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authorPouleyKetchoupp <pouleyketchoup@gmail.com>2020-04-12 11:20:32 +0200
committerPouleyKetchoupp <pouleyketchoup@gmail.com>2020-04-12 11:20:32 +0200
commit4a0d15f91c52cc0bc98f6480e7d57711383ec593 (patch)
tree41c728e7381dd71b050b084aff3126b96e3d0915
parent67f7ba2645cb06a4bcf781e274e9c253b91b68cb (diff)
Fix add_force in Godot Physics RigidBody
Now takes the center of mass into account for calculating the applied torque, like apply_impulse does.
-rw-r--r--servers/physics_3d/body_3d_sw.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/servers/physics_3d/body_3d_sw.h b/servers/physics_3d/body_3d_sw.h
index b553cf0670..a6b18ee33c 100644
--- a/servers/physics_3d/body_3d_sw.h
+++ b/servers/physics_3d/body_3d_sw.h
@@ -257,7 +257,7 @@ public:
_FORCE_INLINE_ void add_force(const Vector3 &p_force, const Vector3 &p_pos) {
applied_force += p_force;
- applied_torque += p_pos.cross(p_force);
+ applied_torque += (p_pos - center_of_mass).cross(p_force);
}
_FORCE_INLINE_ void add_torque(const Vector3 &p_torque) {