@pmndrs/bvh
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    Interface SceneBuildEvent

    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'.

    interface SceneBuildEvent {
        builder: TreeBuilder;
        gpuMs?: number | null;
        group: number | null;
        mesh: number | null;
        ms: number;
        outcome?: "built" | "failed" | "cancelled" | "refused";
        phase: "started" | "finished" | "requested";
        reason?: string;
        rebuild: boolean;
        triangleCount: number;
    }
    Index
    builder: TreeBuilder
    gpuMs?: number | null

    'finished' GPU builds with timestamps: true (and timestamp-query): the batch's pass in milliseconds, shared by its meshes; else null.

    group: number | null

    The merged group's index, or null.

    mesh: number | null

    The mesh handle, or null for a merged group.

    ms: number

    Milliseconds since the build was requested (0 for 'requested').

    outcome?: "built" | "failed" | "cancelled" | "refused"

    '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).

    phase: "started" | "finished" | "requested"

    '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.

    reason?: string

    'finished' and not built: why.

    rebuild: boolean

    A deforming mesh's rebuild from its pose (drift, or SceneTrees.rebuild) rather than one of its first builds.

    triangleCount: number