@pmndrs/bvh
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    Class StaticGeometryGenerator

    three-mesh-bvh's StaticGeometryGenerator: a set of skinned, morphed (or plain) meshes baked into one static geometry that a tree can be built for (see the file comment).

    Index
    applyWorldTransforms: boolean = true

    Move each vertex (and normal, tangent) by its mesh's world transform. Default true.

    attributes: string[] = ...

    The attributes copied onto the static geometry.

    meshes: Mesh<
        BufferGeometry<NormalBufferAttributes, BufferGeometryEventMap>,
        Material<MaterialEventMap> | Material<MaterialEventMap>[],
        Object3DEventMap,
    >[]

    The meshes baked: every visible Mesh under the objects given (traverseVisible), in order.

    useGroups: boolean = true

    With true (default), one group per mesh, so getMaterials() maps them; an array of materials on a mesh is not split further.

    • Bakes the meshes into targetGeometry (a new geometry by default). Passing the same geometry again updates its attributes in place and leaves its index alone, so a tree built for it stays valid: call boundsTree.refit() after. Throws when a mesh's attributes changed in a way that doesn't fit (count, type, item size). Meshes that didn't change since the last call are skipped.

      Parameters

      • targetGeometry: BufferGeometry<NormalBufferAttributes, BufferGeometryEventMap> = ...

      Returns BufferGeometry

    • The meshes' materials in group order: new Mesh(geometry, generator.getMaterials()).

      Returns Material<MaterialEventMap>[]