Fix add_force in Godot Physics RigidBody
Now takes the center of mass into account for calculating the applied torque, like apply_impulse does.
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@ -257,7 +257,7 @@ public:
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_FORCE_INLINE_ void add_force(const Vector3 &p_force, const Vector3 &p_pos) {
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applied_force += p_force;
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applied_torque += p_pos.cross(p_force);
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applied_torque += (p_pos - center_of_mass).cross(p_force);
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}
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_FORCE_INLINE_ void add_torque(const Vector3 &p_torque) {
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