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
32 lines
1.2 KiB
CMake
32 lines
1.2 KiB
CMake
cmake_minimum_required(VERSION 3.16)
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project(lingua_physics_native C)
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set(CMAKE_C_STANDARD 11)
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set(CMAKE_POSITION_INDEPENDENT_CODE ON)
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# Box3D built static and folded into our own shared library, so the engine
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# ships and P/Invokes exactly one native file (lingua_physics.so/.dll), not
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# two. Pinned to a specific commit, not a tag or branch: Box3D has no 1.0
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# release yet and its API is still moving (confirmed by diffing its only
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# tag, v0.1.0, against this commit — real, not hypothetical, drift), so a
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# floating reference would silently start building against a different API
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# than the one this shim's code was actually written and verified against.
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set(BUILD_SHARED_LIBS OFF CACHE BOOL "" FORCE)
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set(BOX3D_SAMPLES OFF CACHE BOOL "" FORCE)
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set(BOX3D_UNIT_TESTS OFF CACHE BOOL "" FORCE)
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set(BOX3D_BENCHMARKS OFF CACHE BOOL "" FORCE)
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set(BOX3D_DOCS OFF CACHE BOOL "" FORCE)
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include(FetchContent)
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FetchContent_Declare(
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box3d
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GIT_REPOSITORY https://github.com/erincatto/box3d.git
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GIT_TAG 47d7f7cc7e091142c08d11dc7d2e493c5d34f536
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)
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FetchContent_MakeAvailable(box3d)
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add_library(lingua_physics SHARED lingua_physics.c)
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target_link_libraries(lingua_physics PRIVATE box3d)
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install(TARGETS lingua_physics RUNTIME DESTINATION . LIBRARY DESTINATION .)
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