linear coll. resp. fix add
fix didn't cover all cases. Now it do
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@ -54,6 +54,10 @@ namespace
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break;
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break;
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}
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}
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}
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}
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else
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{
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break;
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}
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// bounce
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// bounce
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Float4 bounceD = normal * -Formula::CollisionResponse::Bounce( deuterState.GetRestitutionCoeff(),
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Float4 bounceD = normal * -Formula::CollisionResponse::Bounce( deuterState.GetRestitutionCoeff(),
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