function placePathInto
placement.ts:207
placePathInto(origin: RenderOrigin, points: readonly UniverseVector[], shift: Vec3, radius: number, eye: Vec3, out: Float32Array) → void
Place a whole path into a vertex buffer, the way placeAt places one point.
Same arithmetic, without allocating a RenderPlacement, evaluating an
angular radius, or selecting an LOD tier for each point. difference stays
in the loop because sector arithmetic belongs to spatial. Orbit traces
use physical clipping instead; this helper preserves body-relative depth
for paths that need the same placement as a body.
- originRenderOrigin
- Undocumented
- pointsreadonly UniverseVector[]
- Undocumented
- shiftVec3
a universe-axes displacement added to every point first. The caller's
UV.translateper point was four allocations to express something affine: differencing is linear, so the shift can be rotated into render axes once and added there.- radiusnumber
- Undocumented
- eyeVec3
- Undocumented
- outFloat32Array
three floats per point, in order. Writes
min(points.length, out.length / 3)of them.
Returnsvoid