 40,
maxLeafTris: 10,
setBoundingBox: true,
useSharedArrayBuffer: false,
onProgress: null,
indirect: false,
verbose: true,
range: { start: number, count: number }
}
NOTE: The geometry's index attribute array is modified in order to build the bounds tree unless indirect
is set to true
. If the geometry has no index then one is added if indirect
is set to false
.
.resolveTriangleIndex
resolveTriangleIndex( index : Number ) : Number
Helper function for use when indirect
is set to true. This function takes a triangle index in the BVH layout and returns the associated triangle index in the geometry index buffer or position attribute.
.raycast
raycast( ray : Ray, side : FrontSide | BackSide | DoubleSide = FrontSide, near : Number = 0, far : Number = Infinity ) : Array<RaycastHit>
raycast( ray : Ray, material? : Array<Material> | Material, near : Number = 0, far : Number = Infinity ) : Array<RaycastHit>
Returns all raycast triangle hits in unsorted order. It is expected that ray
is in the frame of the BVH already. Likewise the returned results are also provided in the local frame of the BVH. The side
identifier is used to determine the side to check when raycasting or a material with the given side field can be passed. If an array of materials is provided then it is expected that the geometry has groups and the appropriate material side is used per group.
Note that unlike three.js' Raycaster results the points and distances in the intersections returned from this function are relative to the local frame of the MeshBVH. When using the acceleratedRaycast function as an override for Mesh.raycast
they are transformed into world space to be consistent with three's results.
.raycastFirst
raycastFirst( ray : Ray, side : FrontSide | BackSide | DoubleSide = FrontSide, near : Number = 0, far : Number = Infinity ) : RaycastHit
raycastFirst( ray : Ray, material : Array<Material> | Material, near : Number = 0, far : Number = Infinity ) : RaycastHit
Returns the first raycast hit in the model. This is typically much faster than returning all hits. See raycast for information on the side and material options as well as the frame of the returned intersections.
.intersectsSphere
intersectsSphere( sphere : Sphere ) : Boolean
Returns whether or not the mesh intersects the given sphere.
.intersectsBox
intersectsBox( box : Box3, boxToBvh : Matrix4 ) : Boolean
Returns whether or not the mesh intersects the given box.
The boxToBvh
parameter is the transform of the box in the meshes frame.
.intersectsGeometry
intersectsGeometry( geometry : BufferGeometry, geometryToBvh : Matrix4 ) : Boolean
Returns whether or not the mesh intersects the given geometry.
The geometryToBvh
parameter is the transform of the geometry in the BVH's local frame.
Performance improves considerably if the provided geometry also has a boundsTree
.
.closestPointToPoint
closestPointToPoint(
point : Vector3,
target : Object = {},
minThreshold : Number = 0,
maxThreshold : Number = Infinity
) : target
Computes the closest distance from the point to the mesh and gives additional information in target
. The target can be left undefined to default to a new object which is ultimately returned by the function.
If a point is found that is closer than minThreshold
then the function will return that result early. Any triangles or points outside of maxThreshold
are ignored. If no point is found within the min / max thresholds then null
is returned and the target
object is not modified.
target : {
point : Vector3,
distance : Number,
faceIndex : Number
}
The returned faceIndex can be used with the standalone function getTriangleHitPointInfo to obtain more information like UV coordinates, triangle normal and materialIndex.
.closestPointToGeometry
closestPointToGeometry(
geometry : BufferGeometry,
geometryToBvh : Matrix4,
target1 : Object = {},
target2 : Object = {},
minThreshold : Number = 0,
maxThreshold : Number = Infinity
) : target1
Computes the closest distance from the geometry to the mesh and puts the closest point on the mesh in target1
(in the frame of the BVH) and the closest point on the other geometry in target2
(in the geometry frame). If target1
is not provided a new Object is created and returned from the function.
The geometryToBvh
parameter is the transform of the geometry in the BVH's local frame.
