The rotation (as a three.js-order quaternion, [x, y, z, w]) that turns a
ring system drawn flat in the render frame's XZ plane — normal +Y, how
BodyRings.tsx builds it — into the body's equatorial plane. Works in
RENDER (Y-up) space: the reference-frame pole is mapped through the same
x/z/y axis swap render.ts's compressVecByRatio applies to every
position, so the ring plane lands on exactly the plane the body's moons'
rendered orbits do.
The rotation (as a three.js-order quaternion, [x, y, z, w]) that turns a ring system drawn flat in the render frame's XZ plane — normal +Y, how BodyRings.tsx builds it — into the body's equatorial plane. Works in RENDER (Y-up) space: the reference-frame pole is mapped through the same x/z/y axis swap render.ts's compressVecByRatio applies to every position, so the ring plane lands on exactly the plane the body's moons' rendered orbits do.