using AcDream.App.Streaming; using AcDream.Core.World; namespace AcDream.App.Rendering.Scene; /// /// Narrow derived adapter over 's canonical spatial /// traversal. It exposes no bucket mutation or gameplay lookup to the render /// scene. /// internal sealed class GpuWorldRenderTraversalOrderSource( GpuWorldState world) : IRenderTraversalOrderSource { private readonly GpuWorldState _world = world ?? throw new ArgumentNullException(nameof(world)); public bool TryGetTraversalSortKey( WorldEntity entity, out RenderSortKey sortKey) => _world.TryGetRenderTraversalSortKey(entity, out sortKey); }