buildScene

function buildScene
scene.ts:217
buildScene(snapshot: WorldSnapshot, origin: RenderOrigin, cameraEntity: EntityId | null, eye?: { orientation: Quat; position: UniverseVector }, thresholds?: LodThresholds) → RenderScene
snapshotWorldSnapshot
Undocumented
originRenderOrigin
Undocumented
cameraEntityEntityId | null

The player's entity, flagged isCamera and the eye when no other is given. Null for a frame with no player, which then needs eye: a playerless observatory frame is drawn from the observatory's eye.

eye{ orientation: Quat; position: UniverseVector }

A presentation-only eye, overriding the camera entity's pose — the cinematic director's seam. It must come through here rather than being applied at the Three.js camera, because everything in this scene is relative to the eye: star brightness is apparent brightness, up and altitude are asked from the eye's position, and a cinematic camera an AU from the ship would otherwise light and sort the scene for a viewpoint nobody is looking from.

thresholdsLodThresholds

The lens the frame is composed through, as thresholds.

Passed rather than read, because packages/rendering holds no state and the lens has exactly one producer — GameEngine, under the pose's own precedence. Omitted is the flight lens, which is what a host without a camera panel is looking through anyway.