float friction = min(reaction*friction_coeff, v_tan/inv_mass_sum);
LinAl::Vector<float, 2> impulse = c.normal*reaction+tangent*friction;
entity1.velocity += impulse*entity1.inverse_mass;
- entity2.velocity -= impulse*entity2.inverse_momi;
+ entity2.velocity -= impulse*entity2.inverse_mass;
entity1.angular_velocity += Geometry::Angle<float>::from_radians(entity1.inverse_momi*(r1.x*impulse.y-r1.y*impulse.x));
entity2.angular_velocity -= Geometry::Angle<float>::from_radians(entity2.inverse_momi*(r2.x*impulse.y-r2.y*impulse.x));
}