// Copyright 2025 International Digital Economy Academy
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
///|
/// A dim3-flavored ray-cast vehicle controller, ported from
/// `rapier-reference/src/control/ray_cast_vehicle_controller.rs`.
///
/// Note: the current MoonBit Rapier port is still 2D under the hood. This controller therefore
/// applies impulses only on the XY plane (dropping the Z component), but keeps the dim3 API surface
/// so the `examples3d/vehicle_controller3` port can be strict and deterministic.
///|
pub struct RayCastInfo3 {
mut contact_normal_ws : @core.Vec3
mut contact_point_ws : @core.Vec3
mut suspension_length : @core.Real
mut hard_point_ws : @core.Vec3
mut is_in_contact : Bool
mut ground_object : @collision.ColliderHandle?
}
///|
pub fn RayCastInfo3::default() -> RayCastInfo3 {
{
contact_normal_ws: @core.Vec3::zero(),
contact_point_ws: @core.Vec3::zero(),
suspension_length: 0.0F,
hard_point_ws: @core.Vec3::zero(),
is_in_contact: false,
ground_object: None,
}
}
///|
pub struct Wheel3 {
raycast_info : RayCastInfo3
mut center : @core.Vec3
mut wheel_direction_ws : @core.Vec3
mut wheel_axle_ws : @core.Vec3
// Inputs / configuration.
chassis_connection_point_cs : @core.Vec3
direction_cs : @core.Vec3
axle_cs : @core.Vec3
suspension_rest_length : @core.Real
max_suspension_travel : @core.Real
radius : @core.Real
suspension_stiffness : @core.Real
damping_compression : @core.Real
damping_relaxation : @core.Real
friction_slip : @core.Real
side_friction_stiffness : @core.Real
max_suspension_force : @core.Real
// State.
mut rotation : @core.Real
mut delta_rotation : @core.Real
roll_influence : @core.Real
mut clipped_inv_contact_dot_suspension : @core.Real
mut suspension_relative_velocity : @core.Real
mut wheel_suspension_force : @core.Real
mut skid_info : @core.Real
// Outputs.
mut forward_impulse : @core.Real
mut side_impulse : @core.Real
// Control.
mut steering : @core.Real
mut engine_force : @core.Real
mut brake : @core.Real
}
///|
fn wheel3_new(
chassis_connection_cs : @core.Vec3,
direction_cs : @core.Vec3,
axle_cs : @core.Vec3,
suspension_rest_length : @core.Real,
radius : @core.Real,
tuning : WheelTuning,
) -> Wheel3 {
{
raycast_info: RayCastInfo3::default(),
center: @core.Vec3::zero(),
wheel_direction_ws: direction_cs,
wheel_axle_ws: axle_cs,
chassis_connection_point_cs: chassis_connection_cs,
direction_cs,
axle_cs,
suspension_rest_length,
max_suspension_travel: tuning.max_suspension_travel,
radius,
suspension_stiffness: tuning.suspension_stiffness,
damping_compression: tuning.suspension_compression,
damping_relaxation: tuning.suspension_damping,
friction_slip: tuning.friction_slip,
side_friction_stiffness: tuning.side_friction_stiffness,
max_suspension_force: tuning.max_suspension_force,
rotation: 0.0F,
delta_rotation: 0.0F,
brake: 0.0F,
steering: 0.0F,
engine_force: 0.0F,
roll_influence: 0.1F,
clipped_inv_contact_dot_suspension: 0.0F,
suspension_relative_velocity: 0.0F,
wheel_suspension_force: 0.0F,
skid_info: 0.0F,
forward_impulse: 0.0F,
side_impulse: 0.0F,
}
}
///|
pub fn Wheel3::raycast_info(self : Wheel3) -> RayCastInfo3 {
self.raycast_info
}
///|
pub fn Wheel3::center(self : Wheel3) -> @core.Vec3 {
self.center
}
///|
pub fn Wheel3::suspension(self : Wheel3) -> @core.Vec3 {
self.wheel_direction_ws
}
///|
pub fn Wheel3::axle(self : Wheel3) -> @core.Vec3 {
self.wheel_axle_ws
}
///|
pub struct DynamicRayCastVehicleController3 {
wheels : Array[Wheel3]
forward_ws : Array[@core.Vec3]
axle_ws : Array[@core.Vec3]
/// The current forward speed of the vehicle.
mut current_vehicle_speed : @core.Real
/// Handle of the vehicle chassis.
