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
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using System.Runtime.CompilerServices;
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// PhysicsWorld is internal — nothing outside this plugin needs it, real
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// physics behavior is tested against it directly rather than only through
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// IPlugin/IPhysicsService's much narrower surface. Same pattern as
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// Engine.Assets' PngReader.
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[assembly: InternalsVisibleTo("Engine.Physics.Tests")]
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<!-- Generates the deps.json AssemblyDependencyResolver needs to find
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this plugin's dependencies — see PluginLoadContext in Engine.Kernel,
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and the same property on the other native-facing plugins. -->
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<EnableDynamicLoading>true</EnableDynamicLoading>
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</PropertyGroup>
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<ItemGroup>
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<!-- The compiled native shim (Box3D folded in) — see
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native/physics-native/. Copied straight into this plugin's own
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output directory (not a runtimes/<rid>/native/ NuGet-style path):
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DllImport's default unmanaged-library probing already checks the
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calling assembly's own directory, and PluginLoadContext.
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LoadUnmanagedDll falls back to that default probing whenever its
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AssemblyDependencyResolver doesn't recognize the name (returning
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IntPtr.Zero, not failing outright) — confirmed empirically, see
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PhysicsWorldTests. -->
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<Content Include="native/liblingua_physics.so">
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<Link>liblingua_physics.so</Link>
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\..\..\src\Engine.Kernel\Engine.Kernel.csproj" />
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<ProjectReference Include="..\Engine.Physics.Contracts\Engine.Physics.Contracts.csproj" />
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</ItemGroup>
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</Project>
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using System.Runtime.InteropServices;
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namespace Engine.Physics;
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/// <summary>
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/// The entire P/Invoke surface, matching native/physics-native/
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/// lingua_physics.c's exports one-to-one. Every parameter is a plain
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/// int/float/bool — no struct crosses this boundary, on purpose, see that
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/// file's own doc comment for why.
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///
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/// Classic DllImport, not the newer source-generated LibraryImport:
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/// LibraryImport's generated marshalling code needs AllowUnsafeBlocks even
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/// for an all-blittable signature like every one of these, and there's no
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/// reason to open that door — DllImport marshals plain int/float/bool/out
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/// float scalars with no unsafe code at all, which is what actually keeps
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/// this plugin inside the kernel's "no unsafe in the v1 hot path" rule
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/// (Directory.Build.props) instead of needing a narrow exception to it.
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/// </summary>
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internal static class Native
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{
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private const string Lib = "lingua_physics";
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[DllImport(Lib)]
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public static extern int Lingua_CreateWorld(float gravityX, float gravityY, float gravityZ);
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[DllImport(Lib)]
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public static extern void Lingua_DestroyWorld(int worldHandle);
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[DllImport(Lib)]
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public static extern void Lingua_WorldStep(int worldHandle, float timeStep, int subStepCount);
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[DllImport(Lib)]
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public static extern int Lingua_CreateBoxBody(
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int worldHandle,
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float px, float py, float pz,
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float qx, float qy, float qz, float qw,
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float halfWidth, float halfHeight, float halfDepth,
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int bodyType, float density, float friction, float restitution);
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[DllImport(Lib)]
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public static extern int Lingua_CreateSphereBody(
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int worldHandle,
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float px, float py, float pz,
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float qx, float qy, float qz, float qw,
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float radius,
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int bodyType, float density, float friction, float restitution);
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[DllImport(Lib)]
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public static extern void Lingua_DestroyBody(int bodyHandle);
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[DllImport(Lib)]
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public static extern void Lingua_GetBodyTransform(
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int bodyHandle,
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out float px, out float py, out float pz,
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out float qx, out float qy, out float qz, out float qw);
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[DllImport(Lib)]
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public static extern void Lingua_SetBodyTransform(
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int bodyHandle,
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float px, float py, float pz,
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float qx, float qy, float qz, float qw);
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[DllImport(Lib)]
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public static extern void Lingua_ApplyLinearImpulse(
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int bodyHandle, float ix, float iy, float iz, [MarshalAs(UnmanagedType.U1)] bool wake);
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[DllImport(Lib)]
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public static extern void Lingua_GetLinearVelocity(int bodyHandle, out float vx, out float vy, out float vz);
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[DllImport(Lib)]
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public static extern void Lingua_SetLinearVelocity(int bodyHandle, float vx, float vy, float vz);
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}
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using System.Numerics;
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using Engine.Kernel.Diagnostics;
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using Engine.Kernel.Plugins;
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using Engine.Kernel.Scheduling;
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using Engine.Kernel.World;
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using Engine.Physics.Contracts;
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namespace Engine.Physics;
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/// <summary>
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/// M4's physics plugin: Box3D, over the shim in native/physics-native/ —
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/// see that file's own doc comment for why nothing crosses the P/Invoke
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/// boundary but plain scalars. One system, on Stage.FixedUpdate: sync new/
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/// removed Rigidbodies, step once, write results back to Transform. Each
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/// FixedUpdate invocation is exactly one physics step at ITime.
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/// FixedDeltaTime — Engine.Host's accumulator (Time.ConsumeFixedSteps)
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/// decides how many times that runs this frame, not this plugin.
