M4: engine.physics — Box3D, over a narrow, verified P/Invoke shim

native/physics-native/lingua_physics.c wraps Box3D at a specific pinned
commit (47d7f7c — Box3D has no 1.0 release yet, and its only tag, v0.1.0,
already diverges from this API, confirmed by diffing headers rather than
assuming). The wrapper is deliberately narrow: Box3D's own b3WorldDef/
b3BodyDef/b3ShapeDef are large structs with function pointers, and
b3BoxHull's own doc comment says it "has data hanging off the end and
cannot be directly copied" — none of that crosses the P/Invoke boundary.
Every exported Lingua_* function takes and returns only plain int32/float/
bool scalars, and handles are this shim's own array-index handles, not
Box3D's id structs. C# binds them with classic DllImport rather than the
newer LibraryImport specifically because LibraryImport's generated
marshalling needs AllowUnsafeBlocks even for an all-scalar signature like
every one of these — DllImport needs none, keeping this plugin inside the
kernel's "no unsafe in the v1 hot path" rule with no exception required.

engine.physics adds Rigidbody/BoxCollider/SphereCollider components and
PhysicsWorld, which diffs Query<Rigidbody>() against its own tracked set
every Stage.FixedUpdate (there's no destruction event to hook) to create
and destroy native bodies, steps Box3D once per invocation — Engine.Host's
accumulator decides how many times that runs per frame, not this plugin —
and writes each body's resulting transform back to GameObject.Transform.
IPhysicsService exposes ApplyLinearImpulse/Get/SetLinearVelocity for
gameplay code.

Verified twice: a standalone C smoke test against the native shim alone
(a box dropped from y=5 onto a static ground settles at y≈1.0, exactly
where the two half-heights sum to), and the full pipeline through Engine.
Host — a headless run with a real scene, --dump showing the same box
settling at y=0.9999 after physics, scene load, and Stage.FixedUpdate all
went through the real kernel. 5 new automated tests in Engine.Physics.
Tests cover the same settling behavior for both shapes, a missing-collider
warning that fires once and doesn't throw, cleanup after a GameObject is
destroyed mid-simulation, and that an applied impulse actually changes
velocity — all passed on the first run.

Physics-enabled GameObjects must be root-level for now: PhysicsWorld
writes Box3D's world-space transform straight into LocalPosition/
LocalRotation, correct only when local and world space are the same
thing. A parented rigidbody needs the same parent-WorldMatrix-inverse
handling GizmoMath.WorldToLocalPosition already does for the gizmo — real,
not-yet-done work, not silently wrong.

Full suite: 81 tests.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01N1qPfzq8TDCUMFMV3UwV5N
This commit is contained in:
Emil
2026-09-02 17:05:39 +03:00
co-authored by Claude Sonnet 5
parent c2bcb9b9fe
commit 792b626396
20 changed files with 898 additions and 0 deletions
+7
View File
@@ -22,3 +22,10 @@ artifacts/
## per-machine editing session preference, not project source, same
## category as an IDE's own workspace state.
imgui.ini
## CMake build output and FetchContent's cloned dependencies (Box3D) for
## native/*-native/ — regenerated by cmake -S . -B build, not source; only
## the built liblingua_physics.so (checked in under plugins/engine.physics/
## Engine.Physics/native/) is what the engine actually ships.
native/*/build/
native/*/.fetchcontent-cache/
+48
View File
@@ -57,6 +57,14 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Engine.Editor", "plugins\en
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Engine.Editor.Tests", "tests\Engine.Editor.Tests\Engine.Editor.Tests.csproj", "{7F1CF468-6717-4152-BA95-2DA1E011B6CB}"
EndProject
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "engine.physics", "engine.physics", "{5BFA9F87-CB7C-360F-A763-812D3AAB4167}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Engine.Physics.Contracts", "plugins\engine.physics\Engine.Physics.Contracts\Engine.Physics.Contracts.csproj", "{70BE8EA7-0EF5-4AA1-A6CD-79B7ED4C207D}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Engine.Physics", "plugins\engine.physics\Engine.Physics\Engine.Physics.csproj", "{A9205D28-762B-49C0-8CFF-8D59BA330786}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Engine.Physics.Tests", "tests\Engine.Physics.Tests\Engine.Physics.Tests.csproj", "{70245995-311C-4CBE-A433-F4035303BEDB}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
