class_name Car extends RigidBody3D ## X axis is RPM, Y axis is torque in NM @export var torque_curve: Curve @export var air_resistance: float = .3 @export_group("Steering") ## Maximum angle of imaginary wheel at center front of the car @export var max_steer_angle: float = 30 @export var steer_speed: float = 120 @export_group("Wheels") @export var front_right: Wheel @export var front_left: Wheel @export var back_right: Wheel @export var back_left: Wheel @onready var wheels: Array[Wheel] = [front_right, front_left, back_right, back_left] #kinda cheeks but ignorable @onready var wheelbase: float = front_right.position.distance_to(back_right.position) @onready var track: float = front_right.position.distance_to(front_left.position) var current_steer_angle: float = 0 var rpm: float = 0 func _ready() -> void: for wheel: Wheel in wheels: wheel.set_new_car(self) func _physics_process(delta: float) -> void: steer(delta) apply_air_resistance() get_tree().get_first_node_in_group("spedometer").text = str(linear_velocity.length()) func steer(delta: float) -> void: var steer_input = Input.get_axis("Steer Right", "Steer Left") if steer_input != 0: current_steer_angle += steer_input * steer_speed * delta current_steer_angle = clampf(current_steer_angle, -max_steer_angle, max_steer_angle) else: current_steer_angle = move_toward(current_steer_angle, 0, steer_speed * delta) var current_steer_angle_rads: float = abs(deg_to_rad(current_steer_angle)) var numerator: float = 2 * wheelbase * sin(current_steer_angle_rads) var steer_radius: float = 2 * wheelbase * cos(current_steer_angle_rads) var inner_angle: float = atan(numerator / (steer_radius - track * sin(current_steer_angle_rads))) var outer_angle: float = atan(numerator / (steer_radius + track * sin(current_steer_angle_rads))) if 0 < current_steer_angle: front_right.rotation.y = outer_angle front_left.rotation.y = inner_angle else: front_right.rotation.y = -inner_angle front_left.rotation.y = -outer_angle func apply_air_resistance() -> void: var force: Vector3 = -air_resistance * linear_velocity * linear_velocity.length() apply_force(force, center_of_mass) DebugDraw3D.draw_arrow( to_global(center_of_mass), to_global(center_of_mass) + force, Color.YELLOW, .2 ) ##Point argument is in global space func get_velocity_at_point(point: Vector3) -> Vector3: return linear_velocity + angular_velocity.cross(to_local(point) - center_of_mass) ## Returns torque in NM, per wheel on the drive train func get_torque_per_wheel() -> float: var is_powered: Callable = func (wheel: Wheel) -> bool: return wheel.on_drivetrain var powered_wheel_count: int = wheels.filter(is_powered).size() if 0 < powered_wheel_count: var engine_torque: float = Input.get_action_strength("Accelerate") * torque_curve.sample_baked(rpm) return engine_torque / powered_wheel_count return 0.0