three-mesh-bvh's validateBounds(bvh): whether every leaf's box holds its
triangles and every box holds its children. Each failure is reported with
console.assert, as three-mesh-bvh does. The triangles are read from the
tree's source geometry when it has one (CpuMeshBvh.writePrimitiveRangeBounds),
so positions edited without a CpuMeshBvh.refit fail, as they do in
three-mesh-bvh. (checkGpuLayout checks the layout itself, bit for bit.)
three-mesh-bvh's
validateBounds(bvh): whether every leaf's box holds its triangles and every box holds its children. Each failure is reported withconsole.assert, as three-mesh-bvh does. The triangles are read from the tree's source geometry when it has one (CpuMeshBvh.writePrimitiveRangeBounds), so positions edited without a CpuMeshBvh.refit fail, as they do in three-mesh-bvh. (checkGpuLayoutchecks the layout itself, bit for bit.)