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
229 lines
6.1 KiB
C
229 lines
6.1 KiB
C
// A deliberately narrow C shim between Box3D's real API and P/Invoke.
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//
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// Box3D's own API is not safe to bind directly from C#: b3WorldDef,
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// b3BodyDef, and b3ShapeDef are large structs with function pointers and
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// nested types passed by value, and b3BoxHull is a struct whose own doc
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// comment says "has data hanging off the end and cannot be directly
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// copied." Replicating any of that layout byte-for-byte in C# is exactly
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// the kind of "compiles, passes a smoke test, breaks on someone else's
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// machine" risk docs/kernel-contract.md's own risk table warns about for
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// native interop specifically. So none of it crosses the P/Invoke
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// boundary: every exported function here takes and returns only plain
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// int32_t/float scalars, which marshal automatically with no `unsafe` on
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// the C# side at all.
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//
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// Handles are plain array indices into fixed-capacity tables, not Box3D's
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// own id structs — one less thing to get the marshaling of exactly right,
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// and plenty of headroom for an indie-scale game (Box3D itself caps out at
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// 128 worlds; nothing here needs more than one at a time yet).
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#include <stdbool.h>
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#include <stdint.h>
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#include <box3d/box3d.h>
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#if defined( _WIN32 )
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#define LINGUA_API __declspec( dllexport )
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#else
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#define LINGUA_API __attribute__( ( visibility( "default" ) ) )
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#endif
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#define LINGUA_MAX_WORLDS 8
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#define LINGUA_MAX_BODIES 8192
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static b3WorldId g_worlds[LINGUA_MAX_WORLDS];
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static bool g_worldUsed[LINGUA_MAX_WORLDS];
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static b3BodyId g_bodies[LINGUA_MAX_BODIES];
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static bool g_bodyUsed[LINGUA_MAX_BODIES];
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static bool ValidWorld( int32_t handle )
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{
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return handle >= 0 && handle < LINGUA_MAX_WORLDS && g_worldUsed[handle];
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}
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static bool ValidBody( int32_t handle )
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{
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return handle >= 0 && handle < LINGUA_MAX_BODIES && g_bodyUsed[handle];
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}
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static int32_t AllocBodySlot( void )
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{
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for ( int32_t i = 0; i < LINGUA_MAX_BODIES; i++ )
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{
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if ( !g_bodyUsed[i] )
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return i;
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}
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return -1;
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}
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LINGUA_API int32_t Lingua_CreateWorld( float gravityX, float gravityY, float gravityZ )
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{
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for ( int32_t i = 0; i < LINGUA_MAX_WORLDS; i++ )
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{
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if ( g_worldUsed[i] )
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continue;
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b3WorldDef def = b3DefaultWorldDef();
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def.gravity = ( b3Vec3 ){ gravityX, gravityY, gravityZ };
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g_worlds[i] = b3CreateWorld( &def );
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g_worldUsed[i] = true;
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return i;
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}
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return -1;
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}
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LINGUA_API void Lingua_DestroyWorld( int32_t worldHandle )
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{
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if ( !ValidWorld( worldHandle ) )
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return;
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b3DestroyWorld( g_worlds[worldHandle] );
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g_worldUsed[worldHandle] = false;
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}
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LINGUA_API void Lingua_WorldStep( int32_t worldHandle, float timeStep, int32_t subStepCount )
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{
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if ( !ValidWorld( worldHandle ) )
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return;
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b3World_Step( g_worlds[worldHandle], timeStep, subStepCount );
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}
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static int32_t CreateBody(
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int32_t worldHandle,
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float px, float py, float pz,
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float qx, float qy, float qz, float qw,
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int32_t bodyType )
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{
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if ( !ValidWorld( worldHandle ) )
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return -1;
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int32_t slot = AllocBodySlot();
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if ( slot < 0 )
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return -1;
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b3BodyDef bodyDef = b3DefaultBodyDef();
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bodyDef.type = (b3BodyType)bodyType;
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bodyDef.position = ( b3Vec3 ){ px, py, pz };
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bodyDef.rotation = ( b3Quat ){ { qx, qy, qz }, qw };
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g_bodies[slot] = b3CreateBody( g_worlds[worldHandle], &bodyDef );
