OptionalbrdfOptionalfogOptionalirradianceOptionalprefilterReadonlyrootLightweight static colliders (e.g. StaticCollider) that aren't part of
the Object3D scene graph. PhysicsSystem reads this in addition to
walking objects, so non-Object3D obstacles participate in collision
resolution too.
Drains and returns the objects removed from this scene since the last call. Renderers call this once per frame to release GPU resources tied to objects that have actually left the scene graph.
Returns visible objects, respecting BOTH user visibility and frustum state. Separates opaque and transparent objects. Opaque Grouping: shaderId -> topology -> matUuid -> Object3D[] Transparent: Object3D[] sorted back-to-front
A scene that holds a collection of 3D objects.