Merge pull request #54131 from nekomatata/fix-2d-body-center-of-mass-auto
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@ -55,7 +55,7 @@ void GodotBody2D::update_mass_properties() {
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if (calculate_center_of_mass) {
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// We have to recompute the center of mass.
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center_of_mass = Vector2();
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center_of_mass_local = Vector2();
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if (total_area != 0.0) {
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for (int i = 0; i < get_shape_count(); i++) {
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@ -68,10 +68,10 @@ void GodotBody2D::update_mass_properties() {
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real_t mass = area * this->mass / total_area;
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// NOTE: we assume that the shape origin is also its center of mass.
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center_of_mass += mass * get_shape_transform(i).get_origin();
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center_of_mass_local += mass * get_shape_transform(i).get_origin();
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}
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center_of_mass /= mass;
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center_of_mass_local /= mass;
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}
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}
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@ -94,7 +94,7 @@ void GodotBody2D::update_mass_properties() {
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Transform2D mtx = get_shape_transform(i);
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Vector2 scale = mtx.get_scale();
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Vector2 shape_origin = mtx.get_origin() - center_of_mass;
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Vector2 shape_origin = mtx.get_origin() - center_of_mass_local;
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inertia += shape->get_moment_of_inertia(mass, scale) + mass * shape_origin.length_squared();
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}
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}
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