Fixes in raycast (against sphere), point 2 point constraint
Picking test works, holding shift in App_BasicGpuDemo_*
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@@ -247,7 +247,7 @@ B3_ATTRIBUTE_ALIGNED64 (struct) b3SolverBody
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//Optimization for the iterative solver: avoid calculating constant terms involving inertia, normal, relative position
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B3_FORCE_INLINE void internalApplyImpulse(const b3Vector3& linearComponent, const b3Vector3& angularComponent,const b3Scalar impulseMagnitude)
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{
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if (m_originalBody)
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//if (m_originalBody)
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{
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m_deltaLinearVelocity += linearComponent*impulseMagnitude*m_linearFactor;
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m_deltaAngularVelocity += angularComponent*(impulseMagnitude*m_angularFactor);
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