Spatial queries against a Scene — ray,
frustum, and AABB intersection plus canvas-position picking with
optional snap-to-vertex / snap-to-edge.
Members:
collision — self-maintaining BVH spatial index plus a
triangle-precise raycaster. Ray, frustum, and AABB queries in
O(log N), kept in step with scene mutations.
picking — unified pick surface routing between the
BVH picker (cheap, filter-aware) and the GPU pick path
(world normals, UVs, snap targets). Same call site for both.
culling — worker-based frustum + solid-angle culling
that flips per-View object cull flags off the main thread.
Each submodule documents its own quick-start and API on its page.
xeokit Spatial
Spatial queries against a Scene — ray, frustum, and AABB intersection plus canvas-position picking with optional snap-to-vertex / snap-to-edge.
Members:
O(log N), kept in step with scene mutations.Each submodule documents its own quick-start and API on its page.