Node type identifier for runtime type checking
Data loader instance
Zarr group attributes
Scene path of this node
Triangles the current slice indexes (0 until the first commit)
Vertices that passed the nD slab test; diagnostic, not a draw bound
OptionalcommittedVertices this commit actually received (absent until the first commit).
mesh-geometry.ts's position attribute is capacity-sized for a reveal
ladder (#1521), so it can no longer answer this question — debug-state.ts
reads this stamp instead of position.count. create-mesh-node.ts never
seeds it on the placeholder, and debug-state.ts's ?? fallback to
position.count depends on that absence to report the placeholder's true
(degenerate) count rather than a stale 0.
Optional_Marks the material as already node-owned, so the layers panel and the LOD cross-fade mutate it directly instead of cloning on first interaction.
Always true for mesh, as for the other three types since their materials went
per node: a mesh material carries the node's own shading variant and epoch
side, so a shared one would let one node's appearance follow another's.
User data attached to the
THREE.Meshobject for a Mesh node in the scene.Enables runtime type checking and provides access to the loader/metadata. Dimension info is NOT stored here — it lives only at the Scene level.