@@ -283,6 +291,42 @@ Global
{7F1CF468-6717-4152-BA95-2DA1E011B6CB}.Release|x64.Build.0 = Release|Any CPU
{7F1CF468-6717-4152-BA95-2DA1E011B6CB}.Release|x86.ActiveCfg = Release|Any CPU
{7F1CF468-6717-4152-BA95-2DA1E011B6CB}.Release|x86.Build.0 = Release|Any CPU
{70BE8EA7-0EF5-4AA1-A6CD-79B7ED4C207D}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{70BE8EA7-0EF5-4AA1-A6CD-79B7ED4C207D}.Debug|Any CPU.Build.0 = Debug|Any CPU
{70BE8EA7-0EF5-4AA1-A6CD-79B7ED4C207D}.Debug|x64.ActiveCfg = Debug|Any CPU
{70BE8EA7-0EF5-4AA1-A6CD-79B7ED4C207D}.Debug|x64.Build.0 = Debug|Any CPU
{70BE8EA7-0EF5-4AA1-A6CD-79B7ED4C207D}.Debug|x86.ActiveCfg = Debug|Any CPU
{70BE8EA7-0EF5-4AA1-A6CD-79B7ED4C207D}.Debug|x86.Build.0 = Debug|Any CPU
{70BE8EA7-0EF5-4AA1-A6CD-79B7ED4C207D}.Release|Any CPU.ActiveCfg = Release|Any CPU
{70BE8EA7-0EF5-4AA1-A6CD-79B7ED4C207D}.Release|Any CPU.Build.0 = Release|Any CPU
{70BE8EA7-0EF5-4AA1-A6CD-79B7ED4C207D}.Release|x64.ActiveCfg = Release|Any CPU
{70BE8EA7-0EF5-4AA1-A6CD-79B7ED4C207D}.Release|x64.Build.0 = Release|Any CPU
{70BE8EA7-0EF5-4AA1-A6CD-79B7ED4C207D}.Release|x86.ActiveCfg = Release|Any CPU
{70BE8EA7-0EF5-4AA1-A6CD-79B7ED4C207D}.Release|x86.Build.0 = Release|Any CPU
{A9205D28-762B-49C0-8CFF-8D59BA330786}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{A9205D28-762B-49C0-8CFF-8D59BA330786}.Debug|Any CPU.Build.0 = Debug|Any CPU
{A9205D28-762B-49C0-8CFF-8D59BA330786}.Debug|x64.ActiveCfg = Debug|Any CPU
{A9205D28-762B-49C0-8CFF-8D59BA330786}.Debug|x64.Build.0 = Debug|Any CPU
{A9205D28-762B-49C0-8CFF-8D59BA330786}.Debug|x86.ActiveCfg = Debug|Any CPU
{A9205D28-762B-49C0-8CFF-8D59BA330786}.Debug|x86.Build.0 = Debug|Any CPU
{A9205D28-762B-49C0-8CFF-8D59BA330786}.Release|Any CPU.ActiveCfg = Release|Any CPU
{A9205D28-762B-49C0-8CFF-8D59BA330786}.Release|Any CPU.Build.0 = Release|Any CPU
{A9205D28-762B-49C0-8CFF-8D59BA330786}.Release|x64.ActiveCfg = Release|Any CPU
{A9205D28-762B-49C0-8CFF-8D59BA330786}.Release|x64.Build.0 = Release|Any CPU
{A9205D28-762B-49C0-8CFF-8D59BA330786}.Release|x86.ActiveCfg = Release|Any CPU
{A9205D28-762B-49C0-8CFF-8D59BA330786}.Release|x86.Build.0 = Release|Any CPU
{70245995-311C-4CBE-A433-F4035303BEDB}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{70245995-311C-4CBE-A433-F4035303BEDB}.Debug|Any CPU.Build.0 = Debug|Any CPU
{70245995-311C-4CBE-A433-F4035303BEDB}.Debug|x64.ActiveCfg = Debug|Any CPU
{70245995-311C-4CBE-A433-F4035303BEDB}.Debug|x64.Build.0 = Debug|Any CPU
{70245995-311C-4CBE-A433-F4035303BEDB}.Debug|x86.ActiveCfg = Debug|Any CPU
{70245995-311C-4CBE-A433-F4035303BEDB}.Debug|x86.Build.0 = Debug|Any CPU
{70245995-311C-4CBE-A433-F4035303BEDB}.Release|Any CPU.ActiveCfg = Release|Any CPU
{70245995-311C-4CBE-A433-F4035303BEDB}.Release|Any CPU.Build.0 = Release|Any CPU
{70245995-311C-4CBE-A433-F4035303BEDB}.Release|x64.ActiveCfg = Release|Any CPU
{70245995-311C-4CBE-A433-F4035303BEDB}.Release|x64.Build.0 = Release|Any CPU
{70245995-311C-4CBE-A433-F4035303BEDB}.Release|x86.ActiveCfg = Release|Any CPU
{70245995-311C-4CBE-A433-F4035303BEDB}.Release|x86.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
@@ -312,5 +356,9 @@ Global
{6A2943F1-1984-470D-BD74-C6E16BB77241} = {8067C66D-9D49-192B-E4C1-1C024401ACE3}
{B60A3933-923C-4339-98D1-E4C87A76E80B} = {8067C66D-9D49-192B-E4C1-1C024401ACE3}
{7F1CF468-6717-4152-BA95-2DA1E011B6CB} = {0AB3BF05-4346-4AA6-1389-037BE0695223}
{5BFA9F87-CB7C-360F-A763-812D3AAB4167} = {07D57EEB-2F50-60C4-C011-FE4FA775C9A8}
{70BE8EA7-0EF5-4AA1-A6CD-79B7ED4C207D} = {5BFA9F87-CB7C-360F-A763-812D3AAB4167}
{A9205D28-762B-49C0-8CFF-8D59BA330786} = {5BFA9F87-CB7C-360F-A763-812D3AAB4167}
{70245995-311C-4CBE-A433-F4035303BEDB} = {0AB3BF05-4346-4AA6-1389-037BE0695223}
EndGlobalSection
EndGlobal
+31
View File
@@ -0,0 +1,31 @@
cmake_minimum_required(VERSION 3.16)
project(lingua_physics_native C)
set(CMAKE_C_STANDARD 11)
set(CMAKE_POSITION_INDEPENDENT_CODE ON)
