The AccelerationStructure class is a thin wrapper around the library’s MeshBVH class with some additional specific functionality.
The speckle viewer uses a dual level BVH for optimal acceleration. The TopLevelAccelerationStructure is a BVH comprised of several other BVHs. Each viewer batch will have a single top level acceleration structure containing all the BVHs of the individual objects that make up the batch.
Constructors
constructor
constructor(batchObjects: BatchObject[])
Populates/constructs this top level acceleration structure with the group of objects that comprise it.
Parameters
- batchObjects: The group of BatchObjects that will make up this top level acceleration structure
Properties
accelerationStructure
accelerationStructure: AccelerationStructure;
The top-level AccelerationStructure built on top of the group of bottom-level BVHs.
The top-level acceleration structure does not have it’s own transformation space. It’s identical to the world space. Unlike the bottom-level acceleration structure which is always centered around the world origin.
Returns: AccelerationStructure
Methods
closestPointToPoint
closestPointToPoint(point: Vector3): HitPointInfo | null
Returns the closest point on the BVH to the provided argument
Parameters
- point: Vector3 The point in space we want to find the closest point in the BVH to
Returns: HitPointInfo
getBoundingBox
getBoundingBox(target?: Box3): Box3
Gets the aabb of the entire top level BVH.
Parameters
Returns: Box3
raycast
raycast(
ray: Ray,
materialOrSide: Side | Material | Material[] = FrontSide
): ExtendedIntersection[]
Wrapper over three-mesh-bvh raycast function. Queries the top-level BVH first, then if it finds intersections, it goes down to the bottom-level BVHs and raycasts against them.
Parameters
Returns: ExtendedIntersection
raycastFirst
raycastFirst(
ray: Ray,
materialOrSide: Side | Material | Material[] = FrontSide
): ExtendedIntersection
Identical to raycast but stops at first intersection found. Queries the top-level BVH first, then if it finds intersections, it goes down to the bottom-level BVHs and raycasts against them.
Parameters
Returns: ExtendedIntersection
raycastFirst
Rebuilds the top level acceleration structure. Whenever any of the comprising batch objects update their transfromation, a refit needs to be called.
refit is called automatically whenever any of the comprising BatchObjects update their transformation.
Returns: void
shapecast
shapecast(callbacks: ExtendedShapeCastCallbacks): boolean
Generic mechanism to intersect the BVH with various shapes/objects. The callbacks provide granular access to several stages of both the top-level BVH and bottom-level BVH intersection process.
Parameters
Returns: boolean
Typedefs
ExtendedShapeCastCallbacks
type ExtendedShapeCastCallbacks = {
intersectsTAS?: (
box: Box3,
isLeaf: boolean,
score: number | undefined,
depth: number,
nodeIndex: number
) => ShapecastIntersection | boolean;
intersectTASRange?: (
batchObject: BatchObject
) => ShapecastIntersection | boolean;
intersectsBounds: (
box: Box3,
isLeaf: boolean,
score: number | undefined,
depth: number,
nodeIndex: number
) => ShapecastIntersection | boolean;
traverseBoundsOrder?: (box: Box3) => number;
} & (
| {
intersectsRange: (
triangleOffset: number,
triangleCount: number,
contained: boolean,
depth: number,
nodeIndex: number,
box: Box3
) => boolean;
}
| {
intersectsTriangle: (
triangle: ExtendedTriangle,
triangleIndex: number,
contained: boolean,
depth: number,
batchObject?: BatchObject
) => boolean | void;
}
);
Extension of three-mesh-bvh shapecast callbacks with the addition of top level acceleration structure stages.