If a point is found that is closer than minThreshold
then the function will return that result early. Any triangles or points outside of maxThreshold
are ignored. If no point is found within the min / max thresholds then null
is returned and the target objects are not modified.
target1
and target2
are optional objects that similar to the target
parameter in closestPointPoint and set with the same fields as that function.
The returned in target1
and target2
can be used with the standalone function getTriangleHitPointInfo to obtain more information like UV coordinates, triangle normal and materialIndex.
Note that this function can be very slow if geometry
does not have a geometry.boundsTree
computed.
.shapecast
shapecast(
callbacks : {
boundsTraverseOrder : (
box: Box3
) => Number = null,
intersectsBounds : (
box : Box3,
isLeaf : Boolean,
score : Number | undefined,
depth : Number,
nodeIndex : Number
) => NOT_INTERSECTED | INTERSECTED | CONTAINED,
intersectsRange : (
triangleOffset : Number,
triangleCount : Number
contained : Boolean,
depth : Number,
nodeIndex : Number,
box: Box3
) => Boolean = null,
intersectsTriangle : (
triangle : ExtendedTriangle,
triangleIndex : Number,
contained : Boolean,
depth : Number
) => Boolean = null,
}
) : Boolean
A generalized cast function that can be used to implement intersection logic for custom shapes. This is used internally for intersectsBox, intersectsSphere, and more. The function returns as soon as a triangle has been reported as intersected and returns true
if a triangle has been intersected. The bounds are traversed in depth first order calling boundsTraverseOrder
, intersectsBoundsFunc
, intersectsRange
, and intersectsTriangle
for each node and using the results to determine when to end traversal. The depth
value passed to callbacks indicates the depth of the bounds the provided box or triangle range belongs to unless the triangles are indicated to be CONTAINED
, in which case depth is the depth of the parent bounds that were contained. The depth field can be used to precompute, cache to an array, and then read information about a parent bound to improve performance while traversing because nodes are traversed in a dpeth first order. The triangleIndex
parameter specifies the index of the triangle in the index buffer. The three vertex indices can be computed as triangleIndex * 3 + 0
, triangleIndex * 3 + 1
, triangleIndex * 3 + 2
.
boundsTraverseOrder
takes as an argument the axis aligned bounding box representing an internal node local to the BVH and returns a score (often distance) used to determine whether the left or right node should be traversed first. The shape with the lowest score is traversed first.
intersectsBounds
takes the axis aligned bounding box representing an internal node local to the bvh, whether or not the node is a leaf, the score calculated by boundsTraverseOrder
, the node depth, and the node index (for use with the refit function) and returns a constant indicating whether or not the bounds is intersected or contained meaning traversal should continue. If CONTAINED
is returned (meaning the bounds is entirely encapsulated by the shape) then an optimization is triggered allowing the range and / or triangle intersection callbacks to be run immediately rather than traversing the rest of the child bounds.
intersectsRange
takes a triangle offset and count representing the number of triangles to be iterated over. 1 triangle from this range represents 3 values in the geometry's index buffer. If this function returns true then traversal is stopped and intersectsTriangle
is not called if provided.
NOTE The triangle range provided in intersectsRange
is for the indirect bvh storage buffer if the option has been set so it is necessary to transform to geometry triangle indices using resolveTriangleIndex
.
intersectsTriangle
takes a triangle and the triangle index and returns whether or not the triangle has been intersected. If the triangle is reported to be intersected the traversal ends and the shapecast
function completes. If multiple triangles need to be collected or intersected return false here and push results onto an array. contained
is set to true
if one of the parent bounds was marked as entirely contained (returned CONTAINED
) in the intersectsBoundsFunc
function.