# Box3D built static and folded into our own shared library, so the engine
# ships and P/Invokes exactly one native file (lingua_physics.so/.dll), not
# two. Pinned to a specific commit, not a tag or branch: Box3D has no 1.0
# release yet and its API is still moving (confirmed by diffing its only
# tag, v0.1.0, against this commit — real, not hypothetical, drift), so a
# floating reference would silently start building against a different API
# than the one this shim's code was actually written and verified against.
set(BUILD_SHARED_LIBS OFF CACHE BOOL "" FORCE)
set(BOX3D_SAMPLES OFF CACHE BOOL "" FORCE)
set(BOX3D_UNIT_TESTS OFF CACHE BOOL "" FORCE)
set(BOX3D_BENCHMARKS OFF CACHE BOOL "" FORCE)
set(BOX3D_DOCS OFF CACHE BOOL "" FORCE)
include(FetchContent)
FetchContent_Declare(
box3d
GIT_REPOSITORY https://github.com/erincatto/box3d.git
GIT_TAG 47d7f7cc7e091142c08d11dc7d2e493c5d34f536
)
FetchContent_MakeAvailable(box3d)
add_library(lingua_physics SHARED lingua_physics.c)
target_link_libraries(lingua_physics PRIVATE box3d)
install(TARGETS lingua_physics RUNTIME DESTINATION . LIBRARY DESTINATION .)
+228
View File
@@ -0,0 +1,228 @@
// A deliberately narrow C shim between Box3D's real API and P/Invoke.
//
// Box3D's own API is not safe to bind directly from C#: b3WorldDef,
// b3BodyDef, and b3ShapeDef are large structs with function pointers and
// nested types passed by value, and b3BoxHull is a struct whose own doc
// comment says "has data hanging off the end and cannot be directly
// copied." Replicating any of that layout byte-for-byte in C# is exactly
// the kind of "compiles, passes a smoke test, breaks on someone else's
// machine" risk docs/kernel-contract.md's own risk table warns about for
// native interop specifically. So none of it crosses the P/Invoke
// boundary: every exported function here takes and returns only plain
// int32_t/float scalars, which marshal automatically with no `unsafe` on
// the C# side at all.
//
// Handles are plain array indices into fixed-capacity tables, not Box3D's
// own id structs — one less thing to get the marshaling of exactly right,
// and plenty of headroom for an indie-scale game (Box3D itself caps out at
// 128 worlds; nothing here needs more than one at a time yet).
#include <stdbool.h>
#include <stdint.h>
#include <box3d/box3d.h>
#if defined( _WIN32 )
#define LINGUA_API __declspec( dllexport )
#else
#define LINGUA_API __attribute__( ( visibility( "default" ) ) )
#endif
#define LINGUA_MAX_WORLDS 8
#define LINGUA_MAX_BODIES 8192
static b3WorldId g_worlds[LINGUA_MAX_WORLDS];
static bool g_worldUsed[LINGUA_MAX_WORLDS];
static b3BodyId g_bodies[LINGUA_MAX_BODIES];
static bool g_bodyUsed[LINGUA_MAX_BODIES];
static bool ValidWorld( int32_t handle )
{
return handle >= 0 && handle < LINGUA_MAX_WORLDS && g_worldUsed[handle];
}
static bool ValidBody( int32_t handle )
{
return handle >= 0 && handle < LINGUA_MAX_BODIES && g_bodyUsed[handle];
}
static int32_t AllocBodySlot( void )
{
for ( int32_t i = 0; i < LINGUA_MAX_BODIES; i++ )
{
if ( !g_bodyUsed[i] )
return i;
}
return -1;
}
LINGUA_API int32_t Lingua_CreateWorld( float gravityX, float gravityY, float gravityZ )
{
for ( int32_t i = 0; i < LINGUA_MAX_WORLDS; i++ )
{
if ( g_worldUsed[i] )
continue;
b3WorldDef def = b3DefaultWorldDef();
def.gravity = ( b3Vec3 ){ gravityX, gravityY, gravityZ };
g_worlds[i] = b3CreateWorld( &def );
g_worldUsed[i] = true;
return i;
}
return -1;
}
LINGUA_API void Lingua_DestroyWorld( int32_t worldHandle )
{
if ( !ValidWorld( worldHandle ) )
return;
b3DestroyWorld( g_worlds[worldHandle] );
g_worldUsed[worldHandle] = false;
}
LINGUA_API void Lingua_WorldStep( int32_t worldHandle, float timeStep, int32_t subStepCount )
{
if ( !ValidWorld( worldHandle ) )
return;
