@pmndrs/bvh
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    Function computeBatchedBoundsTree

    • three-mesh-bvh's computeBatchedBoundsTree(index = -1, options), for BatchedMesh.prototype.computeBoundsTree (PARITY 5.5): a tree per geometry of the batch, in batchedMesh.boundsTrees (made with a slot per geometry when missing). index -1 builds every geometry's and returns the array; a geometry id builds that one and returns it (null past the geometries, or for a deleted geometry). Each tree is a BvhBoundsTree over the geometry's range of the batched geometry (its triangle k is the batch's triangle at index start + 3k); acceleratedRaycast walks it for each instance of that geometry, and the intersections are three's (faceIndex, face and the attributes over the whole batched geometry, batchId). Options are computeBoundsTree's. After setGeometryAt (or any edit of the batched positions), rebuild that geometry's tree with this, and refit() the others or rebuild them: until then raycasts fall back to three's.

      Parameters

      Returns BvhBoundsTree | (BvhBoundsTree | null)[] | null