2 Commits
Author SHA1 Message Date
EmilandClaude Sonnet 5 faabfc2cb4 M4: Linux + Windows CI build pipeline (.github/workflows/build.yml)
The literal thing nothing on this dev machine can verify: whether the
build actually runs on Windows at all. Solved by having real CI do it —
ubuntu-latest and windows-latest both build the native Box3D/miniaudio
shims from source via CMake, build and test the full .NET solution, stage
a shippable configuration (engine.windowing/assets/render/input/physics/
audio + physics-demo-game — engine.editor deliberately excluded, that's
M4's actual "done when"), and then run it headless against samples/
PhysicsDemo for 200 frames, asserting DemoBox settled at y≈1.0 in the
resulting dump. Real physics, real scene load, real plugin loading,
proven on both platforms, not just built.

Required restructuring the native Content items into per-OS ItemGroups
(native/linux-x64/ vs native/win-x64/, selected via
$([MSBuild]::IsOSPlatform(...))): linux-x64's .so is committed (built and
verified here); win-x64's .dll is never committed — nothing here can
build or run one to verify — and only ever exists as something the
Windows job produces fresh, in-place, right before `dotnet build`.

Caught one real bug dry-running this exact staging locally before
trusting it to a workflow run: PluginHost.Load calls Assembly.
LoadFromAssemblyPath, which throws on a relative path — the verification
step's `--plugins ../../plugins` failed immediately with "is not an
absolute path." Every manual verification earlier this session happened
to always pass an absolute --plugins path, which is exactly why this
never surfaced before. Fixed by resolving to an absolute path before
invoking Engine.Host.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01N1qPfzq8TDCUMFMV3UwV5N
2026-09-02 17:52:28 +03:00
EmilandClaude Sonnet 5 792b626396 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
2026-09-02 17:05:39 +03:00