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    Function resolveWorldTransform

    • Resolves one node's world matrix on demand and returns it — §7's third resolution point, the mid-frame query.

      Correct at any time, including after a mutation that no pass has seen yet: it walks up to the root, resolves each ancestor that is stale, and then the node itself. Ancestors that are already current are not recomputed, and everything it does compute is recorded in the same caches the full pass uses, so a query makes the next pass cheaper rather than duplicating its work. Nothing below the node is touched — the node's own descendants keep whatever world matrices they last resolved.

      Without out the node's own worldMatrix instance is returned, not a copy: it is live scene state, and the next resolution of that node overwrites it. Read it immediately, or pass out to copy the value out and keep it.

      Parameters

      Returns Matrix4