ReadonlybuilderOptional Readonlygpu'finished' GPU builds with timestamps: true (and timestamp-query): the batch's pass in milliseconds, shared by its meshes; else null.
ReadonlygroupThe merged group's index, or null.
ReadonlymeshThe mesh handle, or null for a merged group.
ReadonlymsMilliseconds since the build was requested (0 for 'requested').
Optional Readonlyoutcome'finished' only: 'built' (a tree came back), 'refused' (the
builder gave no usable tree: too big, too deep, a GPU batch that
failed), 'failed' (tinybvh threw) or 'cancelled' (the mesh was
removed, or the build dropped).
Readonlyphase'requested': the update that brings the mesh asked for the build (a
drift rebuild: the update that found it due). 'started': the GPU
batch holding the mesh was submitted (a capped batch can wait in the
queue), or a worker (or the calling thread) took the tinybvh build.
'finished': the build ended (see outcome); a built tree is placed
at a later update (onTree), unless a better one came first.
Optional Readonlyreason'finished' and not built: why.
ReadonlyrebuildA deforming mesh's rebuild from its pose (drift, or SceneTrees.rebuild) rather than one of its first builds.
Readonlytriangle
One build of one mesh (or merged group) by one builder (SceneTreesOptions.onBuild). Each build reports
'requested', then'started', then'finished', in that order, and a build that ends before it starts (too big for a GPU batch, cancelled while queued) skips'started'.