Comments (2)
I believe we're already doing this in raycastFirst
here:
https://github.com/gkjohnson/threejs-fast-raycast/blob/master/lib/MeshBVHNode.js#L64
It's not exactly the same approach but I believe it has the same effect and doesn't take any extra memory. Basically we check which node is closest to the ray and traverse that first. If no triangle is hit then we check the other node.
We don't do this in the regular raycast
function, though -- I don't think there's a reason to?
from three-mesh-bvh.
Good point, I can't see why that approach would be any less effective at determining which to examine. The axis-remembering one seems more efficient per raycast (you will just have to check a single coordinate of the ray instead of doing the bit of vector math we do there) but I don't know if the gain would be worth the cost of storing the extra field.
from three-mesh-bvh.
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from three-mesh-bvh.