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]