@pmndrs/bvh
    Preparing search index...

    Interface ReferenceScene

    World-space triangles, flattened for speed: per triangle a (3), edge1 (3), edge2 (3).

    interface ReferenceScene {
        geometry: Float64Array;
        instanceIndices: Uint32Array;
        instanceMasks: Uint8Array;
        materials: Uint32Array;
        mirrored: Uint8Array;
        rayMasks: boolean;
        triangleCount: number;
        triangleFilter?: TrianglePasses;
        triangleIndices: Uint32Array;
    }
    Index
    geometry: Float64Array
    instanceIndices: Uint32Array
    instanceMasks: Uint8Array

    Each triangle's instance mask (0xff unless the instance gives one).

    materials: Uint32Array

    Each triangle's material: its mesh's triangleMaterials entry, else its instance's (NO_MATERIAL for none).

    mirrored: Uint8Array

    1 for triangles of a mirrored instance, whose world-space winding is the reverse of the authored one.

    rayMasks: boolean

    False: instance masks are ignored and the filter sees all ones (a trace module built with rayMasks: false).

    triangleCount: number
    triangleFilter?: TrianglePasses

    Asked about every hit; true lets the ray through. Undefined: every triangle blocks.

    triangleIndices: Uint32Array