Fix RigidDynamicBody2D auto center of mass calculation

Should be changing the local center of mass, which is then transformed
into `center_of_mass`.
It was causing the center of mass to be always in (0,0) by default with
multiple shapes.
This commit is contained in:
PouleyKetchoupp 2021-10-22 10:57:31 -07:00
parent 83eb214bcf
commit 0a04602835

View file

@ -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();
}
}