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authorCamille Mohr-Daurat <pouleyKetchoup@gmail.com>2021-12-10 17:16:28 -0700
committerGitHub <noreply@github.com>2021-12-10 17:16:28 -0700
commitf1ca14cc8daf7529569a11c9209c18f8f73e837a (patch)
tree937b7a7c559d6c2394cceb1874131df7b80bde0e /servers/physics_3d/godot_body_3d.cpp
parentc6fe431a02a490aa42d8cbf5d573feb6edc7f0a8 (diff)
parent940f3fde5c5f902b6efd0f35fb6c7d23edd1da14 (diff)
Merge pull request #55736 from nekomatata/physics-apply-forces
Improve RigidDynamicBody force and torque API
Diffstat (limited to 'servers/physics_3d/godot_body_3d.cpp')
-rw-r--r--servers/physics_3d/godot_body_3d.cpp5
1 files changed, 2 insertions, 3 deletions
diff --git a/servers/physics_3d/godot_body_3d.cpp b/servers/physics_3d/godot_body_3d.cpp
index d5098a2a5f..fca8a3f3a9 100644
--- a/servers/physics_3d/godot_body_3d.cpp
+++ b/servers/physics_3d/godot_body_3d.cpp
@@ -628,9 +628,8 @@ void GodotBody3D::integrate_forces(real_t p_step) {
if (!omit_force_integration) {
//overridden by direct state query
- Vector3 force = gravity * mass;
- force += applied_force;
- Vector3 torque = applied_torque;
+ Vector3 force = gravity * mass + applied_force + constant_force;
+ Vector3 torque = applied_torque + constant_torque;
real_t damp = 1.0 - p_step * total_linear_damp;