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/// </summary>
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public sealed class PhysicsPlugin : IPlugin
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{
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private static readonly Vector3 Gravity = new(0f, -9.81f, 0f);
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private PhysicsWorld? _world;
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private ITime? _time;
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public void Configure(IPluginContext ctx)
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{
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_time = ctx.Time;
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_world = new PhysicsWorld(Gravity, ctx.Log);
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ctx.Services.Provide<IPhysicsService>(new PhysicsService(_world));
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ctx.Schedule.Add(Stage.FixedUpdate, Step)
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.Reads<Rigidbody>()
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.Reads<BoxCollider>()
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.Reads<SphereCollider>();
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ctx.Log.Info("physics world ready (Box3D)");
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}
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public void Shutdown(IPluginContext ctx)
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{
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ctx.Schedule.RemoveAllFrom("engine.physics");
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ctx.Services.Revoke<IPhysicsService>();
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_world?.Dispose();
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_world = null;
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_time = null;
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}
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private void Step(IWorld world)
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{
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_world!.Sync(world);
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_world.Step(_time!.FixedDeltaTime);
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}
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}
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using System.Numerics;
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using Engine.Kernel.World;
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using Engine.Physics.Contracts;
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namespace Engine.Physics;
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internal sealed class PhysicsService(PhysicsWorld world) : IPhysicsService
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{
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public void ApplyLinearImpulse(GameObject go, Vector3 impulse, bool wake = true) =>
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world.ApplyLinearImpulse(go, impulse, wake);
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public Vector3 GetLinearVelocity(GameObject go) => world.GetLinearVelocity(go);
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public void SetLinearVelocity(GameObject go, Vector3 velocity) => world.SetLinearVelocity(go, velocity);
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}
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using System.Numerics;
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using Engine.Kernel.Diagnostics;
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using Engine.Kernel.World;
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using Engine.Physics.Contracts;
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namespace Engine.Physics;
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/// <summary>
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/// Owns the one native Box3D world this plugin creates, and the GameObject
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/// <-> native body handle mapping. <see cref="Sync"/> creates bodies for
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/// any GameObject that's grown a Rigidbody since last frame and destroys
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/// bodies for any that lost one (component removed, or the GameObject
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/// itself was destroyed) — there's no destruction event to hook, so this
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/// diffs Query<Rigidbody>() against the tracked set every FixedUpdate
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/// instead. <see cref="Step"/> advances the simulation once and writes
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/// every tracked body's new transform back into its GameObject.
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/// </summary>
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internal sealed class PhysicsWorld : IDisposable
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{
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private readonly int _handle;
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private readonly ILogger _log;
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private readonly Dictionary<GameObject, int> _bodies = [];
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private readonly HashSet<GameObject> _warnedMissingCollider = [];
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public PhysicsWorld(Vector3 gravity, ILogger log)
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{
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_log = log;
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_handle = Native.Lingua_CreateWorld(gravity.X, gravity.Y, gravity.Z);
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}
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public void Sync(IWorld world)
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{
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var live = new HashSet<GameObject>();
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foreach (var go in world.Query<Rigidbody>())
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{
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live.Add(go);
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if (!_bodies.ContainsKey(go))
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TryCreateBody(go);
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}
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if (_bodies.Count == live.Count)
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return;
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foreach (var stale in _bodies.Keys.Where(go => !live.Contains(go)).ToList())
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{
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Native.Lingua_DestroyBody(_bodies[stale]);
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_bodies.Remove(stale);
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_warnedMissingCollider.Remove(stale);
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}
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}
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public void Step(float timeStep, int subStepCount = 4)
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{
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Native.Lingua_WorldStep(_handle, timeStep, subStepCount);
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foreach (var (go, handle) in _bodies)
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{
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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);
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var t = go.Transform;
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t.LocalPosition = new Vector3(px, py, pz);
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t.LocalRotation = new Quaternion(qx, qy, qz, qw);
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go.Transform = t;
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}
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}
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public void ApplyLinearImpulse(GameObject go, Vector3 impulse, bool wake)
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{
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if (_bodies.TryGetValue(go, out var handle))
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Native.Lingua_ApplyLinearImpulse(handle, impulse.X, impulse.Y, impulse.Z, wake);
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}
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public Vector3 GetLinearVelocity(GameObject go)
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{
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if (!_bodies.TryGetValue(go, out var handle))
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return Vector3.Zero;
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Native.Lingua_GetLinearVelocity(handle, out var vx, out var vy, out var vz);
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return new Vector3(vx, vy, vz);
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}
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public void SetLinearVelocity(GameObject go, Vector3 velocity)
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{
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if (_bodies.TryGetValue(go, out var handle))
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Native.Lingua_SetLinearVelocity(handle, velocity.X, velocity.Y, velocity.Z);
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}
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private void TryCreateBody(GameObject go)
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{
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var rb = go.GetComponent<Rigidbody>()!;
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var pos = go.Transform.LocalPosition;
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var rot = go.Transform.LocalRotation;
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var box = go.GetComponent<BoxCollider>();
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var sphere = go.GetComponent<SphereCollider>();
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int handle;
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if (box is not null)
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{
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handle = Native.Lingua_CreateBoxBody(
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_handle, pos.X, pos.Y, pos.Z, rot.X, rot.Y, rot.Z, rot.W,
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box.HalfExtents.X, box.HalfExtents.Y, box.HalfExtents.Z,
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(int)rb.Type, rb.Density, rb.Friction, rb.Restitution);
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}
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else if (sphere is not null)
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{
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handle = Native.Lingua_CreateSphereBody(
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_handle, pos.X, pos.Y, pos.Z, rot.X, rot.Y, rot.Z, rot.W,
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sphere.Radius, (int)rb.Type, rb.Density, rb.Friction, rb.Restitution);
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}
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else
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{
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if (_warnedMissingCollider.Add(go))
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_log.Warn($"'{go.Name}' has a Rigidbody but no BoxCollider/SphereCollider — no physics body created.");
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return;
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}
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_bodies[go] = handle;
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}
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public void Dispose()
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{
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foreach (var handle in _bodies.Values)
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Native.Lingua_DestroyBody(handle);
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_bodies.Clear();
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Native.Lingua_DestroyWorld(_handle);
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}
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}
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