Takes an object hierarchy (or an array of them) whose visible meshes to bake.
Move each vertex (and normal, tangent) by its mesh's world transform. Default true.
The attributes copied onto the static geometry.
ReadonlymeshesThe meshes baked: every visible Mesh under the objects given (traverseVisible), in order.
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.
The meshes' materials in group order: new Mesh(geometry, generator.getMaterials()).
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).