@pmndrs/bvh
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    Interface UpdateSceneTreesAsyncOptions

    interface UpdateSceneTreesAsyncOptions {
        nodes?: { update(): unknown };
        sync?: { ready?: Promise<void>; sync(): unknown; update(): unknown };
        until?: "built" | "refined";
    }
    Index
    nodes?: { update(): unknown }

    The BvhTraceNodes over the trees: rebound (update()) at the end.

    sync?: { ready?: Promise<void>; sync(): unknown; update(): unknown }

    The scene's SceneTreesObject3DSync: walked (sync()) first, its pose pipelines awaited (ready), and update()d before each SceneTrees.update.

    until?: "built" | "refined"

    Wait for every mesh's first tree ('built', default: GPU trees may still be refined later) or for tinybvh's ('refined').