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author | Josh Grams <josh@qualdan.com> | 2016-04-20 20:49:37 -0400 |
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committer | Josh Grams <josh@qualdan.com> | 2016-04-20 20:49:37 -0400 |
commit | f7d31cec38c795909c4d1e0917f54aa118d380d7 (patch) | |
tree | 842bb5cd786dbce408bb7f5c563a9502542c05eb /servers/physics_2d | |
parent | dbabe4c07cd9c0d825c14b961bd472f77e525162 (diff) |
RigidBody2D: add and bind get_inertia() method.
You can't set this value very well, since it's automatically computed
from the mass and the collision shapes. But since the values are higher
than many people might suspect, so being able to read it helps estimate
the amount of torque you might need to apply.
Diffstat (limited to 'servers/physics_2d')
-rw-r--r-- | servers/physics_2d/body_2d_sw.cpp | 4 |
1 files changed, 4 insertions, 0 deletions
diff --git a/servers/physics_2d/body_2d_sw.cpp b/servers/physics_2d/body_2d_sw.cpp index ab1c7ef66f..97f08a6aa3 100644 --- a/servers/physics_2d/body_2d_sw.cpp +++ b/servers/physics_2d/body_2d_sw.cpp @@ -186,6 +186,10 @@ float Body2DSW::get_param(Physics2DServer::BodyParameter p_param) const { case Physics2DServer::BODY_PARAM_MASS: { return mass; } break; + case Physics2DServer::BODY_PARAM_INERTIA: { + if(_inv_inertia == 0) return INFINITY; + else return 1.0 / _inv_inertia; + } break; case Physics2DServer::BODY_PARAM_GRAVITY_SCALE: { return gravity_scale; } break; |