fn build_scene_node(
entity: EntityId,
info: &HashMap<EntityId, NodeInfo>,
children_of: &HashMap<EntityId, Vec<EntityId>>,
visited: &mut HashSet<EntityId>,
) -> Option<SceneNode>Expand description
Builds the SceneNode for entity and, recursively, its children.
visited guards against a malformed Parent chain looping back on itself:
a cycle would otherwise recurse until the stack blew. Returns None for an
entity already placed in the tree, which is what breaks the loop.