@pmndrs/bvh
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    Interface BvhPosePassLike

    What the sync needs of a pose pass (a BvhPosePass; tests use a stand-in).

    interface BvhPosePassLike {
        buffer: GPUBuffer;
        variant?: string;
        vertexCount: number;
        bounds(target?: Float32Array<ArrayBufferLike>): Float32Array;
        dispose(): void;
        prepare?(): Promise<void>;
        update(): void;
    }

    Implemented by

    Index
    buffer: GPUBuffer

    Posed vertices, one vec4 (x, y, z, 1) per vertex of the geometry, STORAGE | COPY_SRC.

    variant?: string

    Passes with the same variant share a pipeline: the sync prepares one of each, and waits for it before updating any.

    vertexCount: number
    • A box (object space) that holds the pose of the last update.

      Parameters

      • Optionaltarget: Float32Array<ArrayBufferLike>

      Returns Float32Array

    • Compiles the pass's pipeline ahead of its first update. Until it settles, no pass of its variant may be updated (a dispatch while three's pipeline is pending fails): the sync skips them meanwhile.

      Returns Promise<void>

    • Reads the skeleton and influences, uploads them, and dispatches the pass (submitted at once, by three).

      Returns void