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skip out on impulses that have no chance of moving the object
also, sRestTol already is a 0.5 multiplier
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3 changed files with 3 additions and 2 deletions
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@ -117,6 +117,7 @@ void Rigid::updateCenterOfMass()
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void Rigid::applyImpulse(const Point3F &r, const Point3F &impulse)
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{
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if (impulse.lenSquared() < mass) return;
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atRest = false;
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// Linear momentum and velocity
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