@pmndrs/bvh
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    Interface SceneMeshOptions

    interface SceneMeshOptions {
        deforming?: boolean | { bounds: ArrayLike<number> };
        vertexBase?: number;
    }
    Index
    deforming?: boolean | { bounds: ArrayLike<number> }

    The mesh deforms (SceneTrees.setPose): its tree is refit from each pose on the GPU and rebuilt when the refit drifts. bounds is the box every pose stays in ([min, max], object space), which the top level uses so a pose never changes it; true uses the rest pose's box. Its instances never merge.

    vertexBase?: number

    With SceneTreesOptions.positionsBuffer, required: the mesh's first vertex in that buffer (its vertex v is the buffer's vertex vertexBase + v). Not allowed otherwise.