However, setMassProps does not recalculate the force due to gravity, which of course, depends on the mass.
This was easy enough to fix by calling
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someBody->setGravity(someBody->getGravity());Is this something setMassProps should handle internally? If so, adding
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m_gravity = m_gravity_acceleration * mass;This may also help solve some of the "slow-motion" gravity issues I read about, if the rigid bodies' mass is being set after it's added to the dynamics world.