@pmndrs/bvh
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    Interface MeshRefitPlacement

    What GpuMeshRefit.setTree needs for a scene mesh (from meshRefitPlacement).

    interface MeshRefitPlacement {
        nodeFormat: GpuLayoutNodeFormat;
        nodeWordOffset: number;
        positionLayout?: PositionLayout;
        triangleWordOffset: number;
        vertexBase?: number;
        vertexCount?: number;
    }
    Index

    The scene's node format, always given: GpuMeshRefit refits an f32 copy and packs it into a quantized scene.

    nodeWordOffset: number

    The mesh's root, in words (quantized scenes: its frame slot is the 8 words before).

    positionLayout?: PositionLayout

    Indexed scenes: the positions buffer's layout.

    triangleWordOffset: number
    vertexBase?: number

    Indexed scenes: the mesh's first vertex in the scene's positions.

    vertexCount?: number

    Indexed scenes: the mesh's vertices there; the posed buffer must have exactly this many.