CultLib/src/GameCult.Geometry/README.md
2026-06-27 14:34:59 +01:00

3.6 KiB

GameCult.Geometry

GameCult.Geometry defines shared geometry values plus CultCache-native documents for procedural geometry domains, LOD build requests, selected-cut manifests, and mesh chunk artifacts.

The package is deliberately substrate-shaped:

  • CultCache owns document identity, schema compatibility, references, and local persistence.
  • CultNet can distribute these documents through the normal raw document lane.
  • CultMesh can use them as worker-visible shared state for simulation and geometry pipelines.
  • JSON is not a runtime transport here. It may publish schema descriptions at the xeno boundary, but the live machine eats and emits typed CultCache documents.

Value Primitives

The small value layer is for cross-runtime query contracts, physics probes, native slices, and UI surfaces:

  • CultVec2 and CultVec3: whole-vector values for positions, velocities, accelerations, and query inputs. SoA layouts may store them efficiently, but the semantic API does not force callers to split x/y/z into unrelated fields.
  • CultRect: canonical XY viewport/query rectangle stored as min/max corners.
  • CultCircle: 2D influence/query brush with rect intersection helpers.
  • CultSphere: 3D query primitive with whole-vector center and XY projection.

Aetheria object viewports, gravity influence brushes, Ymir overlap/cast query fixtures, and Unity native render views should use these shapes or generated runtime equivalents instead of bespoke { minX, minY, maxX, maxY } payloads.

Runtime Path

vg-csg emits domain documents, selected-cut manifests, and chunk artifacts as MessagePack CultCache documents. A Unity runtime, local worker, or remote geometry process should receive the same records through CultMesh/CultNet and read them back as CultGeometry* types.

using GameCult.Caching;
using GameCult.Geometry;
using GameCult.Mesh;
using GameCult.Networking;

var geometryDocuments = new CultNetDocumentRegistry(CultDocumentRegistry.Shared)
    .Register(CultNetDocumentBinding.ForDocument<CultGeometryDomainDocument>())
    .Register(CultNetDocumentBinding.ForDocument<CultGeometryBuildRequest>())
    .Register(CultNetDocumentBinding.ForDocument<CultGeometrySelectedCutManifest>())
    .Register(CultNetDocumentBinding.ForDocument<CultGeometryChunkArtifact>());

using var node = await CultMesh.CreateNodeAsync("ragnarok-geometry.ccmp", new CultMeshNodeOptions
{
    DatabaseOptions = new CultNetDatabaseOptions
    {
        RuntimeId = "unity-runtime",
        DocumentRegistry = geometryDocuments
    }
});

using var chunks = node.Database
    .Watch<CultGeometryChunkArtifact>()
    .Subscribe(change => ApplyChunk(change.Document));

The record key is part of the contract. Rust and C# must compute the same key for the same geometry record, so stable fingerprints use the Rust canonical field order and invariant float text. If this drifts, the same chunk becomes two different chunks depending on which runtime touched it first. That is not a cache miss; that is split-brain geometry.

Documents

  • CultVec2, CultVec3, CultRect, CultCircle, CultSphere: shared value primitives for query and view contracts.
  • CultGeometryDomainDocument: one hierarchical domain tree, suitable for Ragnarok/Fensalir-style feature DSL output.
  • CultGeometryBuildRequest: one LOD/frustum/budget request for workers.
  • CultGeometrySelectedCutManifest: the selected domain cut, deferred children, fallback rows, and diagnostic contribution rows.
  • CultGeometryChunkArtifact: render mesh, optional collider mesh, source domain/claim identities, build counters, and transition clipping seed.