.refit
refit( nodeIndices : Array<Number> | Set<Number> = null ) : void
Refit the node bounds to the current triangle positions. This is quicker than regenerating a new BVH but will not be optimal after significant changes to the vertices. nodeIndices
is a set of node indices (provided by the shapecast function, see example snippet below) that need to be refit including all internal nodes. If one of a nodes children is also included in the set of node indices then only the included child bounds are traversed. If neither child index is included in the nodeIndices
set, though, then it is assumed that every child below that node needs to be updated.
Here's how to get the set of indices that need to be refit:
const nodeIndices = new Set();
bvh.shapecast(
{
intersectsBounds: ( box, isLeaf, score, depth, nodeIndex ) => {
if ( ) {
nodeIndices.add( nodeIndex );
return INTERSECTED;
}
return NOT_INTERSECTED;
},
intersectsRange: ( offset, count, contained, depth, nodeIndex ) => {
nodeIndices.add( nodeIndex );
}
}
);
bvh.refit( nodeIndices );
.getBoundingBox
getBoundingBox( target : Box3 ) : Box3
Get the bounding box of the geometry computed from the root node bounds of the BVH. Significantly faster than BufferGeometry.computeBoundingBox
.
SerializedBVH
.roots
roots : Array<ArrayBuffer>
.index
index : TypedArray
MeshBVHHelper
extends THREE.Group
Displays a view of the bounds tree up to the given depth of the tree. Update() must be called after any fields that affect visualization geometry are changed.
Note: The visualizer is expected to be a sibling of the mesh being visualized.
.depth
depth : Number
The depth to traverse and visualize the tree to.
.color
color = 0x00FF88 : THREE.Color
The color to render the bounding volume with.
.opacity
opacity = 0.3 : Number
The opacity to render the bounding volume with.
.displayParents
displayParents = false : Boolean
Whether or not to display the parent bounds.
.displayEdges
displayEdges = true : Boolean
If true displays the bounds as edges other displays the bounds as solid meshes.
.objectIndex
objectIndex = 0 : Number
When using an InstancedMesh
or a BatchedMesh
this refers to the item index to use for the BVH and / or matrix transformation to use.
.edgeMaterial
edgeMaterial : LineBasicMaterial
The material to use when rendering edges.
.meshMaterial
meshMaterial : MeshBasicMaterial
The material to use when rendering as a sold meshes.
.constructor
constructor(
meshOrBvh: THREE.Mesh | MeshBVH,
depth = 10 : Number
)
constructor(
mesh = null : THREE.Mesh,
bvh = null : MeshBVH,
depth = 10 : Number
)
Instantiates the helper to visualize a MeshBVH.
If a mesh
and no bvh
is provided then the mesh.geometry.boundsTree
is displayed. Otherwise the provided bvh is displayed. Addtionally, if mesh
is provided then the helper world transform is automatically synchronized with the Mesh. Otherwise if not mesh
is provided then the user can manage the transform.
.update
update() : void
Updates the display of the bounds tree in the case that the bounds tree has changed or the depth parameter has changed.
.dispose
dispose() : void
Disposes of the material used.
ExtendedTriangle
extends THREE.Triangle
An extended version of three.js' Triangle class. A variety of derivative values are cached on the object to accelerate the intersection functions. .needsUpdate
must be set to true when modifying the triangle parameters.
.needsUpdate
needsUpdate : Boolean
Indicates that the triangle fields have changed so cached variables to accelerate other function execution can be updated. Must be set to true after modifying the triangle a
, b
, c
fields.
.intersectsTriangle
intersectsTriangle( other : Triangle, target? : Line3 ) : Boolean;
Returns whether the triangles intersect. target
is set to the line segment representing the intersection.
.intersectsSphere
intersectsSphere( sphere : Sphere ) : Boolean
Returns whether the triangle intersects the given sphere.
.closestPointToSegment
closestPointToSegment( segment : Line3, target1? : Vector3, target2? : Vector3 ) : Number
Returns the distance to the provided line segment. target1
and target2
are set to the closest points on the triangle and segment respectively.
