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
120 lines
4.0 KiB
C#
120 lines
4.0 KiB
C#
using System.Numerics;
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using Engine.Audio.Contracts;
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using Engine.Input.Contracts;
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using Engine.Kernel.Plugins;
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using Engine.Kernel.Scheduling;
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using Engine.Kernel.World;
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using Engine.Physics.Contracts;
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using Engine.Render.Contracts;
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using Silk.NET.Input;
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namespace PhysicsDemoGame;
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/// <summary>
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/// M4's "one small game, end to end": pressing Space drops a new box from
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/// above the ground; engine.physics simulates it falling and settling;
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/// engine.render draws it as a real cube (CubeRenderer, added specifically
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/// for this); this plugin plays a bounce sound (engine.audio) the moment
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/// each box's fall actually stops. Physics, audio, input, and rendering
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/// all cooperate here through nothing but the kernel's own vocabulary —
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/// this plugin never references engine.physics/audio/render's
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/// implementation assemblies, only their Contracts.
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///
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/// "Landed" isn't a Box3D contact event — the native shim doesn't expose
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/// one (see native/physics-native/lingua_physics.c's own doc comment on
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/// why nothing but scalars crosses that boundary; a contact callback would
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/// need to carry structured per-contact data across it, exactly what's
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/// kept out). Honest scope for a demo this size: watch each spawned box's
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/// own Y velocity via IPhysicsService every frame, and call it landed the
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/// first time a real fall (velocity past FallingThreshold at some point)
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/// settles back near zero.
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/// </summary>
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public sealed class PhysicsDemoGamePlugin : IPlugin
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{
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private const float SpawnHeight = 6f;
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private const float FallingThreshold = -1f;
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private const float RestThreshold = 0.3f;
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private readonly Random _random = new();
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private readonly List<GameObject> _spawned = [];
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private readonly HashSet<GameObject> _hasFallen = [];
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private readonly HashSet<GameObject> _landed = [];
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private IEngineInput? _input;
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private IPhysicsService? _physics;
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private IAudioService? _audio;
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private GameObject? _bounceSound;
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private bool _spacePressedLastFrame;
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public void Configure(IPluginContext ctx)
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{
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_input = ctx.Services.Require<IEngineInput>();
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_physics = ctx.Services.Require<IPhysicsService>();
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_audio = ctx.Services.Require<IAudioService>();
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ctx.Schedule.Add(Stage.Update, Tick)
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.Writes<Rigidbody>()
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.Writes<BoxCollider>()
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.Writes<CubeRenderer>();
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ctx.Log.Info("physics demo ready — press Space to drop a box");
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}
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public void Shutdown(IPluginContext ctx)
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{
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ctx.Schedule.RemoveAllFrom("physics-demo-game");
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_spawned.Clear();
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_hasFallen.Clear();
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_landed.Clear();
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_bounceSound = null;
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_input = null;
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_physics = null;
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_audio = null;
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}
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private void Tick(IWorld world)
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{
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_bounceSound ??= world.Roots.FirstOrDefault(go => go.Name == "Bounce");
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var spacePressed = _input!.IsKeyDown(Key.Space);
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if (spacePressed && !_spacePressedLastFrame)
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Spawn(world);
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_spacePressedLastFrame = spacePressed;
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foreach (var box in _spawned)
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{
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if (_landed.Contains(box))
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continue;
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var velocityY = _physics!.GetLinearVelocity(box).Y;
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if (velocityY < FallingThreshold)
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{
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_hasFallen.Add(box);
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continue;
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}
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if (_hasFallen.Contains(box) && MathF.Abs(velocityY) < RestThreshold)
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{
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_landed.Add(box);
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if (_bounceSound is not null)
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_audio!.Play(_bounceSound);
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}
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}
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}
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private void Spawn(IWorld world)
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{
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var go = world.CreateGameObject($"Box{_spawned.Count}");
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go.Transform = Transform.Identity;
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go.Transform.LocalPosition = new Vector3(
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(float)(_random.NextDouble() * 4 - 2), SpawnHeight, (float)(_random.NextDouble() * 4 - 2));
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go.AddComponent<Rigidbody>().Type = BodyType.Dynamic;
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go.AddComponent<BoxCollider>();
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go.AddComponent<CubeRenderer>();
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_spawned.Add(go);
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}
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}
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