diff options
author | PouleyKetchoupp <pouleyketchoup@gmail.com> | 2020-04-12 11:20:32 +0200 |
---|---|---|
committer | PouleyKetchoupp <pouleyketchoup@gmail.com> | 2020-04-12 11:20:32 +0200 |
commit | 4a0d15f91c52cc0bc98f6480e7d57711383ec593 (patch) | |
tree | 41c728e7381dd71b050b084aff3126b96e3d0915 | |
parent | 67f7ba2645cb06a4bcf781e274e9c253b91b68cb (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.h | 2 |
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) { |