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author | Cykyrios <cykyrios@gmail.com> | 2022-10-19 23:26:20 +0200 |
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committer | Cykyrios <cykyrios@gmail.com> | 2022-10-19 23:26:20 +0200 |
commit | 44b93006c406bdb3fd3c33841aeb47d9925c4adf (patch) | |
tree | 5bf560350d6723bd0fce00b3919c39a144a86a5c | |
parent | 61051a44ccacbe447f14538b5bb4b68a62fc896f (diff) |
Fix RigidBody3D inertia calculation
-rw-r--r-- | servers/physics_3d/godot_body_3d.cpp | 2 |
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. |