@pmndrs/bvh
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    Interface MeshBvhBuildOptions

    Options for building a mesh tree.

    interface MeshBvhBuildOptions {
        maxLeafPrimitives?: number;
        nodeFormat?: "f32" | "quantized";
        parents?: boolean;
        triangleLeaves?: "records" | "indexed";
    }
    Index
    maxLeafPrimitives?: number

    Leaves with more triangles than this are cut in half until they fit. 1 to 8; default 8.

    nodeFormat?: "f32" | "quantized"

    The node format, 'f32' (the default) or 'quantized' (docs/internals/design/compressed-nodes.md).

    parents?: boolean

    Keep each node's parent (4 bytes per node). Default true. False (P9 lever 7) gives an empty parents array: for trees no refit will use (a scene's static meshes); such a tree can't be refit or made a CpuMeshBvh.

    triangleLeaves?: "records" | "indexed"

    The triangle format, 'records' (the default) or 'indexed' (docs/internals/design/indexed-leaves.md).