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-rw-r--r--servers/physics_3d/godot_body_3d.cpp30
1 files changed, 15 insertions, 15 deletions
diff --git a/servers/physics_3d/godot_body_3d.cpp b/servers/physics_3d/godot_body_3d.cpp
index 19f065c319..cec233d95b 100644
--- a/servers/physics_3d/godot_body_3d.cpp
+++ b/servers/physics_3d/godot_body_3d.cpp
@@ -78,10 +78,10 @@ void GodotBody3D::update_mass_properties() {
real_t area = get_shape_area(i);
- real_t mass = area * this->mass / total_area;
+ real_t mass_new = area * mass / total_area;
// NOTE: we assume that the shape origin is also its center of mass.
- center_of_mass_local += mass * get_shape_transform(i).origin;
+ center_of_mass_local += mass_new * get_shape_transform(i).origin;
}
center_of_mass_local /= mass;
@@ -108,9 +108,9 @@ void GodotBody3D::update_mass_properties() {
const GodotShape3D *shape = get_shape(i);
- real_t mass = area * this->mass / total_area;
+ real_t mass_new = area * mass / total_area;
- Basis shape_inertia_tensor = Basis::from_scale(shape->get_moment_of_inertia(mass));
+ Basis shape_inertia_tensor = Basis::from_scale(shape->get_moment_of_inertia(mass_new));
Transform3D shape_transform = get_shape_transform(i);
Basis shape_basis = shape_transform.basis.orthonormalized();
@@ -637,14 +637,14 @@ void GodotBody3D::integrate_forces(real_t p_step) {
damp = 0;
}
- real_t angular_damp = 1.0 - p_step * total_angular_damp;
+ real_t angular_damp_new = 1.0 - p_step * total_angular_damp;
- if (angular_damp < 0) { // reached zero in the given time
- angular_damp = 0;
+ if (angular_damp_new < 0) { // reached zero in the given time
+ angular_damp_new = 0;
}
linear_velocity *= damp;
- angular_velocity *= angular_damp;
+ angular_velocity *= angular_damp_new;
linear_velocity += _inv_mass * force * p_step;
angular_velocity += _inv_inertia_tensor.xform(torque) * p_step;
@@ -707,27 +707,27 @@ void GodotBody3D::integrate_velocities(real_t p_step) {
Vector3 total_angular_velocity = angular_velocity + biased_angular_velocity;
real_t ang_vel = total_angular_velocity.length();
- Transform3D transform = get_transform();
+ Transform3D transform_new = get_transform();
if (!Math::is_zero_approx(ang_vel)) {
Vector3 ang_vel_axis = total_angular_velocity / ang_vel;
Basis rot(ang_vel_axis, ang_vel * p_step);
Basis identity3(1, 0, 0, 0, 1, 0, 0, 0, 1);
- transform.origin += ((identity3 - rot) * transform.basis).xform(center_of_mass_local);
- transform.basis = rot * transform.basis;
- transform.orthonormalize();
+ transform_new.origin += ((identity3 - rot) * transform_new.basis).xform(center_of_mass_local);
+ transform_new.basis = rot * transform_new.basis;
+ transform_new.orthonormalize();
}
Vector3 total_linear_velocity = linear_velocity + biased_linear_velocity;
/*for(int i=0;i<3;i++) {
if (axis_lock&(1<<i)) {
- transform.origin[i]=0.0;
+ transform_new.origin[i]=0.0;
}
}*/
- transform.origin += total_linear_velocity * p_step;
+ transform_new.origin += total_linear_velocity * p_step;
- _set_transform(transform);
+ _set_transform(transform_new);
_set_inv_transform(get_transform().inverse());
_update_transform_dependent();