Fix RigidBody3D inertia calculation

This commit is contained in:
Cykyrios 2022-10-19 23:26:20 +02:00
parent 61051a44cc
commit 44b93006c4

View file

@ -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.