function selectScatterRegions
scatterSelect.ts:134
The scatter regions within range of the eye, nearest first.
A ring walk out from the region under the camera, taken through
regionNeighbor so a cube-face edge and a cube corner are somebody else's
problem — the same reason balance uses it in terrainSelect. At a corner
three faces meet and the eight-way step names one of them twice, so the walk
de-duplicates rather than assuming eight distinct neighbors.
Nearest first because the caller's budget is per frame: a partial answer should be the rocks under the camera rather than whichever ring the walk happened to emit.
- eyeScatterEye
- Undocumented
- optionsScatterSelectOptions
- Undocumented
Returnsreadonly RegionAddress[]