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authorJosh Jones <kilauea.jones@gmail.com>2021-03-22 20:10:11 -0700
committerJosh Jones <kilauea.jones@gmail.com>2021-03-22 20:10:11 -0700
commit9aadd0cde71cfe63cd10077266d8a59dad2647f6 (patch)
tree3730cd2657c53dcae982361f9066ba5ea8039e6a /editor/translations/ur_PK.po
parent03392009725b1a81928865d4f382a2de79e65f54 (diff)
[Godot Physics]: Correct typo in moment of inertia calculations.
The moment of inertia calculation for BoxShape is: ``` Vector3( (p_mass / 3.0) * (ly * ly + lz * lz), (p_mass / 3.0) * (lx * lx + lz * lz), (p_mass / 3.0) * (lx * lx + ly * ly)); ``` where the final line includes both the x and y extents. However, for CapsuleShape3D, CylinderShape3D, ConvexPolygonShape3D, ConcavePolygonShape3D, and HeightMapShape3D, the final line read `(p_mass / 3.0) * (extents.y * extents.y + extents.y * extents.y)`. I believe this is a mistake, considering the comment in each case mentions using an AABB approximation, which should follow the same approach as BoxShape. This change corrects the final line to include both the x and y components of the shape's extent.
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