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SceneStackDeps

Defined in: camera/scene-stack.ts:365

What createSceneStack needs. createTestStack assembles these for you.

F

applyScene: (scene) => void

Defined in: camera/scene-stack.ts:378

Hand the renderer a new node list and force a draw.

StackedScene<F>

void


initialFocus: F | null

Defined in: camera/scene-stack.ts:374

The already-resolved root of the stack — either the true root (focus: null) for a cold load at /visual-explorer, or a deep-linked focus (D1.4’s “cold route-driven load” entry path). Resolving this is the caller’s job (an effect awaiting loader.loadScene), so the controller itself never needs an async constructor.


initialScene: ExplorerScene<F>

Defined in: camera/scene-stack.ts:376

The first scene, already loaded (await source.loadScene(initialFocus)).


optional limits?: () => CameraLimitOptions

Defined in: camera/scene-stack.ts:383

How far the viewer may pan and zoom (the view’s resolved limits), read on every camera change. Absent: no limits beyond the camera’s own scale range.

CameraLimitOptions


optional onNavigate?: (event) => void

Defined in: camera/scene-stack.ts:388

US071 — a navigation made to current in place of from: in by entering an item, out by leaving to a parent, jump by a reset or jumpTo. Fired after applyScene. A streamed page or a refresh of the same scene is not a navigation and never fires this. A sideways move is a leave then an enter, so it fires twice.

NavigationDirection

StackedScene<F>

StackedScene<F>

void


optional requestRedraw?: () => void

Defined in: camera/scene-stack.ts:380

Ask for a redraw without a scene or camera change — a preview arrived or grew.

void


rig: CameraRig

Defined in: camera/scene-stack.ts:367

The camera the stack moves as the viewer enters and leaves scenes.


source: SceneSource<F>

Defined in: camera/scene-stack.ts:369

Where scenes come from.