---
title: Bvh
sourcecode: src/core/Bvh.tsx
---

[![](https://img.shields.io/badge/-storybook-%23ff69b4)](https://drei.vercel.app/?path=/story/performance-bvh)

An abstraction around [gkjohnson/three-mesh-bvh](https://github.com/gkjohnson/three-mesh-bvh) to speed up raycasting exponentially. Use this component to wrap your scene, a sub-graph, a model or single mesh, and it will automatically compute boundsTree and assign acceleratedRaycast. This component is side-effect free, once unmounted or disabled it will revert to the original raycast.

```tsx
export interface BVHOptions {
  /** Split strategy, default: SAH (slowest to construct, fastest runtime, least memory) */
  splitStrategy?: 'CENTER' | 'AVERAGE' | 'SAH'
  /** Print out warnings encountered during tree construction, default: false */
  verbose?: boolean
  /** If true then the bounding box for the geometry is set once the BVH has been constructed, default: true */
  setBoundingBox?: boolean
  /** The maximum depth to allow the tree to build to, default: 40 */
  maxDepth?: number
  /** The number of triangles to aim for in a leaf node, default: 10 */
  maxLeafTris?: number
  /** If false then an index buffer is created if it does not exist and is rearranged */
  /** to hold the bvh structure. If false then a separate buffer is created to store the */
  /** structure and the index buffer (or lack thereof) is retained. This can be used */
  /** when the existing index layout is important or groups are being used so a */
  /** single BVH hierarchy can be created to improve performance. */
  /** default: false */
  /** Note: This setting is experimental */
  indirect?: boolean
}

export type BvhProps = BVHOptions &
  JSX.IntrinsicElements['group'] & {
    /**Enabled, default: true */
    enabled?: boolean
    /** Use .raycastFirst to retrieve hits which is generally faster, default: false */
    firstHitOnly?: boolean
  }
```

```jsx
<Canvas>
  <Bvh firstHitOnly>
    <Scene />
  </Bvh>
</Canvas>
```
