@pmndrs/bvh
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    Interface MeshBvh

    The result of building a mesh BVH. All indices are relative to this mesh.

    interface MeshBvh {
        bounds: Float32Array;
        leafCount: number;
        maxDepth: number;
        nodeCount: number;
        nodeFormat?: "f32" | "quantized";
        nodes: ArrayBuffer;
        parents: Uint32Array;
        triangleCount: number;
        triangleLeaves?: "records" | "indexed";
        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. The traversal stack needs at most this many entries for this mesh.

    nodeCount: number
    nodeFormat?: "f32" | "quantized"

    How nodes stores them; omitted means 'f32' (GpuLayoutNodeFormat, docs/internals/design/compressed-nodes.md).

    nodes: ArrayBuffer

    nodeCount nodes, 64 bytes each; node 0 is the root. Quantized: the frame slot, then 32 bytes per node (GpuLayoutNodeFormat).

    parents: Uint32Array

    Parent of each node, for the bottom-up refit pass (M3).

    triangleCount: number
    triangleLeaves?: "records" | "indexed"

    How triangles stores them; omitted means 'records' (GpuLayoutTriangleLeaves).

    triangles: ArrayBuffer

    triangleCount triangles in tree order: 48-byte records, or 16-byte indexed triangles with triangleLeaves: 'indexed'.