@pmndrs/bvh
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    Interface GpuLayoutMeshBvh

    A mesh's tree in the GPU layout. The same shape as the tracer's MeshBvh.

    interface GpuLayoutMeshBvh {
        bounds: Float32Array;
        leafCount: number;
        maxDepth: number;
        nodeCount: number;
        nodeFormat?: GpuLayoutNodeFormat;
        nodes: ArrayBuffer;
        parents: Uint32Array;
        triangleCount: number;
        triangleLeaves?: GpuLayoutTriangleLeaves;
        triangles: ArrayBuffer;
    }
    Index
    bounds: Float32Array

    Object-space box around the mesh: [minX, minY, minZ, maxX, maxY, maxZ].

    leafCount: number
    maxDepth: number

    Levels of nodes on the longest path.

    nodeCount: number
    nodeFormat?: GpuLayoutNodeFormat

    How nodes stores them; omitted means 'f32'.

    nodes: ArrayBuffer

    nodeCount nodes, 64 bytes each; node 0 is the root. With nodeFormat: 'quantized', the frame slot and then nodeCount 32-byte nodes (gpuLayoutNodeBufferBytes); node i is slot i + 1.

    parents: Uint32Array

    Parent of each node (0xffffffff for the root), for a bottom-up refit.

    triangleCount: number
    triangleLeaves?: GpuLayoutTriangleLeaves

    How triangles stores them; omitted means 'records'.

    triangles: ArrayBuffer

    triangleCount triangles in tree order: 48 bytes each, or 16 with triangleLeaves: 'indexed'.