b3World_Step( g_worlds[worldHandle], timeStep, subStepCount );
}
static int32_t CreateBody(
int32_t worldHandle,
float px, float py, float pz,
float qx, float qy, float qz, float qw,
int32_t bodyType )
{
if ( !ValidWorld( worldHandle ) )
return -1;
int32_t slot = AllocBodySlot();
if ( slot < 0 )
return -1;
b3BodyDef bodyDef = b3DefaultBodyDef();
bodyDef.type = (b3BodyType)bodyType;
bodyDef.position = ( b3Vec3 ){ px, py, pz };
bodyDef.rotation = ( b3Quat ){ { qx, qy, qz }, qw };
g_bodies[slot] = b3CreateBody( g_worlds[worldHandle], &bodyDef );
g_bodyUsed[slot] = true;
return slot;
}
static void ShapeDef( float density, float friction, float restitution, b3ShapeDef* def )
{
*def = b3DefaultShapeDef();
def->density = density;
def->baseMaterial.friction = friction;
def->baseMaterial.restitution = restitution;
}
LINGUA_API int32_t Lingua_CreateBoxBody(
int32_t worldHandle,
float px, float py, float pz,
float qx, float qy, float qz, float qw,
float halfWidth, float halfHeight, float halfDepth,
int32_t bodyType, float density, float friction, float restitution )
{
int32_t handle = CreateBody( worldHandle, px, py, pz, qx, qy, qz, qw, bodyType );
if ( handle < 0 )
return -1;
b3ShapeDef shapeDef;
ShapeDef( density, friction, restitution, &shapeDef );
b3BoxHull hull = b3MakeBoxHull( halfWidth, halfHeight, halfDepth );
b3CreateHullShape( g_bodies[handle], &shapeDef, &hull.base );
return handle;
}
LINGUA_API int32_t Lingua_CreateSphereBody(
int32_t worldHandle,
float px, float py, float pz,
float qx, float qy, float qz, float qw,
float radius,
int32_t bodyType, float density, float friction, float restitution )
{
int32_t handle = CreateBody( worldHandle, px, py, pz, qx, qy, qz, qw, bodyType );
if ( handle < 0 )
return -1;
b3ShapeDef shapeDef;
ShapeDef( density, friction, restitution, &shapeDef );
b3Sphere sphere = { ( b3Vec3 ){ 0, 0, 0 }, radius };
b3CreateSphereShape( g_bodies[handle], &shapeDef, &sphere );
return handle;
}
LINGUA_API void Lingua_DestroyBody( int32_t bodyHandle )
{
if ( !ValidBody( bodyHandle ) )
return;
b3DestroyBody( g_bodies[bodyHandle] );
g_bodyUsed[bodyHandle] = false;
}
LINGUA_API void Lingua_GetBodyTransform(
int32_t bodyHandle,
float* outPx, float* outPy, float* outPz,
float* outQx, float* outQy, float* outQz, float* outQw )
{
if ( !ValidBody( bodyHandle ) )
return;
b3WorldTransform t = b3Body_GetTransform( g_bodies[bodyHandle] );
*outPx = t.p.x;
*outPy = t.p.y;
*outPz = t.p.z;
*outQx = t.q.v.x;
*outQy = t.q.v.y;
*outQz = t.q.v.z;
*outQw = t.q.s;
}
LINGUA_API void Lingua_SetBodyTransform(
int32_t bodyHandle,
float px, float py, float pz,
float qx, float qy, float qz, float qw )
{
if ( !ValidBody( bodyHandle ) )
return;
b3Body_SetTransform( g_bodies[bodyHandle], ( b3Pos ){ px, py, pz }, ( b3Quat ){ { qx, qy, qz }, qw } );
}
LINGUA_API void Lingua_ApplyLinearImpulse( int32_t bodyHandle, float ix, float iy, float iz, bool wake )
{
if ( !ValidBody( bodyHandle ) )
return;
b3Body_ApplyLinearImpulseToCenter( g_bodies[bodyHandle], ( b3Vec3 ){ ix, iy, iz }, wake );
}
LINGUA_API void Lingua_GetLinearVelocity( int32_t bodyHandle, float* outVx, float* outVy, float* outVz )
{
if ( !ValidBody( bodyHandle ) )
return;
b3Vec3 v = b3Body_GetLinearVelocity( g_bodies[bodyHandle] );
*outVx = v.x;
*outVy = v.y;
*outVz = v.z;
}
LINGUA_API void Lingua_SetLinearVelocity( int32_t bodyHandle, float vx, float vy, float vz )
{
if ( !ValidBody( bodyHandle ) )
return;
b3Body_SetLinearVelocity( g_bodies[bodyHandle], ( b3Vec3 ){ vx, vy, vz } );
}
@@ -0,0 +1,13 @@
namespace Engine.Physics.Contracts;
/// <summary>
/// Values match Box3D's own b3BodyType exactly (Static=0, Kinematic=1,
/// Dynamic=2) so engine.physics can cast this straight into the native
/// shim's bodyType parameter with no translation table to keep in sync.
