@pmndrs/bvh
    Preparing search index...

    Interface BvhSdfTextureOptions

    Options of generateSdfTexture.

    interface BvhSdfTextureOptions {
        box:
            | Box3
            | {
                max: { x: number; y: number; z: number };
                min: { x: number; y: number; z: number };
            };
        mask?: number;
        maxDistance?: number;
        rayMasks?: boolean;
        resolution?: number
        | readonly [number, number, number];
        sign?: SdfSign;
        texture?: Storage3DTexture;
        voxelsPerSubmit?: number;
    }

    Hierarchy (View Summary)

    Index
    box:
        | Box3
        | {
            max: { x: number; y: number; z: number };
            min: { x: number; y: number; z: number };
        }

    The world-space box the field covers (the texture's extent).

    mask?: number

    Only instances whose mask shares a bit with this count. Default all. Ignored by a generator made with rayMasks: false.

    maxDistance?: number

    Distances are clamped to this (and to -this inside): the closest-point walk skips boxes farther away, so a narrow band is cheaper. Default: none (CLOSEST_POINT_MAX_DISTANCE, 1e18).

    rayMasks?: boolean

    Instance masks compiled into the kernel. Default true (mask works).

    resolution?: number | readonly [number, number, number]

    Voxels per axis. Default 64.

    sign?: SdfSign

    Default 'parity'. 'unsigned' skips the inside test (an open surface's distance, a quarter of the work).

    texture?: Storage3DTexture

    A texture to fill again (from an earlier call, same resolution); default a new one.

    voxelsPerSubmit?: number

    Voxels per submit (SdfGenerator.generate).