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# Specifying inertia for RigidBodies

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in 3D

I am making a spacecraft simulator where you can build a ship out of modules. Since I know the mass of the modules and I know the location of the center of mass of each module relative to the center of mass of the rigid body, I can calculate the moment of inertia about each of the axes using parallel axis theorem. Since I can't directly set the inverse inertia, I have to find a collider shape that approximates it. Ideally I would find a shape that I can control the inertia about the three axes by specifying the extents along the three axes. A box collider seems to fit the bill and I was able to determine the formula Godot uses for the Moment of Inertia, e.g. Ix = 1/12M*(y^2 + z^2) and similar for Iy and Iz. But in order to determine the extents of the box needed to match the moment of inertia, I would need to solve a system of 3 non-linear equations. Is there an easier way to specify moments of inertia for rigidbodies?