placePathInto

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.translate per 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