extends VehicleBody export (float) var MAX_STEER_ANGLE = 25 export (float) var SPEED_STEER_ANGLE = 10 export (float) var MAX_STEER_SPEED = 100.0 export (float) var MAX_STEER_INPUT = 80.0 onready var max_steer_angle_rad: float = deg2rad(MAX_STEER_ANGLE) onready var speed_steer_angle_rad: float = deg2rad(SPEED_STEER_ANGLE) onready var max_steer_input_rad: float = deg2rad(MAX_STEER_INPUT) export (Curve) var steer_curve = null export (float) var MAX_ENGINE_FORCE = 85.0 export (float) var MAX_BRAKE_FORCE = 50.0 export (float) var THROTTLE_POWER = 6000.0 export (float) var MAX_RPM_LOSS_PS = 3000.0 export (float) var BASE_ENGINE_PITCH = 0.5 export (Array) var gear_ratios = [ 3.4, 2.5, 2.0, 1.5, 1.25 ] export (float) var reverse_ratio = -3 export (float) var final_drive = 3.45 export (float) var max_rpm = 3500 export (float) var min_rpm = 900 export (float) var gear_switch_time = 0.2 export (Curve) var power_curve = null export (Curve) var sound_curve = null var clutch_position: float = 0.0 var rpm = 0 var gear = 1 var gear_timer = 0 onready var frwheel: VehicleWheel = $front_right onready var flwheel: VehicleWheel = $front_left onready var rrwheel: VehicleWheel = $rear_right onready var rlwheel: VehicleWheel = $rear_left onready var engine_sound_player: AudioStreamPlayer3D = $engine_sound_player onready var engine_sound_playback: AudioStreamPlayback = $engine_sound_player.get_stream_playback() var traction_wheels: Array func _ready(): for wheel in [frwheel, flwheel, rrwheel, rlwheel]: if wheel.use_as_traction: traction_wheels.append(wheel) _generate_engine_sound(0) engine_sound_player.play() func _get_gear_ratio(): if gear == 0: return 0 elif gear == -1: return reverse_ratio else: return gear_ratios[gear - 1] func _handle_gear_switch(delta: float): if gear_timer > 0: gear_timer = max(0, gear_timer - delta) elif clutch_position > 0.8: if Input.is_action_just_pressed("gear_up"): if gear + 1 <= gear_ratios.size(): gear += 1 gear_timer = gear_switch_time * (2 - clutch_position) if Input.is_action_just_pressed("gear_down"): if gear - 1 >= -1: gear -= 1 gear_timer = gear_switch_time * (2 - clutch_position) func _has_traction(): for wheel in traction_wheels: if wheel.is_in_contact(): return true return false func _lerp_rpm(from, to, delta, factor): var new_val = lerp(from, to, factor) if abs(from - new_val) > MAX_RPM_LOSS_PS * delta: var new_factor = inverse_lerp(from, to, from - sign(from - new_val) * MAX_RPM_LOSS_PS * delta) new_val = lerp(from, to, new_factor) return new_val func _physics_process(delta: float): clutch_position = Input.get_action_strength("clutch") _handle_gear_switch(delta) var throttle = Input.get_action_strength("throttle") var wheel_rpm = traction_wheels[0].get_rpm() var final_rpm = abs(wheel_rpm) * final_drive var transmission_rpm = final_rpm * abs(_get_gear_ratio()) if gear != 0: rpm = lerp(rpm, transmission_rpm, delta * (1 - clutch_position)) rpm = _lerp_rpm(rpm, min_rpm, delta, delta * clutch_position) else: rpm = _lerp_rpm(rpm, min_rpm, delta, delta) if _has_traction(): rpm += throttle * delta * (max(clutch_position, 1 if gear == 0 else 0)) * THROTTLE_POWER else: rpm += throttle * delta * THROTTLE_POWER rpm = clamp(rpm, 0, max_rpm) var rpm_factor = clamp(rpm / max_rpm, 0.0, 1.0) var power_factor = power_curve.interpolate_baked(rpm_factor) _generate_engine_sound(rpm_factor) # Transfer to transmission var transmission_input = power_factor * (1 - clutch_position) * _get_gear_ratio() var final_input = transmission_input * final_drive brake = Input.get_action_strength("brake") * MAX_BRAKE_FORCE engine_force = throttle * final_input * MAX_ENGINE_FORCE var handbrake = Input.get_action_strength("handbrake") rrwheel.brake = handbrake * MAX_BRAKE_FORCE / 2 rlwheel.brake = handbrake * MAX_BRAKE_FORCE / 2 var speed = wheel_rpm * 2.0 * PI * rrwheel.wheel_radius / 60.0 * 3600.0 / 1000.0 $Info.text = "Gear: %d, KPH: %.0f, RPM: %.0f, WheelRPM: %.0f, FinalRPM: %.0f, TRPM: %.0f, Engine force: %.0f" % [ gear, speed, rpm, wheel_rpm, final_rpm, transmission_rpm, engine_force ] var steering_input = Input.get_action_strength("steer_left") - Input.get_action_strength("steer_right") if abs(steering_input) < 0.05: steering_input = 0.0 elif steer_curve: if steering_input < 0.0: steering_input = -steer_curve.interpolate_baked(-steering_input) else: steering_input = steer_curve.interpolate_baked(steering_input) var steer_speed_factor = clamp(speed / MAX_STEER_SPEED, 0.0, 1.0) steering = steering_input * lerp(max_steer_angle_rad, speed_steer_angle_rad, steer_speed_factor) func _generate_engine_sound(rpm_factor): engine_sound_player.pitch_scale = BASE_ENGINE_PITCH + rpm_factor var to_fill = engine_sound_playback.get_frames_available() var factor = rpm_factor if to_fill <= 0: return var fill_segment = 1.0 / to_fill var fill_percent = 0.0 while to_fill > 0: engine_sound_playback.push_frame(Vector2(1.0, 1.0) * factor) factor += cos(factor) * sin(factor) * (1 + to_fill % 2) * (sound_curve.interpolate_baked(fill_percent) * 2 - 0.5) to_fill -= 1 fill_percent += fill_segment