@pmndrs/bvh
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    Interface TraceSceneAssemblyOptions

    Options of assembleTraceScene.

    interface TraceSceneAssemblyOptions {
        geometries?: readonly (MeshGeometry | null)[];
        merged?: MergedStaticTrees;
        nodeFormat?: GpuLayoutNodeFormat;
        positionLayout?: PositionLayout;
        triangleLeaves?: GpuLayoutTriangleLeaves;
        weld?: boolean;
    }
    Index
    geometries?: readonly (MeshGeometry | null)[]

    Indexed scenes: each mesh's geometry, parallel to meshes (null where the mesh is null), whose positions go into the scene's positions buffer. Merged groups take theirs from the plan. Per-triangle materials: a geometry's triangleMaterials when it has them, else the tree's records' (flags bits 16-31), which is what a records scene reports from the same tree; both present and different throws. A records scene always reports the tree's.

    Merged static meshes. The instances in the plan's groups are not placed as instances; each group gets one identity-transform instance record with INSTANCE_FLAG.merged. Omitted (the default): every instance is a normal instance, exactly as without this option.

    nodeFormat?: GpuLayoutNodeFormat

    The scene's node format (docs/internals/design/compressed-nodes.md). Default 'quantized' (DEFAULT_NODE_FORMAT): 32-byte nodes, each mesh's frame slot before its root; f32 trees are quantized (quantizeNodes), quantized trees are placed as they are. 'f32': 64-byte nodes, the scene byte for byte what it was before the option existed. The walk must be compiled for the same format. Independent of triangleLeaves.

    positionLayout?: PositionLayout

    Indexed scenes: 'vec4' (the default) or 'packed' positions.

    triangleLeaves?: GpuLayoutTriangleLeaves

    The scene's triangle format (docs/internals/design/indexed-leaves.md). Default: the trees' own format, so a scene assembled with defaults from trees built with defaults agrees with them. Records trees (the builders' default) give 'records': the scene is byte for byte what it was before the option existed. Indexed trees give 'indexed', which needs geometries. A mix of records and indexed trees throws unless the option is given. 'indexed' converts records trees (indexedFromRecords) and places indexed trees as they are.

    weld?: boolean

    Indexed scenes: weld each mesh's vertices by exact bits as they are copied (weldExactBits). It changes no coordinate, so hits are the same, and saves memory. Default true.