enhancing car behavior

This commit is contained in:
2026-01-21 18:16:04 -06:00
parent 582b2c43cb
commit aef117bcf9
6 changed files with 232 additions and 176 deletions
+21
View File
@@ -6,6 +6,8 @@ extends RigidBody3D
@export var turn_speed := 2.0
@export var turn_accel := 8.0
@export var lateral_damp := 10.0
@export var launch_impulse := 28.0
@export var launch_up_impulse := 6.0
@export var seat_path: NodePath
@export var exit_path: NodePath
@export var camera_path: NodePath
@@ -27,6 +29,8 @@ func _ready() -> void:
interact_area.body_exited.connect(_on_interact_body_exited)
if car_camera:
car_camera.current = false
contact_monitor = true
max_contacts_reported = 8
func _process(_delta: float) -> void:
if _driver == null and _nearby_driver != null and Input.is_action_just_pressed("interact"):
@@ -56,6 +60,23 @@ func _integrate_forces(state: PhysicsDirectBodyState3D) -> void:
var target_turn: float = -input2v.x * turn_speed * speed_factor
angular_velocity.y = move_toward(angular_velocity.y, target_turn, turn_accel * state.step)
if speed_factor > 0.2:
var hit_ids := {}
for i in state.get_contact_count():
var collider := state.get_contact_collider_object(i)
if collider is RigidBody3D and collider != self:
var collider_id := (collider as Node).get_instance_id()
if hit_ids.has(collider_id):
continue
hit_ids[collider_id] = true
var contact_pos := state.get_contact_collider_position(i)
var launch_dir := (contact_pos - global_position).normalized()
if launch_dir.length() <= 0.001:
var normal_world := (global_transform.basis * state.get_contact_local_normal(i)).normalized()
launch_dir = normal_world if normal_world.length() > 0.001 else forward.normalized()
var impulse := launch_dir * (launch_impulse * speed_factor) + Vector3.UP * launch_up_impulse
(collider as RigidBody3D).apply_central_impulse(impulse)
func _enter_vehicle(player: Node) -> void:
if seat == null:
return