OptionalautoOptionalcurrentStarting position of the time cursor. Defaults to the
schedule's startDate so the scene opens on its empty state.
OptionalghostRGB tint applied to pending-task objects when ghostUpcoming
is on. Default [0.6, 0.7, 0.85] — a cool steel-blue that
reads as "future / planned" against the warm InProgress
orange.
OptionalghostOpacity used for pending-task objects when ghostUpcoming is
on. Default 0.18 — visible enough to read as a wireframe-ish
massing, faint enough to keep InProgress and Complete
objects unambiguously dominant.
OptionalghostWhen true, pending tasks' objects are shown as a low-opacity
ghost (x-rayed + tinted) so the user sees what hasn't happened
yet. When false, pending objects are hidden. Default true.
OptionalinOpacity used for InProgress task objects. Default 0.85,
with the trade colour from each task driving the tint.
OptionalplaybackPlayback speed in schedule-days per real-time second. Default
7 — the timeline advances one week per second of wall-clock
playback, so a 24-week schedule plays out in ~24 s.
The schedule the player will visualise.
View whose objects the player drives. The player calls
view.setObjectsVisible / setObjectsColorized / setObjectsOpacity / setObjectsXrayed against this view's ViewObjects — bulk
data-texture writes, not buffer rebuilds, so a per-frame state
apply across thousands of objects stays cheap.
Whether the player begins playing immediately. Default
false— the player constructs paused atcurrentDateso callers can wire their UI before time starts advancing.