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Module navigator

Module navigator 

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Veilwalking — the navigation state machine of the Thread, renderer-agnostic.

This is the part of a browser that decides which world is active, when to step through a veil, and what the player is standing in front of — all pure math on positions and Locators. It knows nothing about the GPU: to actually place a resolved world into a renderer it calls back through the WorldLoader seam, which the browser implements. That single trait is the engine/UI split — it’s what lets a second browser (a different renderer, an embedded view) reuse veilwalking without touching this file.

Stepping into a veil kicks off a background resolve+fetch (network-first, local fallback — see crate::resolver); when the destination arrives it’s handed to the loader and the player is teleported to its spawn.

Structs§

ColliderNav
A solid volume in the active world — placement geometry as an oriented box, for a browser to hand to its physics so floors hold and walls block. Portals never appear here (a veil is stepped through). Renderer-agnostic.
Focus
What the player is standing in front of (Codex pedestal and/or web signboard).
InteractableNav
An inspectable placement (a Codex pedestal, a web signboard, or a placement with a bound behavior module).
LoadedWorldMeta
What a WorldLoader reports after placing a world into its renderer — the navigation metadata the Navigator needs, with no GPU handles.
Navigator
The veilwalking state machine: active world, in-flight travel, cooldown, arming.
PortalNav
A veil in the active world — a hyperlink you step through (renderer-agnostic).
PortalPreview
What’s on the far side of a veil — its title, sky, and how many veils lead onward. Fetched live as the player approaches (see Navigator::portal_preview).
SkyNav
A simple gradient sky (zenith→horizon) + sun direction. Renderer-agnostic; the browser maps this onto its own atmosphere.

Constants§

ENTER_RADIUS
How close (metres) the player must be to a veil to step through.
FEET_DROP
Drop from the player’s origin to their feet (capsule half-height-ish).
INSPECT_RADIUS
How close the player must be to a pedestal to inspect it.
PREVIEW_RADIUS
How close (metres) the player must be to a veil before its destination is fetched for a live preview — comfortably outside ENTER_RADIUS so the signpost is up before you can step through.

Traits§

WorldLoader
The rendering seam. A browser implements this to place a validated manifest into its renderer and hand back the navigation metadata. The Navigator owns everything else (resolution, arming, cooldown, focus).