Define portable continuous beam presentation
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@ -144,6 +144,29 @@ describe the portable marker. A lowerer must not steer weapons, tractors, or
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the body transform from the marker; it renders the direction committed by the
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provider's body publication.
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An optional `beam.presentation` child binds a continuous provider-authored
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effect to an entity in the current SoA generation. It carries:
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- `sourceEntityId`: the authoritative presented body that owns the effect;
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- `directionMode`: the portable orientation rule. `source-forward.v1` follows
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the source body's published forward axis and never writes that transform;
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- `assetRole`: a semantic provider-manifest role used to resolve native art;
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- `power`: the provider-owned non-negative emission/intensity value;
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- `activationThreshold`: the value below which emission is zero while the
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retained effect may finish its local particles;
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- `radius` and `maximumDistance`: portable shape facts for lowerers that do not
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consume the provider's native effect asset;
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- `renderChannel`: the semantic presentation channel, such as
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`world.effects`;
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- `activationActionId`: an optional action from the advertised input
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capability that controls the effect. Generic clients may bind or invoke this
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action without knowing the provider's operation name.
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Beam presentation is not a physics query. A lowerer must not raycast, apply
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force, infer a hit/contact, collect an item, or emit a gameplay receipt from
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the visual. Providers and their physics owner publish the state and contact
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facts; runtimes only reconcile the effect against the current SoA transform.
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The descriptor carries buffer locations, semantic columns, dirty ranges, and
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render groups. CultMesh selects the buffer route: shared memory for co-located
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runtimes, a native stream for remote runtimes, or another advertised backend.
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