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.
three-mesh-bvh's
computeBatchedBoundsTree(index = -1, options), forBatchedMesh.prototype.computeBoundsTree(PARITY 5.5): a tree per geometry of the batch, inbatchedMesh.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 trianglekis the batch's triangle at indexstart + 3k); acceleratedRaycast walks it for each instance of that geometry, and the intersections are three's (faceIndex,faceand the attributes over the whole batched geometry,batchId). Options arecomputeBoundsTree's. AftersetGeometryAt(or any edit of the batched positions), rebuild that geometry's tree with this, andrefit()the others or rebuild them: until then raycasts fall back to three's.