extends Node3D class_name GhostCar @onready var wheels: Array[Node3D] = [$bl as Node3D, $br as Node3D, $fr as Node3D, $fl as Node3D] @onready var body_mesh: MeshInstance3D = $body @onready var engine: EngineNoise = $Engine const trail_scene = preload("res://scenes/trail.tscn") const inactive = {active = false}; var skids: Array[Array] = [[inactive], [inactive], [inactive], [inactive]] var particles: Array[GPUParticles3D] = [] var v: PackedFloat32Array # [CarVars] var current_gear := 0 var engine_rpm := 800.0 func _ready() -> void: for whl in wheels: particles.append(whl.get_node(^"particles")) func clear_skids() -> void: for wheel in skids: if wheel: for skid in wheel: if skid is Trail3D: skid.queue_free() wheel.clear() skids = [[inactive], [inactive], [inactive], [inactive]] @warning_ignore("shadowed_variable") func reset(clear_skids := true) -> void: engine_rpm = 800 current_gear = 0 for p in particles: p.emitting = false if clear_skids: clear_skids() func update(car_vars: PackedFloat32Array, delta: float) -> void: v = car_vars engine_rpm = maxf(800, v[CarVars.ENGINE_RPM]) current_gear = int(v[CarVars.CURRENT_GEAR]) wheels[2].rotation.y = v[CarVars.STEERING] * .75 wheels[3].rotation.y = v[CarVars.STEERING] * .75 global_rotation = CarVars.arr2vec(v, CarVars.ROTATION) if delta > 0: global_position = lerp(global_position, CarVars.arr2vec(v, CarVars.POSITION), 10 * delta) else: global_position = CarVars.arr2vec(v, CarVars.POSITION) for i in 4: particles[i].emitting = v[CarVars.SKID_START + i] < (.2 if i > 2 else .99) and v[CarVars.CONTACT_START + i] > 0 and v[CarVars.KPH] > 30 if particles[i].emitting: @warning_ignore("narrowing_conversion") particles[i].amount = clampf(ceil(75 * (1 - v[CarVars.SKID_START + i])) * 1 if i > 2 else 8, 0, 75) if !skids[i][-1].active: skids[i].append(trail_scene.instantiate() as Trail3D) get_parent().add_child(skids[i][-1]) (skids[i][-1] as Trail3D).add(to_global(CarVars.arr2vec(v, CarVars.WHEEL_POSITION_START + (i * 3))) - Vector3(0, .561, 0)) elif skids[i][-1].active: skids[i][-1].active = false wheels[i].position = CarVars.arr2vec(v, CarVars.WHEEL_POSITION_START + (i * 3)) body_mesh.rotation.z = lerp(body_mesh.rotation.z, clampf(((-v[CarVars.STEERING] * .001) * v[CarVars.WHEEL_RPM]) + randf_range(-0.05,0.05), -.4, .4), 5 * delta) func kph() -> float: return v[CarVars.KPH]