Hi guys, I added to my npm package @three.ez/batched-mesh-extensions
an extension to create and use a BVH to speed up raycasting and frustum culling of BatchedMesh
.
Here is the example (should runs smooth on mobile too):
Repository:
Hi guys, I added to my npm package @three.ez/batched-mesh-extensions
an extension to create and use a BVH to speed up raycasting and frustum culling of BatchedMesh
.
Here is the example (should runs smooth on mobile too):
Repository:
can this be used with GitHub - gkjohnson/three-mesh-bvh: A BVH implementation to speed up raycasting and enable spatial queries against three.js meshes. ? i already have the bvh on my meshes
Hi @arpu, thanks for asking!
three-mesh-bvh
creates a BVH to store the geometry triangles (useful for complex geometries).
My library instead creates a BVH to store the bounding boxes (AABB) of all instances (useful for a lot of instances).
The two BVHs work perfectly together.
My bvh filters out the instances (avoiding iterating them all) that need to be checked using the bvh of three-mesh-bvh
.
I helped @gkjohnson to implement BatchedMesh
support of three-mesh-bvh
, so I more or less know how it works (my BVH implementation is based also on his work).
There is just one small complication: both libraries override the BatchedMesh.raycast
method, so to make them compatible I will have to make some additional changes.
So at the moment they are not compatible, but they will be soon .
Hi!
I updated the library. It’s now compatible with three-mesh-bvh
and the WebGPURenderer