.distanceToPoint
distanceToPoint( point : Vector3 ) : Number
Returns the distance to the provided point.
.distanceToTriangle
distanceToTriangle( tri : Triangle ) : Number
Returns the distance to the provided triangle.
OrientedBox
extends THREE.Box3
An oriented version of three.js' Box3 class. A variety of derivative values are cached on the object to accelerate the intersection functions. .needsUpdate
must be set to true when modifying the box parameters.
.matrix
matrix : Matrix4
Matrix transformation applied to the box.
.needsUpdate
updateUpdate : Boolean
Indicates that the bounding box fields have changed so cached variables to accelerate other function execution can be updated. Must be set to true after modifying the oriented box min
, max
, matrix
fields.
.set
set( min : Vector3, max : Vector3, matrix : Matrix4 ) : this
Sets the oriented box parameters.
.intersectsBox
intersectsBox( box : Box3 ) : Boolean
Returns true if intersecting with the provided box.
.intersectsTriangle
intersectsTriangle( tri : Triangle ) : Boolean
Returns true if intersecting with the provided triangle.
.closestPointToPoint
closestPointToPoint( point : Vector3, target = null : Vector3 ) : Number
Returns the distance to the provided point. Sets target
to the closest point on the surface of the box if provided.
.distanceToPoint
distanceToPoint( point : Vector3 ) : Number
Returns the distance to the provided point.
.distanceToBox
distanceToBox( box : Box3, threshold = 0 : Number, target1 = null : Vector3, target2 = null : Vector3 ) : Number
Returns the distance to the provided box. threshold
is an optional distance to return early if the distance is found to be within it. target1
and target2
are set to the points on the surface of this box and the box
argument respectively.
Extensions
Raycaster.firstHitOnly
firstHitOnly = false : Boolean
If the Raycaster
member firstHitOnly
is set to true then the .acceleratedRaycast function will call the .raycastFirst function to retrieve hits which is generally faster.
.computeBoundsTree
computeBoundsTree( options? : Object ) : void
A pre-made BufferGeometry extension function that builds a new BVH, assigns it to boundsTree
for BufferGeometry, and applies the new index buffer to the geometry. Comparable to computeBoundingBox
and computeBoundingSphere
.
THREE.BufferGeometry.prototype.computeBoundsTree = computeBoundsTree;
.disposeBoundsTree
disposeBoundsTree() : void
A BufferGeometry extension function that disposes of the BVH.
THREE.BufferGeometry.prototype.disposeBoundsTree = disposeBoundsTree;
.computeBatchedBoundsTree
computeBatchedBoundsTree( index = - 1 : Number, options? : Object ) : void
Equivalent of computeBoundsTree
for BatchedMesh. Calling this generates a BatchedMesh.boundsTrees
array if it doesn't exist and assigns the newly generated BVHs. If index
is -1 then BVHs for all available geometry are generated. Otherwise only the BVH for the geometry at the given index is generated.
THREE.BatchedMesh.prototype.computeBoundsTree = computeBatchedBoundsTree;
.disposeBatchedBoundsTree
disposeBatchedBoundsTree( index = - 1 : Number, options? : Object ) : void
Equivalent of disposeBoundsTree
for BatchedMesh. Calling this sets entries in BatchedMesh.boundsTrees
array to null. If index
is -1 then BVHs are disposed. Otherwise only the BVH for the geometry at the given index is disposed.
THREE.BatchedMesh.prototype.disposeBoundsTree = disposeBatchedBoundsTree;
.acceleratedRaycast
acceleratedRaycast( ... )
An accelerated raycast function with the same signature as THREE.Mesh.raycast
. Uses the BVH for raycasting if it's available otherwise it falls back to the built-in approach. The results of the function are designed to be identical to the results of the conventional THREE.Mesh.raycast
results.
