PrivatevisiblePer-path visible counts pushed by the SceneLoader's visible-counts walk.
PrivatescenePrivatemutableTrack expanded nodes in the scene graph tree by path.
PrivatescenePrivatescenePrivate ReadonlymarkReset tree, visibility, and expansion state for reload or teardown.
Merge the latest path counts into geometry nodes in place. Paths absent
from the latest walk are reset to undefined, preventing stale tooltips.
All four types, mesh included: the walk in monitor/visible-counts.ts
already stamps a mesh node's committed visibleTriangleCount into the
per-path map, so skipping mesh here dropped a number that had already been
measured — and left the tree's mesh badge unable to say how much of the
surface the current slab actually indexes.
A never-tailed switch rather than an if/else chain, matching
elementCountOf above: the stamp fields are named after each type's own
element noun so they cannot be keyed by type name, but the DISPATCH can be
compile-checked. An unhandled type would silently leave its badge with no
visible count — verbatim how mesh went missing here in the first place.
PrivatecalculateCalculate structural counts and full-detail geometry totals recursively.
Privateensure
Owns scene-graph state, expansion state, and the memoized path index.