• Triangle-precise raycast against the indexed scene.

    Uses the SceneCollisionIndex BVH to narrow the candidate set to the objects whose world AABB the ray hits, then runs a Möller-Trumbore triangle intersection on each candidate's mesh geometry. Returns the nearest hit, or null if the ray misses every mesh.

    Triangles are tested in mesh-local space (the ray is transformed once per mesh; vertices are dequantised on the fly). The hit point is mapped back to world space via the mesh's world matrix, so non-uniform scales and shears stay correct.

    Early-exits as soon as the next AABB-tEnter exceeds the best world-space tHit found so far — distant candidates can't improve the result.

    Triangle, solid, and surface primitives are tested; lines and points are skipped (use SceneCollisionIndex.intersectRay for those, then filter by primitive type).

    Parameters

    Returns SceneTriangleHit

    Nearest triangle hit, or null for a miss.