/// </summary>
public enum BodyType
{
Static = 0,
Kinematic = 1,
Dynamic = 2,
}
@@ -0,0 +1,15 @@
using System.Numerics;
using Engine.Kernel.World;
namespace Engine.Physics.Contracts;
/// <summary>
/// A box collision shape, sized in half-extents (distance from center to
/// each face) — Box3D's own convention (b3MakeBoxHull's hx/hy/hz), kept
/// as-is rather than doubled into a "full size" field so there's no /2
/// conversion to get subtly wrong between here and the native shim.
/// </summary>
public sealed class BoxCollider : Component
{
public Vector3 HalfExtents = new(0.5f, 0.5f, 0.5f);
}
@@ -0,0 +1,5 @@
<Project Sdk="Microsoft.NET.Sdk">
<ItemGroup>
<ProjectReference Include="..\..\..\src\Engine.Kernel\Engine.Kernel.csproj" />
</ItemGroup>
</Project>
@@ -0,0 +1,21 @@
using System.Numerics;
using Engine.Kernel.World;
namespace Engine.Physics.Contracts;
/// <summary>
/// Gameplay-facing physics actions — impulses and velocity — for a
/// GameObject that already has a Rigidbody. Separate from just poking
/// Rigidbody's own fields because these aren't state the Inspector should
/// show as persistent data (a velocity is a live simulation value, not
/// something a scene file should round-trip) and because applying an
/// impulse isn't a field write at all, it's an action Box3D performs.
/// </summary>
public interface IPhysicsService
{
void ApplyLinearImpulse(GameObject go, Vector3 impulse, bool wake = true);
Vector3 GetLinearVelocity(GameObject go);
void SetLinearVelocity(GameObject go, Vector3 velocity);
}
@@ -0,0 +1,25 @@
using Engine.Kernel.World;
namespace Engine.Physics.Contracts;
/// <summary>
/// Marks a GameObject as physics-simulated. Needs a BoxCollider or
/// SphereCollider on the same GameObject to actually get a body — Rigidbody
/// alone describes how it moves, not what shape it collides as, same split
/// Box3D itself makes between a body and its shapes.
///
/// Physics-enabled GameObjects must be root-level (no parent) for now:
/// PhysicsWorld writes Box3D's world-space transform straight into
/// Transform.LocalPosition/LocalRotation, which is only correct when local
/// and world space are the same thing. A parented rigidbody would need the
/// same parent-WorldMatrix-inverse handling GizmoMath.WorldToLocalPosition
/// already does for the gizmo — real work, not done here because nothing
/// in M4's demo needs a physics object with a parent yet.
/// </summary>
public sealed class Rigidbody : Component
{
public BodyType Type = BodyType.Dynamic;
public float Density = 1f;
public float Friction = 0.5f;
public float Restitution = 0.1f;
}
@@ -0,0 +1,8 @@
using Engine.Kernel.World;
namespace Engine.Physics.Contracts;
public sealed class SphereCollider : Component
{
public float Radius = 0.5f;
}
@@ -0,0 +1,7 @@
using System.Runtime.CompilerServices;
// PhysicsWorld is internal — nothing outside this plugin needs it, real
// physics behavior is tested against it directly rather than only through
// IPlugin/IPhysicsService's much narrower surface. Same pattern as
// Engine.Assets' PngReader.
[assembly: InternalsVisibleTo("Engine.Physics.Tests")]
@@ -0,0 +1,31 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<!-- Generates the deps.json AssemblyDependencyResolver needs to find
this plugin's dependencies — see PluginLoadContext in Engine.Kernel,
and the same property on the other native-facing plugins. -->
<EnableDynamicLoading>true</EnableDynamicLoading>
</PropertyGroup>
<ItemGroup>
<!-- The compiled native shim (Box3D folded in) — see
native/physics-native/. Copied straight into this plugin's own
output directory (not a runtimes/<rid>/native/ NuGet-style path):
DllImport's default unmanaged-library probing already checks the
calling assembly's own directory, and PluginLoadContext.
LoadUnmanagedDll falls back to that default probing whenever its
AssemblyDependencyResolver doesn't recognize the name (returning
IntPtr.Zero, not failing outright) — confirmed empirically, see
PhysicsWorldTests. -->
<Content Include="native/liblingua_physics.so">
<Link>liblingua_physics.so</Link>
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\..\..\src\Engine.Kernel\Engine.Kernel.csproj" />
<ProjectReference Include="..\Engine.Physics.Contracts\Engine.Physics.Contracts.csproj" />
</ItemGroup>
</Project>
@@ -0,0 +1,72 @@
using System.Runtime.InteropServices;
namespace Engine.Physics;
/// <summary>
/// The entire P/Invoke surface, matching native/physics-native/
/// lingua_physics.c's exports one-to-one. Every parameter is a plain
/// int/float/bool — no struct crosses this boundary, on purpose, see that
/// file's own doc comment for why.
