Checking bounding box hit every time before checking mesh hit. #42
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This checks if the the intersection is within the bounding box before checking if it is within the mesh even if the CubismRaycastable has CubismRaycastablePrecision.Triangles set as Precision, potentially ruling out CubismDrawables without doing the costly mesh check.
It comes at a small overhead in general, but for my use-case (complex models with many vertices, all Drawables are Raycastable), not having this pre-check with the bounding box lags the application for ~0.5 seconds on mobile every time I raycast the model.