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December 29, 2022 19:27
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A 3d kinematic car for Godot 3.5
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extends KinematicBody | |
class_name KinematicCar | |
# Based on MIT-licensed car tutorial from KidsCanCode | |
# https://kidscancode.org/godot_recipes/3.x/2d/car_steering/ | |
# https://github.com/kidscancode/godot_recipes/blob/master/src-3/content/2D/car_steering.md | |
# Ported some features from https://kidscancode.org/godot_recipes/3.x/3d/kinematic_car/car_base/ | |
export(float, -100, 0, 1) var gravity := -20.0 | |
export(float, 0.001, 180, 1) var max_steering_angle := 15 | |
export(float, 0, 5, 0.1) var steering_exaggeration := 1.2 | |
export(float, 0, 1000, 1) var engine_power := 100.0 | |
export(float, -1000, 0, 1) var brake_power := -25.0 | |
export(float, -10, 0, 0.01) var friction := -0.1 | |
export(float, -10, 0, 0.01) var drag := -0.1 | |
export(float, 0.001, 1000, 1) var max_speed_reverse := 25.0 | |
export(float, 0.001, 1000, 1) var slip_speed := 5.0 | |
export(float, 0.001, 10, 1) var traction_fast := 0.1 | |
export(float, 0.001, 10, 1) var traction_slow := 0.7 | |
# Wheel nodes | |
export(NodePath) var front_wheel_left_path = null | |
export(NodePath) var front_wheel_right_path = null | |
onready var front_wheel_left := get_node(front_wheel_left_path) as Spatial | |
onready var front_wheel_right := get_node(front_wheel_right_path) as Spatial | |
export(NodePath) var rear_wheel_left_path = null | |
export(NodePath) var rear_wheel_right_path = null | |
onready var rear_wheel_left := get_node(rear_wheel_left_path) as Spatial | |
onready var rear_wheel_right := get_node(rear_wheel_right_path) as Spatial | |
onready var wheel_base := (front_wheel_left.global_translation - rear_wheel_left.global_translation).length() | |
var acceleration = Vector3.ZERO | |
var velocity = Vector3.ZERO | |
var steer_direction | |
func _physics_process(dt): | |
acceleration = Vector3.ZERO | |
get_input() | |
apply_friction() | |
calculate_steering(dt) | |
velocity += acceleration * dt | |
velocity = move_and_slide(velocity) | |
func apply_friction(): | |
if velocity.length() < 0.2: | |
velocity = Vector3.ZERO | |
var friction_force = velocity * friction | |
var drag_force = velocity * velocity.length() * drag | |
acceleration += drag_force + friction_force | |
func get_input(): | |
var turn = Input.get_axis("move_right", "move_left") | |
steer_direction = turn * deg2rad(max_steering_angle) | |
if Input.is_action_pressed("accelerate"): | |
acceleration = -transform.basis.z * engine_power | |
if Input.is_action_pressed("brake"): | |
acceleration = -transform.basis.z * brake_power | |
func calculate_steering(dt): | |
# Ref: http://engineeringdotnet.blogspot.com/2010/04/simple-2d-car-physics-in-games.html | |
var rear_wheel = transform.origin + transform.basis.z * wheel_base / 2.0 | |
var front_wheel = transform.origin - transform.basis.z * wheel_base / 2.0 | |
rear_wheel += velocity * dt | |
front_wheel += velocity.rotated(transform.basis.y, steer_direction) * dt | |
var new_heading = (front_wheel - rear_wheel).normalized() | |
var traction = traction_slow | |
if velocity.length() > slip_speed: | |
traction = traction_fast | |
var d = new_heading.dot(velocity.normalized()) | |
if d > 0: | |
velocity = velocity.linear_interpolate(new_heading * velocity.length(), traction) | |
if d < 0: | |
velocity = -new_heading * min(velocity.length(), max_speed_reverse) | |
look_at(transform.origin + new_heading, transform.basis.y) | |
var wheel_turn = steer_direction * steering_exaggeration | |
front_wheel_right.rotation.y = wheel_turn | |
front_wheel_left.rotation.y = wheel_turn | |
func _calculate_max_speed() -> float: | |
# Tried to expose as an export var, but couldn't figure it out. | |
# Source: https://github.com/kidscancode/godot_recipes/issues/22#issuecomment-1027965700 | |
if drag >= 0 and friction >= 0: | |
return -1.0 | |
elif drag >= 0 and friction < 0: | |
return engine_power / friction | |
elif drag < 0 and friction >= 0: | |
return sqrt(engine_power / drag) | |
var discriminant: float = (friction * friction) - (4 * drag * engine_power) | |
return (-friction - sqrt(discriminant)) / (2 * drag) if discriminant >= 0 else -1.0 | |
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