chassis : @dynamics.RigidBodyHandle
/// The chassis local up direction (`0 = x, 1 = y, 2 = z`).
index_up_axis : Int32
/// The chassis local forward direction (`0 = x, 1 = y, 2 = z`).
index_forward_axis : Int32
}
///|
pub fn DynamicRayCastVehicleController3::DynamicRayCastVehicleController3(
chassis : @dynamics.RigidBodyHandle,
) -> DynamicRayCastVehicleController3 {
{
wheels: [],
forward_ws: [],
axle_ws: [],
current_vehicle_speed: 0.0F,
chassis,
index_up_axis: 1,
index_forward_axis: 0,
}
}
///|
pub fn DynamicRayCastVehicleController3::add_wheel(
self : DynamicRayCastVehicleController3,
chassis_connection_cs : @core.Vec3,
direction_cs : @core.Vec3,
axle_cs : @core.Vec3,
suspension_rest_length : @core.Real,
radius : @core.Real,
tuning : WheelTuning,
) -> Int32 {
let wheel_id = self.wheels.length()
self.wheels.push(
wheel3_new(
chassis_connection_cs, direction_cs, axle_cs, suspension_rest_length, radius,
tuning,
),
)
wheel_id
}
///|
pub fn DynamicRayCastVehicleController3::set_engine_force(
self : DynamicRayCastVehicleController3,
wheel_id : Int32,
force : @core.Real,
) -> Unit {
if wheel_id < 0 || wheel_id >= self.wheels.length() {
return
}
let wheel = self.wheels[wheel_id]
wheel.engine_force = force
self.wheels[wheel_id] = wheel
}
///|
pub fn DynamicRayCastVehicleController3::set_brake(
self : DynamicRayCastVehicleController3,
wheel_id : Int32,
brake : @core.Real,
) -> Unit {
if wheel_id < 0 || wheel_id >= self.wheels.length() {
return
}
let wheel = self.wheels[wheel_id]
wheel.brake = brake
self.wheels[wheel_id] = wheel
}
///|
pub fn DynamicRayCastVehicleController3::set_steering_value(
self : DynamicRayCastVehicleController3,
wheel_id : Int32,
steering : @core.Real,
) -> Unit {
if wheel_id < 0 || wheel_id >= self.wheels.length() {
return
}
let wheel = self.wheels[wheel_id]
wheel.steering = steering
self.wheels[wheel_id] = wheel
}
///|
pub fn DynamicRayCastVehicleController3::wheels(
self : DynamicRayCastVehicleController3,
) -> Array[Wheel3] {
self.wheels
}
///|
fn v3_to_v2(v : @core.Vec3) -> @core.Vec2 {
Vec2(v.x, v.y)
}
///|
fn v2_to_v3(v : @core.Vec2) -> @core.Vec3 {
Vec3(v.x, v.y, 0.0F)
}
///|
fn axis_vec3(axis : Int32) -> @core.Vec3 {
if axis == 0 {
Vec3(1.0F, 0.0F, 0.0F)
} else if axis == 1 {
Vec3(0.0F, 1.0F, 0.0F)
} else {
Vec3(0.0F, 0.0F, 1.0F)
}
}
///|
fn vec3_normalize_or_zero(v : @core.Vec3) -> @core.Vec3 {
let lsq = v.length_squared()
if lsq <= 1.0e-12F {
@core.Vec3::zero()
} else {
v.scale(1.0F / lsq.sqrt())
}
}
///|
fn rotate_vec3_yaw(rot : @core.Rot2, v : @core.Vec3) -> @core.Vec3 {
let r = rot.rotate_vec2(Vec2(v.x, v.y))
Vec3(r.x, r.y, v.z)
}
///|
fn transform_point3(pos : @core.Isometry2, p : @core.Vec3) -> @core.Vec3 {
let v2 = pos.transform_point(Vec2(p.x, p.y))
Vec3(v2.x, v2.y, p.z)
}
///|
fn update_wheel_transforms_ws3(
controller : DynamicRayCastVehicleController3,
chassis : @dynamics.RigidBody,
wheel : Wheel3,
) -> Wheel3 {
let out = wheel
out.raycast_info.is_in_contact = false
out.raycast_info.ground_object = None
let pos = chassis.position()
out.raycast_info.hard_point_ws = transform_point3(
pos,
out.chassis_connection_point_cs,
)
out.wheel_direction_ws = vec3_normalize_or_zero(
rotate_vec3_yaw(chassis.rotation(), out.direction_cs),
)
out.wheel_axle_ws = vec3_normalize_or_zero(
rotate_vec3_yaw(chassis.rotation(), out.axle_cs),
)
// Steering (dim3): rotate the axle around the wheel direction.
