Merge pull request #67647 from Cykyrios/fix-rigidbody3d-inertia
Fix RigidBody3D inertia calculation
This commit is contained in:
commit
a6fc95cd92
|
@ -118,7 +118,7 @@ void GodotBody3D::update_mass_properties() {
|
|||
shape_inertia_tensor = shape_basis * shape_inertia_tensor * shape_basis.transposed();
|
||||
|
||||
Vector3 shape_origin = shape_transform.origin - center_of_mass_local;
|
||||
inertia_tensor += shape_inertia_tensor + (Basis() * shape_origin.dot(shape_origin) - shape_origin.outer(shape_origin)) * mass;
|
||||
inertia_tensor += shape_inertia_tensor + (Basis() * shape_origin.dot(shape_origin) - shape_origin.outer(shape_origin)) * mass_new;
|
||||
}
|
||||
|
||||
// Set the inertia to a valid value when there are no valid shapes.
|
||||
|
|
Loading…
Reference in New Issue