If the raycaster object being used has a property firstHitOnly
set to true
, then the raycasting will terminate as soon as it finds the closest intersection to the ray's origin and return only that intersection. This is typically several times faster than searching for all intersections.
THREE.Mesh.prototype.raycast = acceleratedRaycast;
StaticGeometryGenerator
A utility class for taking a set of SkinnedMeshes or morph target geometry and baking it into a single, static geometry that a BVH can be generated for.
.useGroups
useGroups = true : Boolean
If true then groups are used to support an array of materials on the mesh.
.attributes
attributes = [ 'position', 'normal', 'tangent', 'uv', 'uv2' ] : Array<String>
The set of attributes to copy onto the static geometry.
.applyWorldTransforms
applyWorldTransforms = true : Boolean
Whether to transform the vertices of the geometry by the world transforms of each mesh when generating.
constructor
constructor( object : Array<Object3D> )
Takes an array of object hierarchies to bake into a single static geometry.
.getMaterials
getMaterials() : Array<Material>
Returns an array of materials for the meshes to be merged. These can be used alongside the generated geometry when creating a mesh: new Mesh( geometry, generator.getMaterials() )
.
.generate
generate( target = new BufferGeometry() : BufferGeometry ) : BufferGeometry
Generates a single, static geometry for the passed meshes. When generating for the first time an empty target geometry is expected. The same generated geometry can be passed into the function on subsequent calls to update the geometry in place to save memory. An error will be thrown if the attributes or geometry on the meshes to bake has been changed and are incompatible lengths, types, etc.
On subsequent calls the "index" buffer will not be modified so any BVH generated for the geometry is unaffected. Once the geometry is updated the MeshBVH.refit
function can be called to update the BVH.
GenerateMeshBVHWorker
Helper class for generating a MeshBVH for a given geometry in asynchronously in a worker. The geometry position and index buffer attribute ArrayBuffers
are transferred to the Worker while the BVH is being generated meaning the geometry will be unavailable to use while the BVH is being processed unless SharedArrayBuffers
are used. They will be automatically replaced when the MeshBVH is finished generating.
NOTE It's best to reuse a single instance of this class to avoid the overhead of instantiating a new Worker.
See note in Asyncronous Generation use snippet.
.running
running : Boolean;
Flag indicating whether or not a BVH is already being generated in the worker.
.generate
generate( geometry : BufferGeometry, options : Object ) : Promise< MeshBVH >;
Generates a MeshBVH instance for the given geometry with the given options in a WebWorker. Returns a promise that resolves with the generated MeshBVH. This function will throw an error if it is already running.
.dispose
dispose() : void;
Terminates the worker.
Debug Functions
estimateMemoryInBytes
estimateMemoryInBytes( bvh : MeshBVH ) : Number
Roughly estimates the amount of memory in bytes a BVH is using.
getBVHExtremes
getBVHExtremes( bvh : MeshBVH ) : Array< Object >
Measures the min and max extremes of the tree including node depth, leaf triangle count, and number of splits on different axes to show how well a tree is structured. Returns an array of extremes for each group root for the bvh. The objects are structured like so:
{
nodeCount: Number,
leafNodeCount: Number,
surfaceAreaScore: Number,
depth: { min: Number, max: Number },
tris: { min: Number, max: Number },
splits: [ Number, Number, Number ]
}
NOTE The when using the refit function the surfaceAreaScore
can be used to check how significantly the structure of the BVH has degraded and rebuild it if it has changed beyond some threshold ratio.
Individual Functions
Functions exported individually not part of a class.
getTriangleHitPointInfo
getTriangleHitPointInfo(
point: Vector3,
geometry : BufferGeometry,
triangleIndex: Number
target: Object
) : Object
This function returns information of a point related to a geometry. It returns the target
object or a new one if passed undefined
:
target : {
face: {
a: Number,
b: Number,
c: Number,
materialIndex: Number,
normal: Vector3
},
uv: Vector2
}
a
, b
, c
: Triangle indicesmaterialIndex
: Face material index or 0 if not available.normal
: Face normaluv
: UV coordinates.