let steering_axis = out.wheel_direction_ws.scale(-out.steering)
let steering_rot = @core.rotation_from_scaled_axis(steering_axis)
out.wheel_axle_ws = vec3_normalize_or_zero(
steering_rot.rotate_vec3(out.wheel_axle_ws),
)
// Keep center consistent with the current suspension length.
out.center = out.raycast_info.hard_point_ws.add(
out.wheel_direction_ws.scale(out.raycast_info.suspension_length),
)
controller |> ignore
out
}
///|
fn ray_cast3(
queries : @collision.QueryPipeline,
bodies : @dynamics.RigidBodySet,
colliders : @collision.ColliderSet,
chassis : @dynamics.RigidBody,
wheel : Wheel3,
) -> Wheel3 {
let out = wheel
let raylen = out.suspension_rest_length + out.radius
let ray_dir_ws = out.wheel_direction_ws
let source_ws = out.raycast_info.hard_point_ws
let source = v3_to_v2(source_ws)
let ray_dir = v3_to_v2(ray_dir_ws)
let ray = @collision.Ray(source, ray_dir)
out.raycast_info.contact_point_ws = source_ws.add(ray_dir_ws.scale(raylen))
if queries.cast_ray_and_get_normal(bodies, colliders, ray, raylen, true)
is Some(hit) {
let collider_hit = hit.0
let intersection = hit.1
let normal2 = intersection.normal()
let mut normal_ws = v2_to_v3(normal2)
if normal_ws.length_squared() <= 1.0e-12F {
normal_ws = out.wheel_direction_ws.scale(-1.0F)
}
out.raycast_info.contact_normal_ws = vec3_normalize_or_zero(normal_ws)
out.raycast_info.is_in_contact = true
out.raycast_info.ground_object = Some(collider_hit)
let hit_distance = intersection.toi()
out.raycast_info.suspension_length = hit_distance - out.radius
// Clamp on max suspension travel.
let min_len = out.suspension_rest_length - out.max_suspension_travel
let max_len = out.suspension_rest_length + out.max_suspension_travel
if out.raycast_info.suspension_length < min_len {
out.raycast_info.suspension_length = min_len
}
if out.raycast_info.suspension_length > max_len {
out.raycast_info.suspension_length = max_len
}
out.raycast_info.contact_point_ws = source_ws.add(
ray_dir_ws.scale(hit_distance),
)
let denom = out.raycast_info.contact_normal_ws.dot(out.wheel_direction_ws)
let chassis_vel_at_contact = velocity_at_point(
chassis,
v3_to_v2(out.raycast_info.contact_point_ws),
)
let proj_vel = out.raycast_info.contact_normal_ws.dot(
v2_to_v3(chassis_vel_at_contact),
)
if denom >= -0.1F {
out.suspension_relative_velocity = 0.0F
out.clipped_inv_contact_dot_suspension = 1.0F / 0.1F
} else {
let inv = -1.0F / denom
out.suspension_relative_velocity = proj_vel * inv
out.clipped_inv_contact_dot_suspension = inv
}
} else {
out.raycast_info.suspension_length = out.suspension_rest_length
out.suspension_relative_velocity = 0.0F
out.raycast_info.contact_normal_ws = out.wheel_direction_ws.scale(-1.0F)
out.clipped_inv_contact_dot_suspension = 1.0F
}
out.center = out.raycast_info.hard_point_ws.add(
out.wheel_direction_ws.scale(out.raycast_info.suspension_length),
)
out
}
///|
fn update_suspension3(wheel : Wheel3, chassis_mass : @core.Real) -> Wheel3 {
let out = wheel
if out.raycast_info.is_in_contact {
let rest_length = out.suspension_rest_length
let current_length = out.raycast_info.suspension_length
let length_diff = rest_length - current_length
let mut force = out.suspension_stiffness *
length_diff *
out.clipped_inv_contact_dot_suspension
let projected_rel_vel = out.suspension_relative_velocity
let susp_damping = if projected_rel_vel < 0.0F {
out.damping_compression
} else {
out.damping_relaxation
}
force = force - susp_damping * projected_rel_vel
