diff --git a/servers/physics_2d/godot_body_2d.cpp b/servers/physics_2d/godot_body_2d.cpp index a18c748e1dc..c67a63a5dc6 100644 --- a/servers/physics_2d/godot_body_2d.cpp +++ b/servers/physics_2d/godot_body_2d.cpp @@ -55,7 +55,7 @@ void GodotBody2D::update_mass_properties() { if (calculate_center_of_mass) { // We have to recompute the center of mass. - center_of_mass = Vector2(); + center_of_mass_local = Vector2(); if (total_area != 0.0) { for (int i = 0; i < get_shape_count(); i++) { @@ -68,10 +68,10 @@ void GodotBody2D::update_mass_properties() { real_t mass = area * this->mass / total_area; // NOTE: we assume that the shape origin is also its center of mass. - center_of_mass += mass * get_shape_transform(i).get_origin(); + center_of_mass_local += mass * get_shape_transform(i).get_origin(); } - center_of_mass /= mass; + center_of_mass_local /= mass; } } @@ -94,7 +94,7 @@ void GodotBody2D::update_mass_properties() { Transform2D mtx = get_shape_transform(i); Vector2 scale = mtx.get_scale(); - Vector2 shape_origin = mtx.get_origin() - center_of_mass; + Vector2 shape_origin = mtx.get_origin() - center_of_mass_local; inertia += shape->get_moment_of_inertia(mass, scale) + mass * shape_origin.length_squared(); } }