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extends VehicleBody3D
class_name Car
@export var STEER_SPEED := 1.0
@export var steer_curve: Curve = preload("res://assets/cars/kenney_sedan/steer_curve.tres")
var steer_target := 0.0
@export var MAX_ENGINE_FORCE := 1200.0
@export var MAX_BRAKE_FORCE := 25.0
@export var reverse_ratio := -2.5
@export var final_drive_ratio := 3.38
@export var max_engine_rpm := 8000.0
@export var gear_shift_time = 0.3
@export var power_curve: Curve = preload("res://assets/cars/kenney_sedan/power_curve.tres")
@onready var body_mesh := $body as MeshInstance3D
@onready var wheels := [$bl, $br, $fl, $fr]
var gear_ratios: Array[float] = [ 2.69, 2.01, 1.59, 1.32, 1.13, 1.0 ]
var current_gear := 0 # -1 reverse, 0 = neutral, 1 - 6 = gear 1 to 6.
var clutch_position := 1 # 0.0 = clutch engaged
var gear_timer := 0.0
var throttle := 0.0
var current_speed_mps := 0.0 # meters
@onready var last_pos = position
func _ready() -> void:
randomize()
brake = 15
set_physics_process(false)
func kph():
return current_speed_mps * 3600.0 / 1000.0
# calculate the RPM of our engine based on the average of the wheels
func rpm() -> float:
var sum := 0.0
for wheel in wheels:
sum += abs(wheel.get_rpm())
return sum / 4
func steer(to: float) -> void:
if (abs(to) < 0.05):
to = 0.0
else:
to = -steer_curve.sample_baked(-to) if to < 0.0 else steer_curve.sample_baked(to)
steer_target = lerpf(steer_target, to, 10 * get_physics_process_delta_time())
## virtual (dont return true for more than a frame)
func shift_down() -> bool:
return false
## virtual (dont return true for more than a frame)
func shift_up() -> bool:
return false
func _process_gear_inputs(delta: float):
if gear_timer > 0.0:
gear_timer = max(0.0, gear_timer - delta)
clutch_position = 0
else:
if shift_down() and current_gear > -1:
current_gear = current_gear - 1
gear_timer = gear_shift_time
clutch_position = 0
elif shift_up() and current_gear < gear_ratios.size():
current_gear = current_gear + 1
gear_timer = gear_shift_time
clutch_position = 0
else:
clutch_position = 1
func _process(delta: float):
_process_gear_inputs(delta)
func _physics_process(delta: float):
current_speed_mps = (position - last_pos).length() / delta
var power_factor := power_curve.sample_baked(clampf(rpm() / max_engine_rpm, 0.0, 1.0))
if current_gear == -1:
engine_force = throttle * power_factor * reverse_ratio * final_drive_ratio * MAX_ENGINE_FORCE * clutch_position
elif current_gear > 0 and current_gear <= gear_ratios.size():
engine_force = throttle * power_factor * gear_ratios[current_gear - 1] * final_drive_ratio * MAX_ENGINE_FORCE * clutch_position
else:
engine_force = 0.0
var steer_speed_factor: float = 1 - clampf(current_speed_mps / 150, 0.0, 1.0)
steering = -clampf(steer_target, -.5, .5) * steer_speed_factor
body_mesh.rotation.z = lerp(body_mesh.rotation.z, clampf(((-steering * .2) * linear_velocity.length_squared() / 685.0) + randf_range(-0.05,0.05), -.4, .4), 10 * delta)
# remember where we are
last_pos = position
func start() -> void:
brake = 0
set_physics_process(true)
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