Files
lingua-engine/plugins/engine.physics/Engine.Physics/PhysicsPlugin.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

55 lines
1.6 KiB
C#

using System.Numerics;
using Engine.Kernel.Diagnostics;
using Engine.Kernel.Plugins;
using Engine.Kernel.Scheduling;
using Engine.Kernel.World;
using Engine.Physics.Contracts;
namespace Engine.Physics;
/// <summary>
/// M4's physics plugin: Box3D, over the shim in native/physics-native/ —
/// see that file's own doc comment for why nothing crosses the P/Invoke
/// boundary but plain scalars. One system, on Stage.FixedUpdate: sync new/
/// removed Rigidbodies, step once, write results back to Transform. Each
/// FixedUpdate invocation is exactly one physics step at ITime.
/// FixedDeltaTime — Engine.Host's accumulator (Time.ConsumeFixedSteps)
/// decides how many times that runs this frame, not this plugin.
/// </summary>
public sealed class PhysicsPlugin : IPlugin
{
private static readonly Vector3 Gravity = new(0f, -9.81f, 0f);
private PhysicsWorld? _world;
private ITime? _time;
public void Configure(IPluginContext ctx)
{
_time = ctx.Time;
_world = new PhysicsWorld(Gravity, ctx.Log);
ctx.Services.Provide<IPhysicsService>(new PhysicsService(_world));
ctx.Schedule.Add(Stage.FixedUpdate, Step)
.Reads<Rigidbody>()
.Reads<BoxCollider>()
.Reads<SphereCollider>();
ctx.Log.Info("physics world ready (Box3D)");
}
public void Shutdown(IPluginContext ctx)
{
ctx.Schedule.RemoveAllFrom("engine.physics");
ctx.Services.Revoke<IPhysicsService>();
_world?.Dispose();
_world = null;
_time = null;
}
private void Step(IWorld world)
{
_world!.Sync(world);
_world.Step(_time!.FixedDeltaTime);
}
}