///
/// Classic DllImport, not the newer source-generated LibraryImport:
/// LibraryImport's generated marshalling code needs AllowUnsafeBlocks even
/// for an all-blittable signature like every one of these, and there's no
/// reason to open that door — DllImport marshals plain int/float/bool/out
/// float scalars with no unsafe code at all, which is what actually keeps
/// this plugin inside the kernel's "no unsafe in the v1 hot path" rule
/// (Directory.Build.props) instead of needing a narrow exception to it.
/// </summary>
internal static class Native
{
private const string Lib = "lingua_physics";
[DllImport(Lib)]
public static extern int Lingua_CreateWorld(float gravityX, float gravityY, float gravityZ);
[DllImport(Lib)]
public static extern void Lingua_DestroyWorld(int worldHandle);
[DllImport(Lib)]
public static extern void Lingua_WorldStep(int worldHandle, float timeStep, int subStepCount);
[DllImport(Lib)]
public static extern int Lingua_CreateBoxBody(
int worldHandle,
float px, float py, float pz,
float qx, float qy, float qz, float qw,
float halfWidth, float halfHeight, float halfDepth,
int bodyType, float density, float friction, float restitution);
[DllImport(Lib)]
public static extern int Lingua_CreateSphereBody(
int worldHandle,
float px, float py, float pz,
float qx, float qy, float qz, float qw,
float radius,
int bodyType, float density, float friction, float restitution);
[DllImport(Lib)]
public static extern void Lingua_DestroyBody(int bodyHandle);
[DllImport(Lib)]
public static extern void Lingua_GetBodyTransform(
int bodyHandle,
out float px, out float py, out float pz,
out float qx, out float qy, out float qz, out float qw);
[DllImport(Lib)]
public static extern void Lingua_SetBodyTransform(
int bodyHandle,
float px, float py, float pz,
float qx, float qy, float qz, float qw);
[DllImport(Lib)]
public static extern void Lingua_ApplyLinearImpulse(
int bodyHandle, float ix, float iy, float iz, [MarshalAs(UnmanagedType.U1)] bool wake);
[DllImport(Lib)]
public static extern void Lingua_GetLinearVelocity(int bodyHandle, out float vx, out float vy, out float vz);
[DllImport(Lib)]
public static extern void Lingua_SetLinearVelocity(int bodyHandle, float vx, float vy, float vz);
}
@@ -0,0 +1,54 @@
using System.Numerics;
using Engine.Kernel.Diagnostics;
using Engine.Kernel.Plugins;
using Engine.Kernel.Scheduling;
using Engine.Kernel.World;
using Engine.Physics.Contracts;
namespace Engine.Physics;
/// <summary>
/// M4's physics plugin: Box3D, over the shim in native/physics-native/ —
/// see that file's own doc comment for why nothing crosses the P/Invoke
/// boundary but plain scalars. One system, on Stage.FixedUpdate: sync new/
/// removed Rigidbodies, step once, write results back to Transform. Each
/// FixedUpdate invocation is exactly one physics step at ITime.
/// FixedDeltaTime — Engine.Host's accumulator (Time.ConsumeFixedSteps)
/// decides how many times that runs this frame, not this plugin.
/// </summary>
public sealed class PhysicsPlugin : IPlugin
{
private static readonly Vector3 Gravity = new(0f, -9.81f, 0f);
private PhysicsWorld? _world;
private ITime? _time;
public void Configure(IPluginContext ctx)
{
_time = ctx.Time;
_world = new PhysicsWorld(Gravity, ctx.Log);
ctx.Services.Provide<IPhysicsService>(new PhysicsService(_world));
ctx.Schedule.Add(Stage.FixedUpdate, Step)
.Reads<Rigidbody>()
.Reads<BoxCollider>()
.Reads<SphereCollider>();
ctx.Log.Info("physics world ready (Box3D)");
}
public void Shutdown(IPluginContext ctx)
{
ctx.Schedule.RemoveAllFrom("engine.physics");
ctx.Services.Revoke<IPhysicsService>();
_world?.Dispose();
_world = null;
_time = null;
}
private void Step(IWorld world)
{
_world!.Sync(world);
_world.Step(_time!.FixedDeltaTime);
}
}
@@ -0,0 +1,15 @@
using System.Numerics;
using Engine.Kernel.World;
using Engine.Physics.Contracts;
namespace Engine.Physics;
internal sealed class PhysicsService(PhysicsWorld world) : IPhysicsService
{
public void ApplyLinearImpulse(GameObject go, Vector3 impulse, bool wake = true) =>
world.ApplyLinearImpulse(go, impulse, wake);
public Vector3 GetLinearVelocity(GameObject go) => world.GetLinearVelocity(go);
public void SetLinearVelocity(GameObject go, Vector3 velocity) => world.SetLinearVelocity(go, velocity);
}
@@ -0,0 +1,130 @@
using System.Numerics;
using Engine.Kernel.Diagnostics;
using Engine.Kernel.World;
using Engine.Physics.Contracts;
namespace Engine.Physics;
/// <summary>
/// Owns the one native Box3D world this plugin creates, and the GameObject
/// &lt;-&gt; native body handle mapping. <see cref="Sync"/> creates bodies for
/// any GameObject that's grown a Rigidbody since last frame and destroys
/// bodies for any that lost one (component removed, or the GameObject
/// itself was destroyed) — there's no destruction event to hook, so this
/// diffs Query&lt;Rigidbody&gt;() against the tracked set every FixedUpdate
/// instead. <see cref="Step"/> advances the simulation once and writes
/// every tracked body's new transform back into its GameObject.
