@pmndrs/bvh
    Preparing search index...

    Interface CpuMeshBvhOptions

    interface CpuMeshBvhOptions {
        corners?: CpuMeshBvhCorners;
        source?: MeshInput | null;
    }
    Index

    Where the queries read triangle corners (see the file comment): 'records' (the default: 48 bytes per triangle, a copy of the corners) or 'positions' (16 bytes per triangle: the tree's indexed triangles, corners read from source.positions by reference; needs source). Answers are the same bit for bit; 'positions' follows the source's edits, so refit after editing it.

    source?: MeshInput | null

    The geometry the tree was built from. CpuMeshBvh.refit rereads its positions, and CpuMeshBvh.getTriangleHitPointInfo its index. Kept by reference, not copied.