phys_pose, phys_ray, phys_push and phys_walker_pose each made a new record per call, some several times a frame, and Ludic never gives one back. They now fill the caller's PhysPose / PhysHit / PhysPush / PhysWalk and return whether they found anything. phys_overlap returns a count; phys_overlap_id(i) reads each id back. The package's own uses (phys_resolve, phys_row, phys_walker_move) read the values buffer directly. Tests take small allocating helpers. physics 20, character 15, vehicles 8. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
164 lines
7.3 KiB
Text
164 lines
7.3 KiB
Text
# physics_test.ludic - the real Jolt, one world a test: a ground, a box that falls onto it and a
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# ray that finds it; still things added, asked about and removed; a boulder's top; a push out of a
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# post; a crate that floats in the fake lake; hard contacts as facts; fixed steps; the same run twice
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import "ludic.physics"
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import "ludic.base"
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program PhysicsTest {
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numbers float
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function pose(physics_st: mut PhysicsState, id: int) -> PhysPose {
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let p = new PhysPose
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if not phys_pose(physics_st, id, p) { return null }
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return p
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}
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function ray(physics_st: mut PhysicsState, ox: float, oy: float, oz: float, dx: float, dy: float, dz: float, mask: int) -> PhysHit {
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let h = new PhysHit
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phys_ray(physics_st, ox, oy, oz, dx, dy, dz, mask, h)
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return h
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}
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function push_of(physics_st: mut PhysicsState, x: float, z: float, r: float, y0: float, y1: float, mask: int) -> PhysPush {
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let p = new PhysPush
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phys_push(physics_st, x, z, r, y0, y1, mask, p)
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return p
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}
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# the lake: everything east of x = 20, its surface at y = 0, drifting north at 0.5 m/s
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function lake_h(x: float, z: float) -> float {
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if x > 20.0 { return 0.0 }
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return PHYS_NONE
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}
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function lake_cz(x: float, z: float) -> float { return 0.5 }
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bind PhysWater {
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height: fn lake_h
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current_z: fn lake_cz
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}
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# 16 x 16 samples, a metre apart, flat at y = 0 from (-8, -8)
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function ground(physics_st: mut PhysicsState) -> void {
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expect(phys_open(physics_st, 1024, 1))
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let h = floats(256)
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for i in 0 .. 256 { h[i] = 0.0 }
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let g = phys_heightfield(physics_st, h, 16, -8.0, -8.0, 1.0)
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expect(g >= 0)
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expect(phys_ground_add(physics_st, g) >= 0)
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}
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function sim(physics_st: mut PhysicsState, seconds: float) -> void {
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let n = int(seconds * 60.0)
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for i in 0 .. n { phys_step(physics_st) }
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}
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test "a box falls onto the ground, rests there, and a ray finds its top" (physics_st: mut PhysicsState) {
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ground(physics_st)
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let b = phys_box(physics_st, 0.5, 0.5, 0.5)
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let id = phys_body_add(physics_st, b, 0.0, 4.0, 0.0, 0.0, 20.0)
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expect(id != -1)
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sim(physics_st, 3.0)
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let p = pose(physics_st, id)
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expect(p != null)
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expect(Math.abs(p.y - 0.5) < 0.05)
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expect(Math.abs(p.vy) < 0.05)
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let h = ray(physics_st, 0.0, 10.0, 0.0, 0.0, -20.0, 0.0, PHYS_M_ALL)
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expect_eq(h.body, id)
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expect(Math.abs(h.y - 1.0) < 0.05)
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expect(h.ny > 0.9)
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let g = ray(physics_st, 5.0, 10.0, 5.0, 0.0, -20.0, 0.0, PHYS_M_ALL)
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expect(g.body != -1)
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expect(g.body != id)
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expect(Math.abs(g.y) < 0.01)
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phys_close(physics_st)
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}
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test "a still thing is found, then removed for good" (physics_st: mut PhysicsState) {
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ground(physics_st)
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let post = phys_offset(physics_st, phys_cylinder(physics_st, 1.0, 0.3), 0.0, 1.0, 0.0, 0.0)
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let id = phys_static_add(physics_st, post, 2.0, 0.0, 2.0, 0.0)
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phys_settle(physics_st)
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let n = phys_count(physics_st)
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expect_eq(phys_overlap(physics_st, 2.0, 1.0, 2.0, 0.5, PHYS_M_STATIC), 1)
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expect_eq(phys_overlap_id(physics_st, 0), id)
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expect_eq(phys_overlap(physics_st, 2.0, 1.0, 2.0, 0.5, PHYS_M_GROUND), 0)
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phys_remove(physics_st, id)
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expect_eq(phys_count(physics_st), n - 1)
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expect_eq(phys_overlap(physics_st, 2.0, 1.0, 2.0, 0.5, PHYS_M_STATIC), 0)
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expect(pose(physics_st, id) == null)
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phys_close(physics_st)