This function can be used after a call to closestPointPoint or closestPointToGeometry to retrieve more detailed result information.
Shader and Texture Packing API
In addition to queries in Javascript the BVH can be packed into a series of textures so raycast queries can be performed in a shader using provided WebGL shader functions. See the shader implementation in the simple GPU Path Tracing example for an example on how to use the functionality.
*VertexAttributeTexture
FloatVertexAttributeTexture
UIntVertexAttributeTexture
IntVertexAttributeTexture
extends THREE.DataTexture
Float, Uint, and Int VertexAttributeTexture implementations are designed to simplify the efficient packing of a three.js BufferAttribute into a texture. An instance can be treated as a texture and when passing as a uniform to a shader they should be used as a sampler2d
, usampler2d
, and isampler2d
when using the Float, Uint, and Int texture types respectively.
.overrideItemSize
overrideItemSize : Number = null
Treats BufferAttribute.itemSize
as though it were set to this value when packing the buffer attribute texture. Throws an error if the value does not divide evenly into the length of the BufferAttribute buffer (count * itemSize % overrideItemSize
).
Specifically used to pack geometry indices into an RGB texture rather than an Red texture.
.updateFrom
updateFrom( attribute : THREE.BufferAttribute ) : void
Updates the texture to have the data contained in the passed BufferAttribute using the BufferAttribute itemSize
field, normalized
field, and TypedArray layout to determine the appropriate texture layout, format, and type. The texture dimensions will always be square. Because these are intended to be sampled as 1D arrays the width of the texture msut be taken into account to derive a sampling uv. See texelFetch1D
in shaderFunctions.
MeshBVHUniformStruct
A shader uniform object corresponding to the BVH
shader struct defined in shaderStructs. The object contains four textures containing information about the BVH and geometry so it can be queried in a shader using the bvh intersection functions defined in shaderFunctions. This object is intended to be used as a shader uniform and read in the shader as a BVH
struct.
.updateFrom
updateFrom( bvh : MeshBVH ) : void
Updates the object and associated textures with data from the provided BVH.
.dispose
dispose() : void
Dispose of the associated textures.
Shader Function and Struct Exports
shaderStructs
shaderStructs : string
Set of shaders structs and defined constants used for interacting with the packed BVH in a shader. See src/gpu/shaderFunctions.js for full implementations and declarations.
shaderFunctions
shaderFunctions : string
Set of shader functions used for interacting with the packed BVH in a shader and sampling VertexAttributeTextures. See src/gpu/shaderFunctions.js for full implementations and declarations.
Gotchas
- When querying the MeshBVH directly all shapes and geometry are expected to be specified in the local frame of the BVH. When using three.js' built in raycasting system all results are implicitly transformed into world coordinates.
- A bounds tree can be generated for either an indexed or non-indexed
BufferGeometry
, but an index will
be produced and retained as a side effect of the construction unless the "indirect" option is used. - The bounds hierarchy is not dynamic, so geometry that uses morph targets or skinning cannot be used. Though if vertex positions are modified directly the refit function can be used to adjust the bounds tree.
- If the geometry is changed then a new bounds tree will need to be generated or refit.
- InterleavedBufferAttributes are not supported with the geometry index buffer attribute.
- A separate bounds tree is generated for each geometry group, which could result in less than optimal raycast performance on geometry with lots of groups.
- Due to errors related to floating point precision it is recommended that geometry be centered using
BufferGeometry.center()
before creating the BVH if the geometry is sufficiently large or off center so bounds tightly contain the geometry as much as possible.
Running Examples Locally
To run the examples locally:
- Run
npm start
- Then visit
localhost:5173/<demo-name>.html
Where <demo-name>
is the name of the HTML file from example
folder.
Used and Supported by
...and more!