Files
lingua-engine/plugins/engine.render/Engine.Render.Contracts/CubeRenderer.cs
T
EmilandClaude Sonnet 5 2d0168104d M4: PhysicsDemo — the "one small game, end to end"
samples/PhysicsDemo ties physics, audio, input, and rendering together
through nothing but the kernel's own vocabulary — no plugin here
references another plugin's implementation, only Contracts. Press Space
to drop a box; engine.physics simulates it falling onto a static ground;
CubeRenderer (new — engine.render's QuadRenderer drew flat cards, no good
for a physics demo where a BoxCollider needs to actually look like a box)
draws it; physics-demo-game watches each spawned box's own Y velocity via
IPhysicsService and plays a bounce sound via IAudioService the moment a
real fall settles. A looping ambient track plays throughout via
AudioSource's own PlayOnAwake. project.json deliberately excludes
engine.editor — this is the shippable configuration M4's "done when"
actually asks for, not the dev one.

"Landed" isn't a Box3D contact event — the native shim never exposed one
(nothing but scalars crosses that boundary, see lingua_physics.c). Watching
velocity every frame is the honest, right-sized alternative for a demo
this size, not a shortcut around missing infrastructure.

Verified two ways. First, real Space-key input isn't simulable here (no
xdotool/ydotool under this Wayland session) — so PhysicsDemoGame.Tests
drives the actual PhysicsDemoGamePlugin.Configure/Tick through the real
Schedule with a controllable fake IEngineInput (and fake IPhysicsService/
IAudioService, since engine.physics/engine.audio's own correctness is
already covered elsewhere): spawn-on-press with edge detection, the
Rigidbody/BoxCollider/CubeRenderer combo the spawned box actually gets,
and — the case most likely to be subtly wrong — a box that never actually
falls doesn't false-positive as "landed," only one that fell past
FallingThreshold and then settled does, exactly once. All 5 passed
immediately. Second, a real windowed run: a box placed in scene.json above
the ground visibly falls and settles onto it on screen after a real
few-second wait — screenshotting by --screenshot-after-frames alone turned
out not to prove this (VSync is off, so frames race by far faster than
real physics time passes; enough elapsed frames isn't enough elapsed
seconds), an interactive run with a real sleep before the screenshot
command is what actually shows it.

Full suite: 92 tests. Remaining for M4: the Linux + Windows build pipeline.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01N1qPfzq8TDCUMFMV3UwV5N
2026-09-02 17:47:15 +03:00

13 lines
464 B
C#

using Engine.Kernel.World;
namespace Engine.Render.Contracts;
/// <summary>
/// A unit cube (1x1x1 before Transform.LocalScale), same no-size-fields
/// reasoning as QuadRenderer — Transform.LocalScale already means "how
/// big." Added for M4's physics demo: a BoxCollider falling and settling
/// only reads as a real physics object on screen if it actually looks like
/// a box, not a flat card.
/// </summary>
public sealed class CubeRenderer : Component;