Files
lingua-engine/tests/Engine.Physics.Tests/PhysicsWorldTests.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

148 lines
4.5 KiB
C#

using System.Numerics;
using Engine.Kernel.Diagnostics;
using Engine.Kernel.World;
using Engine.Physics;
using Engine.Physics.Contracts;
namespace Engine.Physics.Tests;
file sealed class RecordingLogger : ILogger
{
public List<string> Warnings { get; } = [];
public void Info(string message) { }
public void Warn(string message) => Warnings.Add(message);
public void Error(string message) { }
}
public class PhysicsWorldTests
{
private static GameObject CreateGround(GameWorld world)
{
var go = world.CreateGameObject("Ground");
go.Transform = Transform.Identity;
go.AddComponent<Rigidbody>().Type = BodyType.Static;
go.AddComponent<BoxCollider>().HalfExtents = new Vector3(10f, 0.5f, 10f);
return go;
}
[Fact]
public void DynamicBox_FallsAndSettlesOnStaticGround()
{
var world = new GameWorld();
var log = new RecordingLogger();
using var physics = new PhysicsWorld(new Vector3(0, -10, 0), log);
CreateGround(world);
var box = world.CreateGameObject("FallingBox");
box.Transform = Transform.Identity;
box.Transform.LocalPosition = new Vector3(0, 5, 0);
box.AddComponent<Rigidbody>().Type = BodyType.Dynamic;
box.AddComponent<BoxCollider>().HalfExtents = new Vector3(0.5f, 0.5f, 0.5f);
for (var i = 0; i < 150; i++)
{
physics.Sync(world);
physics.Step(1f / 50f);
}
// Ground half-height 0.5 + box half-height 0.5 = rests at y=1.
Assert.Equal(1f, box.Transform.LocalPosition.Y, 1);
Assert.Empty(log.Warnings);
}
[Fact]
public void DynamicSphere_FallsAndSettlesOnStaticGround()
{
var world = new GameWorld();
var log = new RecordingLogger();
using var physics = new PhysicsWorld(new Vector3(0, -10, 0), log);
CreateGround(world);
var sphere = world.CreateGameObject("FallingSphere");
sphere.Transform = Transform.Identity;
sphere.Transform.LocalPosition = new Vector3(0, 5, 0);
sphere.AddComponent<Rigidbody>().Type = BodyType.Dynamic;
sphere.AddComponent<SphereCollider>().Radius = 0.5f;
for (var i = 0; i < 150; i++)
{
physics.Sync(world);
physics.Step(1f / 50f);
}
Assert.Equal(1f, sphere.Transform.LocalPosition.Y, 1);
}
[Fact]
public void RigidbodyWithoutCollider_WarnsOnceAndDoesNotThrow()
{
var world = new GameWorld();
var log = new RecordingLogger();
using var physics = new PhysicsWorld(new Vector3(0, -10, 0), log);
var go = world.CreateGameObject("NoShape");
go.Transform = Transform.Identity;
go.AddComponent<Rigidbody>();
for (var i = 0; i < 5; i++)
{
physics.Sync(world);
physics.Step(1f / 50f);
}
Assert.Single(log.Warnings);
}
[Fact]
public void DestroyedGameObject_BodyCleanedUp_SubsequentStepsStillWork()
{
var world = new GameWorld();
var log = new RecordingLogger();
using var physics = new PhysicsWorld(new Vector3(0, -10, 0), log);
CreateGround(world);
var box = world.CreateGameObject("Temp");
box.Transform = Transform.Identity;
box.Transform.LocalPosition = new Vector3(0, 5, 0);
box.AddComponent<Rigidbody>().Type = BodyType.Dynamic;
box.AddComponent<BoxCollider>();
physics.Sync(world);
physics.Step(1f / 50f);
world.Destroy(box);
// Should not throw even though the body backing a now-destroyed
// GameObject still existed in the tracking table until this Sync.
for (var i = 0; i < 10; i++)
{
physics.Sync(world);
physics.Step(1f / 50f);
}
}
[Fact]
public void ApplyLinearImpulse_ChangesVelocity()
{
var world = new GameWorld();
var log = new RecordingLogger();
using var physics = new PhysicsWorld(Vector3.Zero, log); // no gravity, isolate the impulse
var box = world.CreateGameObject("Box");
box.Transform = Transform.Identity;
box.AddComponent<Rigidbody>().Type = BodyType.Dynamic;
box.AddComponent<BoxCollider>();
physics.Sync(world); // create the body before applying an impulse to it
physics.ApplyLinearImpulse(box, new Vector3(5, 0, 0), wake: true);
var velocity = physics.GetLinearVelocity(box);
Assert.True(velocity.X > 0f, $"expected positive X velocity after impulse, got {velocity.X}");
}
}