ludic/packages/ludic.physics/shapes.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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# shapes.ludic - the world opened and closed, and shapes: made in C, kept here, named by an int.
# A shape may be used by any number of bodies; phys_close frees them all.
# a world for up to max_bodies (threads 0: the cores less one, at most four); false if C refused
export function phys_open(physics_st: mut PhysicsState, max_bodies: int, threads: int) -> bool {
phys_close(physics_st)
ph_buffers(physics_st)
physics_st.ph_world = jph_world_new(max_bodies, threads)
physics_st.ph_acc = 0.0
physics_st.ph_steps = 0
return physics_st.ph_world != null
}
export function phys_is_open(physics_st: PhysicsState) -> bool { return physics_st.ph_world != null }
# everything let go: the world, every body in it and every shape (a world swap, a quit)
export function phys_close(physics_st: mut PhysicsState) -> void {
if physics_st.ph_world != null { jph_world_free(physics_st.ph_world) }
physics_st.ph_world = null
if physics_st.ph_shapes != null {
for i in 0 .. len(physics_st.ph_shapes) {
if physics_st.ph_shapes[i] != null { jph_shape_free(physics_st.ph_shapes[i]) }
}
}
physics_st.ph_shapes = new []pointer
physics_st.ph_floats = new []int
physics_st.ph_float_k = new []float
if physics_st.ph_facts != null { q_clear(physics_st.ph_facts) }
}
function ph_keep(physics_st: mut PhysicsState, s: pointer) -> int {
if s == null { return -1 }
ph_buffers(physics_st)
push(physics_st.ph_shapes, s)
return len(physics_st.ph_shapes) - 1
}
function ph_shape(physics_st: PhysicsState, id: int) -> pointer {
if physics_st.ph_shapes == null or id < 0 or id >= len(physics_st.ph_shapes) { return null }
return physics_st.ph_shapes[id]
}
# a crate: half extents in metres
export function phys_box(physics_st: mut PhysicsState, hx: float, hy: float, hz: float) -> int { return ph_keep(physics_st, jph_shape_box(hx, hy, hz)) }
export function phys_sphere(physics_st: mut PhysicsState, r: float) -> int { return ph_keep(physics_st, jph_shape_sphere(r)) }
# a trunk or a body: upright, its straight part 2 * half_h tall, centred on its origin
export function phys_capsule(physics_st: mut PhysicsState, half_h: float, r: float) -> int { return ph_keep(physics_st, jph_shape_capsule(half_h, r)) }
# a post: upright, 2 * half_h tall, centred on its origin
export function phys_cylinder(physics_st: mut PhysicsState, half_h: float, r: float) -> int { return ph_keep(physics_st, jph_shape_cylinder(half_h, r)) }
# a boulder: a dome r across and h tall, standing on its origin
export function phys_dome(physics_st: mut PhysicsState, r: float, h: float) -> int { return ph_keep(physics_st, jph_shape_dome(r, h)) }
# another shape moved and turned about y inside its body (a post whose foot is its origin)
export function phys_offset(physics_st: mut PhysicsState, shape: int, x: float, y: float, z: float, yaw: float) -> int {
let s = ph_shape(physics_st, shape)
if s == null { return -1 }
return ph_keep(physics_st, jph_shape_offset(s, x, y, z, yaw))
}
# n x n heights, row by row along z, the first at (ox, oz), cell metres apart; PHYS_HOLE is none
export const PHYS_HOLE: float = 340282346638528859811704183484516925440.0
export function phys_heightfield(physics_st: mut PhysicsState, h: []float, n: int, ox: float, oz: float, cell: float) -> int {
if len(h) < n * n { return -1 }
return ph_keep(physics_st, jph_shape_heightfield(h, n, ox, oz, cell))
}
# a dock or a cabin: v holds nv points (x, y, z), tri holds nt triangles (i, j, k)
export function phys_mesh(physics_st: mut PhysicsState, v: []float, nv: int, tri: []int, nt: int) -> int {
if len(v) < nv * 3 or len(tri) < nt * 3 { return -1 }
return ph_keep(physics_st, jph_shape_mesh(v, nv, tri, nt))
}