RigidBody's moment of inertia: how is it calculated/edited?
How does Godot 3 determine the moment of inertia of a RigidBody? For example, does it take the collision shapes, assume the rigid body's mass is uniformly distributed throughout their volume, and compute the tensor accordingly, or does it use some other method?
Can I edit the tensor programmatically? Eg like how Unity exposes inertiaTensor and inertiaTensorRotation to override the values computed from colliders.
(Forgive me if this is covered elsewhere, but I was unable to find anything else in the docs, and I'm only new to Godot. The only thing the documentation has to say about rotation is "float angular_damp - Damps RigidBody’s rotational forces." That's it. Not a very physical description.)