@pmndrs/bvh
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    Interface TopLevelBuildInput

    What a top-level build needs per instance, as flat arrays that can move to a worker.

    interface TopLevelBuildInput {
        merged?: Uint8Array<ArrayBufferLike>;
        meshBounds: Float32Array;
        objectToWorld: Float64Array;
        slots: Uint32Array;
        visible: Uint8Array;
    }
    Index
    merged?: Uint8Array<ArrayBufferLike>

    1 for an instance that is a merged mesh of static instances (static-merge.ts). Its transform must stay the identity: a build or check with anything else throws. That only catches the group's own record moving: a merged source that moved is only caught when the scene is assembled again (assembleTraceScene checks the plan). Optional; omitted means none is merged.

    meshBounds: Float32Array

    The instance's mesh box in object space, six floats per instance ([min, max]).

    objectToWorld: Float64Array

    Object-to-world, 16 numbers per instance (column-major 4x4).

    slots: Uint32Array

    The scene's instance slot of each instance.

    visible: Uint8Array

    1 when the instance is visible. Hidden instances are in the shape too, with empty boxes while hidden.