/// </summary>
internal sealed class PhysicsWorld : IDisposable
{
private readonly int _handle;
private readonly ILogger _log;
private readonly Dictionary<GameObject, int> _bodies = [];
private readonly HashSet<GameObject> _warnedMissingCollider = [];
public PhysicsWorld(Vector3 gravity, ILogger log)
{
_log = log;
_handle = Native.Lingua_CreateWorld(gravity.X, gravity.Y, gravity.Z);
}
public void Sync(IWorld world)
{
var live = new HashSet<GameObject>();
foreach (var go in world.Query<Rigidbody>())
{
live.Add(go);
if (!_bodies.ContainsKey(go))
TryCreateBody(go);
}
if (_bodies.Count == live.Count)
return;
foreach (var stale in _bodies.Keys.Where(go => !live.Contains(go)).ToList())
{
Native.Lingua_DestroyBody(_bodies[stale]);
_bodies.Remove(stale);
_warnedMissingCollider.Remove(stale);
}
}
public void Step(float timeStep, int subStepCount = 4)
{
Native.Lingua_WorldStep(_handle, timeStep, subStepCount);
foreach (var (go, handle) in _bodies)
{
Native.Lingua_GetBodyTransform(handle, out var px, out var py, out var pz, out var qx, out var qy, out var qz, out var qw);
var t = go.Transform;
t.LocalPosition = new Vector3(px, py, pz);
t.LocalRotation = new Quaternion(qx, qy, qz, qw);
go.Transform = t;
}
}
public void ApplyLinearImpulse(GameObject go, Vector3 impulse, bool wake)
{
if (_bodies.TryGetValue(go, out var handle))
Native.Lingua_ApplyLinearImpulse(handle, impulse.X, impulse.Y, impulse.Z, wake);
}
public Vector3 GetLinearVelocity(GameObject go)
{
if (!_bodies.TryGetValue(go, out var handle))
return Vector3.Zero;
Native.Lingua_GetLinearVelocity(handle, out var vx, out var vy, out var vz);
return new Vector3(vx, vy, vz);
}
public void SetLinearVelocity(GameObject go, Vector3 velocity)
{
if (_bodies.TryGetValue(go, out var handle))
Native.Lingua_SetLinearVelocity(handle, velocity.X, velocity.Y, velocity.Z);
}
private void TryCreateBody(GameObject go)
{
var rb = go.GetComponent<Rigidbody>()!;
var pos = go.Transform.LocalPosition;
var rot = go.Transform.LocalRotation;
var box = go.GetComponent<BoxCollider>();
var sphere = go.GetComponent<SphereCollider>();
int handle;
if (box is not null)
{
handle = Native.Lingua_CreateBoxBody(
_handle, pos.X, pos.Y, pos.Z, rot.X, rot.Y, rot.Z, rot.W,
box.HalfExtents.X, box.HalfExtents.Y, box.HalfExtents.Z,
(int)rb.Type, rb.Density, rb.Friction, rb.Restitution);
}
else if (sphere is not null)
{
handle = Native.Lingua_CreateSphereBody(
_handle, pos.X, pos.Y, pos.Z, rot.X, rot.Y, rot.Z, rot.W,
sphere.Radius, (int)rb.Type, rb.Density, rb.Friction, rb.Restitution);
}
else
{
if (_warnedMissingCollider.Add(go))
_log.Warn($"'{go.Name}' has a Rigidbody but no BoxCollider/SphereCollider — no physics body created.");
return;
}
_bodies[go] = handle;
}
public void Dispose()
{
foreach (var handle in _bodies.Values)
Native.Lingua_DestroyBody(handle);
_bodies.Clear();
Native.Lingua_DestroyWorld(_handle);
}
}
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{
"id": "engine.physics",
"version": "0.1.0",
"contracts": "Engine.Physics.Contracts.dll",
"assembly": "Engine.Physics.dll",
"dependsOn": {},
"reloadable": true
}
@@ -0,0 +1,33 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<IsPackable>false</IsPackable>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="coverlet.collector" Version="6.0.2" />
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.12.0" />
<PackageReference Include="xunit" Version="2.9.2" />
<PackageReference Include="xunit.runner.visualstudio" Version="2.8.2" />
</ItemGroup>
<ItemGroup>
<Using Include="Xunit" />
</ItemGroup>
<ItemGroup>
<!-- Same native shim Engine.Physics itself ships — see that project's
own Content item for why it's copied directly (not under a
runtimes/<rid>/native/ path) rather than referenced some other
way. -->
<Content Include="../../plugins/engine.physics/Engine.Physics/native/liblingua_physics.so">
<Link>liblingua_physics.so</Link>
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\..\plugins\engine.physics\Engine.Physics\Engine.Physics.csproj" />