out.wheel_suspension_force = veh_max_real(force * chassis_mass, 0.0F)
} else {
out.wheel_suspension_force = 0.0F
}
out
}
///|
fn resolve_single_unilateral3(
body1 : @dynamics.RigidBody,
pt1 : @core.Vec3,
normal : @core.Vec3,
) -> @core.Real {
let pt1_2 = v3_to_v2(pt1)
let n2 = v3_to_v2(normal)
let vel1 = velocity_at_point(body1, pt1_2)
let dvel = vel1
let denom = impulse_denominator(body1, pt1_2, n2)
let jac_inv = if denom <= 1.0e-12F { 0.0F } else { 1.0F / denom }
let rel_vel = n2.dot(dvel)
let contact_damping = 0.2F
-contact_damping * rel_vel * jac_inv
}
///|
fn resolve_single_bilateral3(
body1 : @dynamics.RigidBody,
pt1 : @core.Vec3,
body2 : @dynamics.RigidBody,
pt2 : @core.Vec3,
normal : @core.Vec3,
) -> @core.Real {
let pt1_2 = v3_to_v2(pt1)
let pt2_2 = v3_to_v2(pt2)
let n2 = v3_to_v2(normal)
let vel1 = velocity_at_point(body1, pt1_2)
let vel2 = velocity_at_point(body2, pt2_2)
let dvel = vel1.sub(vel2)
let denom = impulse_denominator(body1, pt1_2, n2) +
impulse_denominator(body2, pt2_2, n2)
let jac_inv = if denom <= 1.0e-12F { 0.0F } else { 1.0F / denom }
let rel_vel = n2.dot(dvel)
let contact_damping = 0.2F
-contact_damping * rel_vel * jac_inv
}
///|
fn update_friction3(
controller : DynamicRayCastVehicleController3,
bodies : @dynamics.RigidBodySet,
colliders : @collision.ColliderSet,
dt : @core.Real,
) -> Unit {
let num_wheels = controller.wheels.length()
if num_wheels == 0 {
return
}
// Ensure cached direction arrays are large enough.
while controller.forward_ws.length() < num_wheels {
controller.forward_ws.push(@core.Vec3::zero())
}
while controller.axle_ws.length() < num_wheels {
controller.axle_ws.push(@core.Vec3::zero())
}
let mut num_wheels_on_ground = 0
for i in 0.. max_imp_squared && max_imp_squared >= 0.0F {
sliding = true
let factor = max_imp / impulse_squared.sqrt()
wheel.skid_info = wheel.skid_info * factor
}
}
controller.wheels[wheel_id] = wheel
}
if sliding {
for wheel_id in 0.. ignore
}
if wheel.side_impulse != 0.0F {
let side_impulse = controller.axle_ws[wheel_id].scale(
wheel.side_impulse,
)
let v_up = rotate_vec3_yaw(
chassis.rotation(),
axis_vec3(controller.index_up_axis),
)
let com = v2_to_v3(chassis.world_com())
impulse_point = impulse_point.sub(
v_up.scale(
v_up.dot(impulse_point.sub(com)) * (1.0F - wheel.roll_influence),
),
)
chassis.apply_impulse_at_point(
v3_to_v2(side_impulse),
v3_to_v2(impulse_point),
false,
)
|> ignore
}
}
}
}
///|
pub fn DynamicRayCastVehicleController3::update_vehicle(
self : DynamicRayCastVehicleController3,
dt : @core.Real,
queries : @collision.QueryPipelineMut,
bodies : @dynamics.RigidBodySet,
colliders : @collision.ColliderSet,
) -> Unit {
queries.update(bodies, colliders)
let qp = queries.as_ref()
let chassis = match qp.rigid_body(bodies, self.chassis) {
Some(rb) => rb
None => return
}
let num_wheels = self.wheels.length()
for i in 0.. 0.0F {
rb.wake_up(true) |> ignore
}
let mut suspension_force = w.wheel_suspension_force
if suspension_force > w.max_suspension_force {
suspension_force = w.max_suspension_force
}
let impulse = w.raycast_info.contact_normal_ws.scale(
suspension_force * dt,
)
rb.apply_impulse_at_point(
v3_to_v2(impulse),
v3_to_v2(w.raycast_info.contact_point_ws),
false,
)
|> ignore
}
}
update_friction3(self, bodies, colliders, dt)
// Update wheel rotation.
if bodies.get_mut_internal_with_modification_tracking(self.chassis)
is Some(rb) {
let fwd_axis = rotate_vec3_yaw(
rb.rotation(),
axis_vec3(self.index_forward_axis),
)
for i in 0..