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g_bodyUsed[slot] = true;
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return slot;
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}
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static void ShapeDef( float density, float friction, float restitution, b3ShapeDef* def )
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{
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*def = b3DefaultShapeDef();
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def->density = density;
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def->baseMaterial.friction = friction;
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def->baseMaterial.restitution = restitution;
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}
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LINGUA_API int32_t Lingua_CreateBoxBody(
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int32_t worldHandle,
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float px, float py, float pz,
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float qx, float qy, float qz, float qw,
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float halfWidth, float halfHeight, float halfDepth,
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int32_t bodyType, float density, float friction, float restitution )
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{
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int32_t handle = CreateBody( worldHandle, px, py, pz, qx, qy, qz, qw, bodyType );
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if ( handle < 0 )
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return -1;
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b3ShapeDef shapeDef;
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ShapeDef( density, friction, restitution, &shapeDef );
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b3BoxHull hull = b3MakeBoxHull( halfWidth, halfHeight, halfDepth );
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b3CreateHullShape( g_bodies[handle], &shapeDef, &hull.base );
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return handle;
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}
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LINGUA_API int32_t Lingua_CreateSphereBody(
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int32_t worldHandle,
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float px, float py, float pz,
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float qx, float qy, float qz, float qw,
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float radius,
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int32_t bodyType, float density, float friction, float restitution )
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{
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int32_t handle = CreateBody( worldHandle, px, py, pz, qx, qy, qz, qw, bodyType );
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if ( handle < 0 )
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return -1;
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b3ShapeDef shapeDef;
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ShapeDef( density, friction, restitution, &shapeDef );
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b3Sphere sphere = { ( b3Vec3 ){ 0, 0, 0 }, radius };
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b3CreateSphereShape( g_bodies[handle], &shapeDef, &sphere );
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return handle;
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}
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LINGUA_API void Lingua_DestroyBody( int32_t bodyHandle )
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{
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if ( !ValidBody( bodyHandle ) )
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return;
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b3DestroyBody( g_bodies[bodyHandle] );
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g_bodyUsed[bodyHandle] = false;
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}
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LINGUA_API void Lingua_GetBodyTransform(
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int32_t bodyHandle,
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float* outPx, float* outPy, float* outPz,
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float* outQx, float* outQy, float* outQz, float* outQw )
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{
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if ( !ValidBody( bodyHandle ) )
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return;
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b3WorldTransform t = b3Body_GetTransform( g_bodies[bodyHandle] );
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*outPx = t.p.x;
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*outPy = t.p.y;
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*outPz = t.p.z;
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*outQx = t.q.v.x;
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*outQy = t.q.v.y;
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*outQz = t.q.v.z;
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*outQw = t.q.s;
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}
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LINGUA_API void Lingua_SetBodyTransform(
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int32_t bodyHandle,
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float px, float py, float pz,
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float qx, float qy, float qz, float qw )
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{
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if ( !ValidBody( bodyHandle ) )
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return;
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b3Body_SetTransform( g_bodies[bodyHandle], ( b3Pos ){ px, py, pz }, ( b3Quat ){ { qx, qy, qz }, qw } );
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}
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LINGUA_API void Lingua_ApplyLinearImpulse( int32_t bodyHandle, float ix, float iy, float iz, bool wake )
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{
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if ( !ValidBody( bodyHandle ) )
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return;
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b3Body_ApplyLinearImpulseToCenter( g_bodies[bodyHandle], ( b3Vec3 ){ ix, iy, iz }, wake );
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}
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LINGUA_API void Lingua_GetLinearVelocity( int32_t bodyHandle, float* outVx, float* outVy, float* outVz )
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{
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if ( !ValidBody( bodyHandle ) )
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return;
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b3Vec3 v = b3Body_GetLinearVelocity( g_bodies[bodyHandle] );
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*outVx = v.x;
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*outVy = v.y;
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*outVz = v.z;
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}
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LINGUA_API void Lingua_SetLinearVelocity( int32_t bodyHandle, float vx, float vy, float vz )
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{
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if ( !ValidBody( bodyHandle ) )
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return;
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b3Body_SetLinearVelocity( g_bodies[bodyHandle], ( b3Vec3 ){ vx, vy, vz } );
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}
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