using System.Runtime.InteropServices; namespace Engine.Physics; /// /// 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. /// 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); /// Total live bodies across every world — a test-only escape /// hatch (see PhysicsWorldTests) to assert on the native side's own /// bookkeeping, not just PhysicsWorld's C#-side dictionary. [DllImport(Lib)] public static extern int Lingua_GetBodyCount(); [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); }