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}
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test "a boulder's top is where a foot would land, and the ground can be left out" (physics_st: mut PhysicsState) {
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ground(physics_st)
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phys_static_add(physics_st, phys_dome(physics_st, 1.0, 0.5), 3.0, 0.0, 3.0, 0.0)
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phys_settle(physics_st)
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let top = phys_top_at(physics_st, 3.0, 3.0, 0.05, 5.0, 10.0, PHYS_M_STATIC)
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expect(Math.abs(top - 0.5) < 0.06)
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expect(phys_top_at(physics_st, -3.0, -3.0, 0.05, 5.0, 10.0, PHYS_M_STATIC) == PHYS_NONE)
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expect(Math.abs(phys_top_at(physics_st, -3.0, -3.0, 0.05, 5.0, 10.0, PHYS_M_SOLID)) < 0.06)
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phys_close(physics_st)
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}
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test "a body standing in a post is pushed out of it, sideways" (physics_st: mut PhysicsState) {
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ground(physics_st)
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let post = phys_offset(physics_st, phys_cylinder(physics_st, 1.0, 0.3), 0.0, 1.0, 0.0, 0.0)
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phys_static_add(physics_st, post, 0.0, 0.0, 0.0, 0.0)
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phys_settle(physics_st)
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let p = push_of(physics_st, 0.5, 0.0, 0.4, 0.1, 1.8, PHYS_M_STATIC)
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expect_eq(p.n, 1)
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expect(p.x > 0.1)
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expect(Math.abs(p.z) < 0.05)
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let clear = push_of(physics_st, 3.0, 0.0, 0.4, 0.1, 1.8, PHYS_M_STATIC)
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expect_eq(clear.n, 0)
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phys_close(physics_st)
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}
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test "a step's top counts, a wall's does not, and the step beside a wall still does" (physics_st: mut PhysicsState) {
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ground(physics_st)
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let step = phys_offset(physics_st, phys_cylinder(physics_st, 0.15, 0.8), 0.0, 0.15, 0.0, 0.0)
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let wall = phys_offset(physics_st, phys_cylinder(physics_st, 1.5, 0.8), 0.0, 1.5, 0.0, 0.0)
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phys_static_add(physics_st, step, 0.0, 0.0, 0.0, 0.0)
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phys_static_add(physics_st, wall, 1.5, 0.0, 0.0, 0.0)
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phys_static_add(physics_st, wall, 5.0, 0.0, 0.0, 0.0)
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phys_settle(physics_st)
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expect(Math.abs(phys_step_top(physics_st, 0.0, 0.0, 0.35, 0.0, 0.55, PHYS_M_STATIC) - 0.3) < 0.02)
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expect(Math.abs(phys_step_top(physics_st, 0.6, 0.0, 0.35, 0.0, 0.55, PHYS_M_STATIC) - 0.3) < 0.02)
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expect(phys_step_top(physics_st, 5.0, 0.0, 0.35, 0.0, 0.55, PHYS_M_STATIC) == PHYS_NONE)
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expect(phys_step_top(physics_st, -5.0, 0.0, 0.35, 0.0, 0.55, PHYS_M_STATIC) == PHYS_NONE)
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expect(Math.abs(phys_step_top(physics_st, 5.0, 0.0, 0.35, 2.9, 0.55, PHYS_M_STATIC) - 3.0) < 0.02)
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phys_close(physics_st)
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}
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test "a body is resolved clear of a post; a low rock blocks from the ground and not once stood on" (physics_st: mut PhysicsState) {
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ground(physics_st)
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let post = phys_offset(physics_st, phys_cylinder(physics_st, 1.0, 0.3), 0.0, 1.0, 0.0, 0.0)
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phys_static_add(physics_st, post, 0.0, 0.0, 0.0, 0.0)
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let rock = phys_offset(physics_st, phys_cylinder(physics_st, 0.2, 1.0), 0.0, 0.2, 0.0, 0.0)
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phys_static_add(physics_st, rock, 5.0, 0.0, 0.0, 0.0)
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phys_settle(physics_st)
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expect(phys_resolve(physics_st, 0.4, 0.1, 0.35, 0.0, 1.8, PHYS_M_STATIC))
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let dx = phys_resolved_x(physics_st)
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let dz = phys_resolved_z(physics_st)
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expect(Math.sqrt(dx * dx + dz * dz) > 0.64)
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expect(phys_resolve(physics_st, 5.2, 0.0, 0.35, 0.0, 1.8, PHYS_M_STATIC))
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expect(phys_resolved_x(physics_st) > 6.34)
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expect(not phys_resolve(physics_st, 5.2, 0.0, 0.35, 0.4, 2.2, PHYS_M_STATIC))
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expect_eq(phys_resolved_x(physics_st), 5.2)
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expect(phys_resolve(physics_st, 6.3, 0.0, 0.35, 0.0, 1.8, PHYS_M_STATIC))
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expect(phys_resolved_x(physics_st) > 6.34)
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expect(not phys_resolve(physics_st, 5.0, 3.0, 0.35, 0.0, 1.8, PHYS_M_STATIC))
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phys_close(physics_st)
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}
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test "a smoothed heightfield stands where a B-spline of its texels is" (physics_st: mut PhysicsState) {
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expect(phys_open(physics_st, 64, 1))
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let n = 32
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let t = floats(n * n)
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for z in 0 .. n { for x in 0 .. n { t[z * n + x] = float(x % 2) * 3.0 } }
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let g = phys_heightfield_smooth(physics_st, t, n, 0.5, 0.5, 1.0)
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expect(g >= 0)
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phys_ground_add(physics_st, g)
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phys_settle(physics_st)
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let odd = ray(physics_st, 5.5, 50.0, 10.5, 0.0, -100.0, 0.0, PHYS_M_GROUND)
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let even = ray(physics_st, 6.5, 50.0, 10.5, 0.0, -100.0, 0.0, PHYS_M_GROUND)
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expect(Math.abs(odd.y - 2.0) < 0.01)
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expect(Math.abs(even.y - 1.0) < 0.01)
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phys_close(physics_st)
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}
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}
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