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