Cuts the meshes of an assembled scene into clusters, each its own top-level
leaf (three-mesh-bvh's ClusteredBVH; see the file comment). Returns a new
scene: the same triangles and positions, the scene's trees that are still
entered at their roots followed by the copied subtrees, the placements to
match, and a new top level; scene is not changed. Every walk
traces it as it is (the WGSL, createCpuTracer, the batch kernels, the
queries and SdfGenerator), compiled for the scene's formats.
With nothing to split (primitiveLimit: Infinity, or split refusing
every record) the input scene comes back as it is, with clusters.
Rebuild after anything moves: like buildTopLevel, this is a CPU build of
the whole top level; the GPU top level (GpuTopLevel, SceneTrees) has no
clustered mode.
Cuts the meshes of an assembled scene into clusters, each its own top-level leaf (three-mesh-bvh's
ClusteredBVH; see the file comment). Returns a new scene: the same triangles and positions, the scene's trees that are still entered at their roots followed by the copied subtrees, the placements to match, and a new top level;sceneis not changed. Every walk traces it as it is (the WGSL,createCpuTracer, the batch kernels, the queries andSdfGenerator), compiled for the scene's formats.With nothing to split (
primitiveLimit: Infinity, orsplitrefusing every record) the input scene comes back as it is, withclusters.Rebuild after anything moves: like
buildTopLevel, this is a CPU build of the whole top level; the GPU top level (GpuTopLevel,SceneTrees) has no clustered mode.