before planets
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bb6404e918
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e09f05b566
57 changed files with 1203 additions and 90 deletions
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@ -28,7 +28,7 @@ var current_steer_speed = base_steer_speed
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var last_steer_input := 0.0
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var rotation_angle := 0.0
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var respawn_pos : Vector3
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var respawn_trans : Transform3D
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var thread: Thread = Thread.new()
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var steer_input = 0.0
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@ -40,17 +40,14 @@ func custom_gravity() -> Vector3:
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var closest_offset = road_path.curve.get_closest_offset(road_path.to_local(position))
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var closest_transform = road_path.curve.sample_baked_with_rotation(closest_offset, true, true)
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var closest_point = road_path.to_global(closest_transform.origin)
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#var project_plane = Plane(closest_transform.basis.y.normalized(), closest_point)
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#print(closest_point)
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#return -project_plane.project(position).normalized() * 0.1
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#var attractor = road_path.to_global(road_path.curve.get_closest_point(road_path.to_local(position)))
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return -closest_transform.basis.y
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func return_to_road():
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position = respawn_pos + 3*Vector3.UP
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rotation.z = 0
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rotation.x = 0
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var closest_offset = road_path.curve.get_closest_offset(road_path.to_local(position))
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var closest_transform = road_path.curve.sample_baked_with_rotation(closest_offset, true, true)
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transform = respawn_trans
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position += closest_transform.basis.y * 2.0
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linear_velocity = Vector3.ZERO
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angular_velocity = Vector3.ZERO
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@ -61,6 +58,9 @@ func _process(_delta: float) -> void:
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if Input.is_action_just_pressed("restart"):
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return_to_road()
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if Input.is_action_just_pressed("hardRestart"):
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get_tree().reload_current_scene()
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func _physics_process(delta: float) -> void:
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var move_input := Input.get_axis("back", "forward")
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@ -68,17 +68,16 @@ func _physics_process(delta: float) -> void:
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steer_input = lerpf(steer_input, steer_input_brut, 0.1)
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var is_on_floor := backward_left_respawn.is_colliding() || backward_right_respawn.is_colliding() || forward_left_respawn.is_colliding() || forward_right_respawn.is_colliding()
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var is_all_wheel_on_floor := backward_left_respawn.is_colliding() && backward_right_respawn.is_colliding() && forward_left_respawn.is_colliding() && forward_right_respawn.is_colliding()
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var is_flat : bool = transform.basis.y.dot(Vector3.UP) > 0.9
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# Doing custom gravity like a chad
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PhysicsServer3D.area_set_param(get_viewport().find_world_3d().space, PhysicsServer3D.AREA_PARAM_GRAVITY_VECTOR, custom_gravity())
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if is_all_wheel_on_floor && is_flat:
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respawn_pos = position
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if is_all_wheel_on_floor:
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respawn_trans = transform
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if !is_on_floor:
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air_time += delta
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if air_time > 1.5:
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if air_time > 3:
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return_to_road()
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return
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air_time = 0.0
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@ -92,30 +91,18 @@ func _physics_process(delta: float) -> void:
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# Rotation
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rotation_angle = steer_input * delta
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#angular_velocity = steer_input * delta * global_transform.basis.y * 30.0
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rotate(global_transform.basis.y, rotation_angle)
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# Drift Simulation
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var velocity = linear_velocity
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var forward_dir = global_transform.basis.z
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if forward_dir.length_squared() == 0.0:
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return # skip drift this frame if something is invalid
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return
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forward_dir = forward_dir.normalized()
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var forward_velocity = forward_dir * velocity.dot(forward_dir)
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var lateral_velocity = velocity - forward_velocity
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var drift_factor = inverse_lerp(
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lateral_velocity_total_drift_threshold,
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lateral_velocity_start_drift_threshold,
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lateral_velocity.length()
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)
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drift_factor = clamp(drift_factor, 0, 1)
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steer_speed = lerp(steer_speed * 2.0, base_steer_speed, drift_factor)
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var lateral_friction_force = -lateral_velocity * base_lateral_friction * drift_factor
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var lateral_friction_force = -lateral_velocity * base_lateral_friction
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apply_central_force(lateral_friction_force)
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