TronLoop/entities/car/car.gd
2025-08-03 05:57:42 +02:00

108 lines
3.7 KiB
GDScript

extends RigidBody3D
class_name Car
@export var road_path : RoadPath
@export var forward_force: float = 100.0
@export var backward_force: float = 50.0
@export var steer_speed: float = 2.0
@export var base_lateral_friction: float = 5.0
@export var lateral_velocity_start_drift_threshold: float = 10.0
@export var lateral_velocity_total_drift_threshold: float = 15.0
@onready var forward_left: RayCast3D = $ForwardLeft
@onready var forward_right: RayCast3D = $ForwardRight
@onready var backward_right: RayCast3D = $BackwardRight
@onready var backward_left: RayCast3D = $BackwardLeft
@onready var forward_left_respawn: RayCast3D = $RaycastsRespawn/ForwardLeftRespawn
@onready var forward_right_respawn: RayCast3D = $RaycastsRespawn/ForwardRightRespawn
@onready var backward_right_respawn: RayCast3D = $RaycastsRespawn/BackwardRightRespawn
@onready var backward_left_respawn: RayCast3D = $RaycastsRespawn/BackwardLeftRespawn
var base_steer_speed: float
var current_steer_speed = base_steer_speed
var last_steer_input := 0.0
var rotation_angle := 0.0
var respawn_trans : Transform3D
var thread: Thread = Thread.new()
var steer_input = 0.0
var air_time := 0.0
func custom_gravity() -> Vector3:
var closest_offset = road_path.curve.get_closest_offset(road_path.to_local(position))
var closest_transform = road_path.curve.sample_baked_with_rotation(closest_offset, true, true)
var closest_point = road_path.to_global(closest_transform.origin)
return -closest_transform.basis.y
func return_to_road():
var closest_offset = road_path.curve.get_closest_offset(road_path.to_local(position))
var closest_transform = road_path.curve.sample_baked_with_rotation(closest_offset, true, true)
transform = respawn_trans
position += closest_transform.basis.y * 2.0
linear_velocity = Vector3.ZERO
angular_velocity = Vector3.ZERO
air_time = 0.0
func _process(_delta: float) -> void:
if Input.is_action_just_pressed("restart"):
return_to_road()
if Input.is_action_just_pressed("hardRestart"):
get_tree().reload_current_scene()
func _physics_process(delta: float) -> void:
var move_input := Input.get_axis("back", "forward")
var steer_input_brut := Input.get_axis("right", "left")
steer_input = lerpf(steer_input, steer_input_brut, 0.1)
var is_on_floor := backward_left_respawn.is_colliding() || backward_right_respawn.is_colliding() || forward_left_respawn.is_colliding() || forward_right_respawn.is_colliding()
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()
# Doing custom gravity like a chad
PhysicsServer3D.area_set_param(get_viewport().find_world_3d().space, PhysicsServer3D.AREA_PARAM_GRAVITY_VECTOR, custom_gravity())
if is_all_wheel_on_floor:
respawn_trans = transform
if !is_on_floor:
air_time += delta
if air_time > 3:
return_to_road()
return
air_time = 0.0
# Movement
if move_input > 0.0:
apply_central_force(global_transform.basis.z * forward_force)
elif move_input < 0.0:
var break_or_backward = 2*backward_force if global_transform.basis.z.dot(linear_velocity) > 0 else backward_force
apply_central_force(global_transform.basis.z * -break_or_backward)
# Rotation
rotation_angle = steer_input * delta
rotate(global_transform.basis.y, rotation_angle)
var velocity = linear_velocity
var forward_dir = global_transform.basis.z
if forward_dir.length_squared() == 0.0:
return
forward_dir = forward_dir.normalized()
var forward_velocity = forward_dir * velocity.dot(forward_dir)
var lateral_velocity = velocity - forward_velocity
var lateral_friction_force = -lateral_velocity * base_lateral_friction
apply_central_force(lateral_friction_force)