Fix add_force in Godot Physics RigidBody

Now takes the center of mass into account for calculating the applied
torque, like apply_impulse does.
This commit is contained in:
PouleyKetchoupp 2020-04-12 11:20:32 +02:00
parent 67f7ba2645
commit 4a0d15f91c

View File

@ -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) {