Files
lingua-engine/plugins/engine.physics/Engine.Physics/Native.cs
T
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

73 lines
2.7 KiB
C#

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);
}