@pmndrs/bvh
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    Interface SdfCpuSource

    What generateSdfCpu needs of a tree: CpuMeshBvh has both, in world space.

    interface SdfCpuSource {
        closestPointToPoint(
            point: readonly [number, number, number],
            target?: object,
            minThreshold?: number,
            maxThreshold?: number,
        ): { distance: number } | null;
        rayCrossings(
            origin: readonly [number, number, number],
            direction: readonly [number, number, number],
        ): { count: number; winding: number };
    }
    Index
    • Parameters

      • point: readonly [number, number, number]
      • Optionaltarget: object
      • OptionalminThreshold: number
      • OptionalmaxThreshold: number

      Returns { distance: number } | null

    • Parameters

      • origin: readonly [number, number, number]
      • direction: readonly [number, number, number]

      Returns { count: number; winding: number }