@pmndrs/bvh
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    Interface MeshGeometry

    Triangle geometry in object space.

    interface MeshGeometry {
        indices?:
            | Uint32Array<ArrayBufferLike>
            | Uint16Array<ArrayBufferLike>
            | null;
        positions: Float32Array;
        triangleFlags?: Uint32Array<ArrayBufferLike> | null;
        triangleMaterials?:
            | Uint32Array<ArrayBufferLike>
            | Uint16Array<ArrayBufferLike>
            | ArrayLike<number>
            | null;
    }
    Index
    indices?: Uint32Array<ArrayBufferLike> | Uint16Array<ArrayBufferLike> | null

    Three vertex indices per triangle; omit for an unindexed triangle list.

    positions: Float32Array

    x, y, z per vertex, tightly packed.

    triangleFlags?: Uint32Array<ArrayBufferLike> | null

    Optional per-triangle bit flags, indexed by the original triangle number (see TRIANGLE_FLAG_FILTER). Defaults to 0.

    triangleMaterials?:
        | Uint32Array<ArrayBufferLike>
        | Uint16Array<ArrayBufferLike>
        | ArrayLike<number>
        | null

    Optional per-triangle material (0-65534, 0xffff for none), by original triangle number; a hit without one takes its instance's material (MeshInput.triangleMaterials).