ludic/packages/ludic.physics/queries.ludic
Orkuncakilkaya 72dbdca1f3 feat(physics): phase 16 - ludic.physics over Jolt Physics v5.6.0
Our own shim (native/shim/jph_shim.cpp) over Jolt built from the pinned tag with cross-platform
determinism and no fp contraction: shapes as handles (box, sphere, capsule, cylinder, dome,
offset, heightfield, mesh), still/kinematic/dynamic bodies by id with real removal, rays,
top_at and push (what CharacterGround asks), overlaps, buoyancy against the PhysWater port,
contacts recorded in C and drained as PHYS_HIT / PHYS_SPLASH facts. Fixed 1/60 steps, at most four
a frame. Nine tests against the real library, including a pile run twice to the bit.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 23:41:37 +03:00

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# queries.ludic - what is there, asked of the world as it stood after the last step. Each takes a
# mask of what it sees (PHYS_M_*), so a body's own questions can leave out the ground or itself.
export property PhysHit {
body: int = -1 # -1: nothing
fraction: float = 1.0 # how far along the ray, 0 to 1
x: float = 0.0
y: float = 0.0
z: float = 0.0
nx: float = 0.0
ny: float = 1.0
nz: float = 0.0
}
# a ray from (ox, oy, oz) along (dx, dy, dz), whose length is the reach
export function phys_ray(physics_st: mut PhysicsState, ox: float, oy: float, oz: float, dx: float, dy: float, dz: float, mask: int) -> PhysHit {
let h = new PhysHit
if physics_st.ph_world == null { return h }
ph_buffers(physics_st)
h.body = jph_ray(physics_st.ph_world, ox, oy, oz, dx, dy, dz, mask, physics_st.ph_vals)
if h.body == -1 { return h }
let v = physics_st.ph_vals
h.fraction = v[0]
h.x = v[1]; h.y = v[2]; h.z = v[3]
h.nx = v[4]; h.ny = v[5]; h.nz = v[6]
return h
}
# a ball r across let down from from_y at most depth metres: the height of what it lands on, or
# PHYS_NONE - what CharacterGround.top_at asks, with the ground left out of the mask
export function phys_top_at(physics_st: PhysicsState, x: float, z: float, r: float, from_y: float, depth: float, mask: int) -> float {
if physics_st.ph_world == null { return PHYS_NONE }
let y = jph_top_at(physics_st.ph_world, x, z, r, from_y, depth, mask)
if y < PHYS_NONE { return PHYS_NONE }
return y
}
# the bodies a ball at (x, y, z) touches, in the order Jolt sorts them
export function phys_overlap(physics_st: mut PhysicsState, x: float, y: float, z: float, r: float, mask: int) -> []int {
let out = new []int
if physics_st.ph_world == null { return out }
ph_buffers(physics_st)
let n = jph_overlap(physics_st.ph_world, x, y, z, r, mask, physics_st.ph_ids, PH_CAP)
for i in 0 .. n { push(out, physics_st.ph_ids[i]) }
return out
}
export property PhysPush {
x: float = 0.0 # how far to move in x and z to stand clear
z: float = 0.0
n: int = 0 # how many things were in the way
}
# an upright body r wide from y0 to y1 at (x, z): the move that stands it clear - what
# CharacterGround.push asks
export function phys_push(physics_st: mut PhysicsState, x: float, z: float, r: float, y0: float, y1: float, mask: int) -> PhysPush {
let p = new PhysPush
if physics_st.ph_world == null { return p }
ph_buffers(physics_st)
p.n = jph_push(physics_st.ph_world, x, z, r, y0, y1, mask, physics_st.ph_vals)
p.x = physics_st.ph_vals[0]
p.z = physics_st.ph_vals[1]
return p
}