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author | PouleyKetchoupp <pouleyketchoup@gmail.com> | 2021-10-22 10:57:31 -0700 |
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committer | PouleyKetchoupp <pouleyketchoup@gmail.com> | 2021-10-22 11:08:53 -0700 |
commit | 0a04602835570804a5de4653d39b0d63de3619e8 (patch) | |
tree | 8b5795c3b9fa404fd9a349d71915450293250eca | |
parent | 83eb214bcfb44ab5ea56917f363b6135dc598c9b (diff) |
Fix RigidDynamicBody2D auto center of mass calculation
Should be changing the local center of mass, which is then transformed
into `center_of_mass`.
It was causing the center of mass to be always in (0,0) by default with
multiple shapes.
-rw-r--r-- | servers/physics_2d/godot_body_2d.cpp | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/servers/physics_2d/godot_body_2d.cpp b/servers/physics_2d/godot_body_2d.cpp index a18c748e1d..c67a63a5dc 100644 --- a/servers/physics_2d/godot_body_2d.cpp +++ b/servers/physics_2d/godot_body_2d.cpp @@ -55,7 +55,7 @@ void GodotBody2D::update_mass_properties() { if (calculate_center_of_mass) { // We have to recompute the center of mass. - center_of_mass = Vector2(); + center_of_mass_local = Vector2(); if (total_area != 0.0) { for (int i = 0; i < get_shape_count(); i++) { @@ -68,10 +68,10 @@ void GodotBody2D::update_mass_properties() { real_t mass = area * this->mass / total_area; // NOTE: we assume that the shape origin is also its center of mass. - center_of_mass += mass * get_shape_transform(i).get_origin(); + center_of_mass_local += mass * get_shape_transform(i).get_origin(); } - center_of_mass /= mass; + center_of_mass_local /= mass; } } @@ -94,7 +94,7 @@ void GodotBody2D::update_mass_properties() { Transform2D mtx = get_shape_transform(i); Vector2 scale = mtx.get_scale(); - Vector2 shape_origin = mtx.get_origin() - center_of_mass; + Vector2 shape_origin = mtx.get_origin() - center_of_mass_local; inertia += shape->get_moment_of_inertia(mass, scale) + mass * shape_origin.length_squared(); } } |