From 4a0d15f91c52cc0bc98f6480e7d57711383ec593 Mon Sep 17 00:00:00 2001 From: PouleyKetchoupp Date: Sun, 12 Apr 2020 11:20:32 +0200 Subject: Fix add_force in Godot Physics RigidBody Now takes the center of mass into account for calculating the applied torque, like apply_impulse does. --- servers/physics_3d/body_3d_sw.h | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) 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) { -- cgit v1.2.3