Move glTF, picking, camera controls, and conventional handles into addons. Keep camera and material mutations in SIMD-aligned shared SOA rows and synchronize material updates directly into GPU buffers. Amp-Thread-ID: https://ampcode.com/threads/T-01a01380-b478-77d0-84a0-102880a5c5ae Co-authored-by: Heaust Azure <heaust.azure@gmail.com>
8 lines
245 B
JavaScript
8 lines
245 B
JavaScript
/** Query the optional snapshot/BVH worker and receive wrapped instance handles. */
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export function pickNearest(meshHandles, origin, direction) {
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return meshHandles.pickRay(origin, direction, {
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maxDistance: 10_000,
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maxHits: 1,
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});
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}
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