Construct a BVH from a list of triangles
var triangle0 =x: 00 y: 00 z: 00x: 10000 y: 00 z: 00x:10000 y:10000 z:00;var triangle1 =x: 00 y: 00 z: 00x: 20000 y: 00 z: 00x:20000 y:10000 z:00;// the maximum number of triangles that can fit in a node before splitting it.var maxTrianglesPerNode = 7;var bvh = triangle0 triangle1 maxTrianglesPerNode;
Intersect a ray with the BVH
// origin point of the rayvar rayOrigin = x: 15000 y: 30 z:1000;// direction of the ray. should be normalized to unit lengthvar rayDirection = x: 0 y:0 z:-1;// if 'true', only intersections with front-faces of the mesh will be performedvar backfaceCulling = true;var intersectionResult = bvh;
intersectsRay() returns an array of intersection result objects, one for each triangle that intersected the ray. Each object contains the following properties:
trianglethe triangle which the ray intersected
triangleIndexthe position of the interescting triangle in the input triangle array provided to the BVH constructor.
intersectionPointthe interesection point of the ray on the triangle.
Copyright (c) 2015 Ben Raziel. MIT License