@pmndrs/bvh
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    Function generateSdfCpu

    • The field on the CPU, voxel for voxel the kernel's points (x fastest, then y, then z): the reference the GPU is checked against, and a field where there is no GPU. sources are world-space trees (a CpuMeshBvh per mesh, its instances' positions moved to world space); they count as one scene. Slow for big grids: one closest point and three all-hit rays per voxel per tree.

      Parameters

      Returns Float32Array