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authorCykyrios <cykyrios@gmail.com>2022-10-19 23:26:20 +0200
committerCykyrios <cykyrios@gmail.com>2022-10-19 23:26:20 +0200
commit44b93006c406bdb3fd3c33841aeb47d9925c4adf (patch)
tree5bf560350d6723bd0fce00b3919c39a144a86a5c
parent61051a44ccacbe447f14538b5bb4b68a62fc896f (diff)
Fix RigidBody3D inertia calculation
-rw-r--r--servers/physics_3d/godot_body_3d.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/servers/physics_3d/godot_body_3d.cpp b/servers/physics_3d/godot_body_3d.cpp
index cec233d95b..53f4ab86f9 100644
--- a/servers/physics_3d/godot_body_3d.cpp
+++ b/servers/physics_3d/godot_body_3d.cpp
@@ -118,7 +118,7 @@ void GodotBody3D::update_mass_properties() {
shape_inertia_tensor = shape_basis * shape_inertia_tensor * shape_basis.transposed();
Vector3 shape_origin = shape_transform.origin - center_of_mass_local;
- inertia_tensor += shape_inertia_tensor + (Basis() * shape_origin.dot(shape_origin) - shape_origin.outer(shape_origin)) * mass;
+ inertia_tensor += shape_inertia_tensor + (Basis() * shape_origin.dot(shape_origin) - shape_origin.outer(shape_origin)) * mass_new;
}
// Set the inertia to a valid value when there are no valid shapes.