</ItemGroup>
</Project>
@@ -0,0 +1,147 @@
using System.Numerics;
using Engine.Kernel.Diagnostics;
using Engine.Kernel.World;
using Engine.Physics;
using Engine.Physics.Contracts;
namespace Engine.Physics.Tests;
file sealed class RecordingLogger : ILogger
{
public List<string> Warnings { get; } = [];
public void Info(string message) { }
public void Warn(string message) => Warnings.Add(message);
public void Error(string message) { }
}
public class PhysicsWorldTests
{
private static GameObject CreateGround(GameWorld world)
{
var go = world.CreateGameObject("Ground");
go.Transform = Transform.Identity;
go.AddComponent<Rigidbody>().Type = BodyType.Static;
go.AddComponent<BoxCollider>().HalfExtents = new Vector3(10f, 0.5f, 10f);
return go;
}
[Fact]
public void DynamicBox_FallsAndSettlesOnStaticGround()
{
var world = new GameWorld();
var log = new RecordingLogger();
using var physics = new PhysicsWorld(new Vector3(0, -10, 0), log);
CreateGround(world);
var box = world.CreateGameObject("FallingBox");
box.Transform = Transform.Identity;
box.Transform.LocalPosition = new Vector3(0, 5, 0);
box.AddComponent<Rigidbody>().Type = BodyType.Dynamic;
box.AddComponent<BoxCollider>().HalfExtents = new Vector3(0.5f, 0.5f, 0.5f);
for (var i = 0; i < 150; i++)
{
physics.Sync(world);
physics.Step(1f / 50f);
}
// Ground half-height 0.5 + box half-height 0.5 = rests at y=1.
Assert.Equal(1f, box.Transform.LocalPosition.Y, 1);
Assert.Empty(log.Warnings);
}
[Fact]
public void DynamicSphere_FallsAndSettlesOnStaticGround()
{
var world = new GameWorld();
var log = new RecordingLogger();
using var physics = new PhysicsWorld(new Vector3(0, -10, 0), log);
CreateGround(world);
var sphere = world.CreateGameObject("FallingSphere");
sphere.Transform = Transform.Identity;
sphere.Transform.LocalPosition = new Vector3(0, 5, 0);
sphere.AddComponent<Rigidbody>().Type = BodyType.Dynamic;
sphere.AddComponent<SphereCollider>().Radius = 0.5f;
for (var i = 0; i < 150; i++)
{
physics.Sync(world);
physics.Step(1f / 50f);
}
Assert.Equal(1f, sphere.Transform.LocalPosition.Y, 1);
}
[Fact]
public void RigidbodyWithoutCollider_WarnsOnceAndDoesNotThrow()
{
var world = new GameWorld();
var log = new RecordingLogger();
using var physics = new PhysicsWorld(new Vector3(0, -10, 0), log);
var go = world.CreateGameObject("NoShape");
go.Transform = Transform.Identity;
go.AddComponent<Rigidbody>();
for (var i = 0; i < 5; i++)
{
physics.Sync(world);
physics.Step(1f / 50f);
}
Assert.Single(log.Warnings);
}
[Fact]
public void DestroyedGameObject_BodyCleanedUp_SubsequentStepsStillWork()
{
var world = new GameWorld();
var log = new RecordingLogger();
using var physics = new PhysicsWorld(new Vector3(0, -10, 0), log);
CreateGround(world);
var box = world.CreateGameObject("Temp");
box.Transform = Transform.Identity;
box.Transform.LocalPosition = new Vector3(0, 5, 0);
box.AddComponent<Rigidbody>().Type = BodyType.Dynamic;
box.AddComponent<BoxCollider>();
physics.Sync(world);
physics.Step(1f / 50f);
world.Destroy(box);
// Should not throw even though the body backing a now-destroyed
// GameObject still existed in the tracking table until this Sync.
for (var i = 0; i < 10; i++)
{
physics.Sync(world);
physics.Step(1f / 50f);
}
}
[Fact]
public void ApplyLinearImpulse_ChangesVelocity()
{
var world = new GameWorld();
var log = new RecordingLogger();
using var physics = new PhysicsWorld(Vector3.Zero, log); // no gravity, isolate the impulse
var box = world.CreateGameObject("Box");
box.Transform = Transform.Identity;
box.AddComponent<Rigidbody>().Type = BodyType.Dynamic;
box.AddComponent<BoxCollider>();
physics.Sync(world); // create the body before applying an impulse to it
physics.ApplyLinearImpulse(box, new Vector3(5, 0, 0), wake: true);
var velocity = physics.GetLinearVelocity(box);
Assert.True(velocity.X > 0f, $"expected positive X velocity after impulse, got {velocity.X}");
}
}