user: How do I use Mathutils.Bvhtree in Blender? Include parameters, examples, warnings and best practices.

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Note You are not using the most up to date version of the documentation. is the newest version. Back to top Toggle Light / Dark / Auto color theme Toggle table of contents sidebar BVHTree Utilities (mathutils.bvhtree) ¶ BVH tree structures for proximity searches and ray casts on geometry. class mathutils.bvhtree. BVHTree ¶ classmethod FromBMesh ( bmesh , * , epsilon = 0.0 ) ¶ BVH tree based on BMesh data. Parameters : bmesh ( BMesh ) – BMesh data. epsilon ( float ) – Increase the threshold for detecting overlap and raycast hits. classmethod FromObject ( object , depsgraph , * , deform = True , render = False , cage = False , epsilon = 0.0 ) ¶ BVH tree based on Object data. Parameters : object ( Object ) – Object data. depsgraph ( Depsgraph ) – Depsgraph to use for evaluating the mesh. deform ( bool ) – Use mesh with deformations. cage ( bool ) – Use modifiers cage. epsilon ( float ) – Increase the threshold for detecting overlap and raycast hits. classmethod FromPolygons ( vertices , polygons , * , all_triangles = False , epsilon = 0.0 ) ¶ BVH tree constructed geometry passed in as arguments. Parameters : vertices ( Sequence [ Sequence [ float ] ] ) – float triplets each representing (x, y, z) polygons ( Sequence [ Sequence [ int ] ] ) – Sequence of polygons, each containing indices to the vertices argument. all_triangles ( bool ) – Use when all polygons are triangles for more efficient conversion. epsilon ( float ) – Increase the threshold for detecting overlap and raycast hits. find_nearest ( origin , distance = 1.84467e+19 , / ) ¶ Find the nearest element (typically face index) to a point. Parameters : co ( Vector ) – Find nearest element to this point. distance ( float ) – Maximum distance threshold. Returns : Returns a tuple: (position, normal, index, distance), Values will all be None if no hit is found. Return type : tuple[ Vector | None, Vector | None, int | None, float | None] find_nearest_range ( origin , distance = 1.84467e+19 , / ) ¶ Find the nearest elements (typically face index) to a point in the distance range. Parameters : co ( Vector ) – Find nearest elements to this point. distance ( float ) – Maximum distance threshold. Returns : Returns a list of tuples (position, normal, index, distance) Return type : list[tuple[ Vector , Vector , int, float]] overlap ( other_tree , / ) ¶ Find overlapping indices between 2 trees. Parameters : other_tree ( BVHTree ) – Other tree to perform overlap test on. Returns : Returns a list of unique index pairs, the first index referencing this tree, the second referencing the other_tree . Return type : list[tuple[int, int]] ray_cast ( origin , direction , distance = sys.float_info.max , / ) ¶ Cast a ray onto the mesh. Parameters : origin ( Vector ) – Start location of the ray in object space. direction ( Vector ) – Direction of the ray in object space. distance ( float ) – Maximum distance threshold. Returns : Returns a tuple: (position, normal, index, distance), Values will all be None if no hit is found. Return type : tuple[ Vector | None, Vector | None, int | None, float | None] Next KDTree Utilities (mathutils.kdtree) Previous Geometry Utilities (mathutils.geometry) Copyright &#169; Blender Authors Made with Furo Report issue on this page On this page BVHTree Utilities (mathutils.bvhtree) mathutils.bvhtree.BVHTree mathutils.bvhtree.BVHTree.FromBMesh() mathutils.bvhtree.BVHTree.FromObject() mathutils.bvhtree.BVHTree.FromPolygons() mathutils.bvhtree.BVHTree.find_nearest() mathutils.bvhtree.BVHTree.find_nearest_range() mathutils.bvhtree.BVHTree.overlap() mathutils.bvhtree.BVHTree.ray_cast()